https://www.dustloop.com/wiki/api.php?action=feedcontributions&user=Manta&feedformat=atomDustloop Wiki - User contributions [en]2024-03-29T01:56:27ZUser contributionsMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=User:Manta&diff=451330User:Manta2024-03-28T12:57:14Z<p>Manta: /* Hitstun Index table */</p>
<hr />
<div><br />
==Hitstun types==<br />
Blazblue has a large variety of hitstun types that change how a character appears when they are hit. This changes how their hurtboxes are shaped while in this hitstun, and also what happens afterwards if the character does not recover. Strictly speaking, the type of hitstun animation used is separate from the speed and direction, however they tend to have some correlation. For example, a move that causes floorslide will tend to give the victim a lot of horizontal speed as well. Various hitstun types also change what happens if the victim techs or doesn't.<br />
<br />
===Grounded hitstun===<br />
[[Image:BBCF_StandingHitstun.png|x250px|250px]]<br><br />
'''Standing hitstun''', comes in 5 different levels depending on the attack level used. Default for getting hit while standing. Reverts to standing afterwards<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_StandingHitstunLow.png|x250px|250px]]<br><br />
'''Standing Low Hitstun.''' If hit while standing with a Foot attribute attack, a different animation is used where the character bends forward, these hits tend to make the hurtboxes wider overall, allowing more moves to hit afterwards. Also has 5 minor variants. Reverts to standing afterwards.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_CrouchingHitstun.png|x250px|250px]]<br><br />
'''Crouching Hitstun'''. As before, just when hit while crouching by anything, usually keeps the hurtboxes low, making some followups impossible. Reverts to crouching afterwards.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_Frozen.png|x250px|250px]]<br><br />
'''Frozen'''. Hitstun type (almost) exclusively caused by Jin. Reuses various different sprites depending on the character. Can happen in any state. Afterwards reverts to standing if grounded, or air neutral if airborne with no recovery animation.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_Stagger.png|x250px|250px]][[Image:BBCF_Stagger_down.png|x250px|250px]]<br><br />
'''Crumple or Stagger'''. Specific stagger state caused by some moves with a unique recovery mechanism. If recovered while still standing, the character will revert to standing neutral in 8 frames, but only be invulnerable for the first 6, in the the remaining two frames, the character will automatically block any blockable attack. If not teched while standing, the character will collapse into a face-down downed state, which can also be teched.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_Land_Spin.png|x250px|250px]][[Image:BBCF_Land_Spin_2.png|x250px|250px]]<br><br />
'''Pirouette'''. Spins opponent in place, ending in a face-up downed state which can be teched.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_Guard_Break.png|x250px|250px]][[Image:BBCF_Guard_Break_Crouch.png|x250px|250px]]<br><br />
'''Guard Crush'''. Used for moves that break guard and also for a player being pushed away by a Throw Reject. Reverts to a standing state afterwards.<br />
<br style="clear:both;"/><br><br />
<br />
===Air Hitstun===<br />
[[Image:BBCF_FaceUp_air.png|x250px|250px]]<br><br />
'''Face up air hit'''. Standard air hitstun used whenever no other type is specified in the move. Comes with animations for rising, reaching the apex of the arc, falling and crashing to the ground. Ends in face-up downed state if not teched.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_FaceDown_air.png|x250px|250px]]<br><br />
'''Face down air hit.''' Used primarily when characters are hit by {{clr|C|3C}} from most characters, or rebound off the wall in some way. Ends in Face-Down downed state if not teched.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_VerticalDown_air.png|x250px|250px]][[Image:BBCF_VerticalDown_air_2.png|x250px|250px]]<br><br />
'''Vertical Air hit'''. Used primarily for moves that launch the opponent upwards. Ends in Face-Down downed state if not teched.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_Land_Spin.png|x250px|250px]][[Image:BBCF_Land_Spin_2.png|x250px|250px]]<br><br />
'''Air spin.''' Usually used for moves that launch upwards, turns into a vertical air hit animation after reaching the maximum height.<br style="clear:both;"/><br><br />
[[Image:BBCF_Tumble.png|x250px|250px]]<br><br />
'''Tumble spin'''. Rolls opponent in the air and typically ends in a face-down floor slide. Otherwise ends in just the face down downed state.<br style="clear:both;"/><br><br />
[[Image:BBCF_BlowAway.png|x250px|250px]]<br><br />
'''Blow away'''. Used heavily for moves that blast the opponent horizontally, particularly for moves that wallbounce, wall stick or floor slide. If none of these happens, ends in face up downed state.<br style="clear:both;"/><br><br />
[[Image:BBCF_Kirimoni.png|x250px|250px]]<br><br />
'''Tailspin or "Dust" launch'''. Used only for a few moves that launch both upwards and away. Reverts to face up falling animation after reaching the maximum height.<br style="clear:both;"/><br><br />
[[Image:BBCF_Skeleton.png|x250px|250px]]<br><br />
'''Electrocuted'''. Used by various moves that electrify the opponent. Usually this animation is only seen while the victim is in hitstop, and afterwards goes into a Vertical Air Hit animation (usually with some vertical launch speed)<br style="clear:both;"/><br><br />
[[Image:BBCF_WallBound.png|x250px|250px]]<br><br />
'''Wallbound, Wallstick and Wallbounce'''. All use the same animation and revert to the face down falling animation afterwards. All technically the same type of hitstun, except the amount of time they remain stuck to the wall before rebounding, and the amount of speed they rebound with varies from move to move. "Wallbounce" generally means a very short stick time but lots of rebound speed, "Wallstick" means a long stick time, but little rebound speed, and "Wallbound" means very little of either. This effect can only occur if the victim touches the walls of the stage or the maximum distance two players can be separated before touching the floor.<br style="clear:both;"/><br><br />
[[Image:BBCF_FDown_Crash.png|x250px|250px]][[Image:BBCF_FUp_Crash.png|x250px|250px]]<br><br />
'''Groundbounce or Floorbounce'''. Not a specific animation, but an effect where the victim bounces off the floor with a speed varying on the move used. Can be anything from significant launch into the sky or a small rebound, with the latter having the effect of essentially being an extended knockdown.<br style="clear:both;"/><br><br />
[[Image:BBCF_Guard_Break_Air.png|x250px|250px]]<br><br />
'''Air Guard Crush'''. Same as the landed version, but in the air. Ends in a neutral air state.<br style="clear:both;"/><br><br />
<br />
===Downed===<br />
[[Image:BBCF_Face_Up_Downed.png|x250px|250px]]<br><br />
'''Face Up''' Most common way to end up on the floor.<br style="clear:both;"/><br><br />
[[Image:BBCF_Face_Down_Downed.png|x250px|250px]]<br><br />
'''Face Down''' The other way to end up on the floor. Has no different timings or options for techrolls compared to Face Up, but can have different hurtboxes that allow combos the other does not.<br style="clear:both;"/><br><br />
[[Image:BBCF_Face_up_Slide.png|x250px|250px]]<br><br />
'''Face Up floor slide''' The slide that happens after a Blow Away hit, ends in a Face-Up downed state which can usually be tech-rolled. Due to the way the hurtboxes tend to be both taller but thinner while sliding compared to being downed, some combo followups only work during the slide, while others must wait for it to end. Notably, if there is more air untech time left after the floorslide ends, the slide cannot be techrolled!<br style="clear:both;"/><br><br />
[[Image:BBCF_Face_down_Slide.png|x250px|250px]]<br><br />
'''Face Down floor slide.''' As above, but this is the animation you get if the floorslide happened after a tumble air hit.<br style="clear:both;"/><br><br />
<br />
==Hitstun Index table==<br />
In the code, the game uses the following indecies to denote the hitstun type an attack inflicts. These can be used to force air hits or standing hits as required.<br />
#Default (Uses current player state and attack level to determine animation)<br />
#Air Face up<br />
#Stagger<br />
#Crouching<br />
#Standing<br />
#Standing low<br />
#Pirouette<br />
#Guard Crush<br />
#Unused<br />
#Air Face up (Skips early frames of animation, used for high velocity hits)<br />
#Air Vertical<br />
#Face down<br />
#Air Blowback (Gives face up floorslide if enabled)<br />
#Air tailspin (Dust attack)<br />
#Electricution air<br />
#Unused<br />
#Air guard crush<br />
#Air tumble (Implies face down floorslide if enabled)<br />
#Air spin<br />
#Blowback air (Skips early frames of animation, used for high velocity hits)<br />
#Astral Heat special hitstun (Relius and Amane only)<br />
<br />
<br><br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Ratings for who makes a good training dummy when getting spriterip screenshots<br />
|-<br />
! Character !! Pros !! Cons !! Overall<br />
|-<br />
|| Ragna || No special effects or shaders, standard size || Asymmetric, eye colour changes when flipped || Good<br />
|-<br />
|| Jin || No special effects or shaders, Punchable face || Some odd hitboxes || Good<br />
|-<br />
|| Noel || Extremely punchable || None || Excellent<br />
|-<br />
|| Rachel || No special effects or shaders || Three different sprites, one with random elements || Terrible<br />
|-<br />
|| Tager || Can survive Golden Mecha Tager? || Draws more attention than the actual character, has idle particles || Terrible<br />
|-<br />
|| Litchi || Easy on the eyes || Annoying floating staff with random offset || Okay<br />
|-<br />
|| Arakune || Cathartic to punch || Is a blob of pixel shader effects and transparency || Terrible <br />
|-<br />
|| Bang || No special effects or shaders, standard size || Requires muting the game || Good<br />
|-<br />
|| Carl || Tiny, won't dominate screenshots || Arguably too small, needs Nirvana to be offscreen || Okay<br />
|-<br />
|| Taokaka || Can cat crawl under moves || Requires muting the game || Good<br />
|-<br />
|| Hakumen || No special effects or shaders || Annoyingly wide sprites, no face to punch || Okay<br />
|-<br />
|| Nu-11 || No special effects or shaders, standard size || Back swords sometimes their own sprite || Good<br />
|-<br />
|| Tsubaki || No special effects or shaders, standard size || Sadly none || Good<br />
|-<br />
|| Hazama || No special effects or shaders, standard size, very punchable || None || Excellent<br />
|-<br />
|| Mu-12 || No special effects or shaders, standard size || Floating swords sometimes annoying || Okay<br />
|-<br />
|| Makoto || No special effects or shaders, standard size || None || Good<br />
|-<br />
|| Valkenhayn || No special effects or shaders, standard size || None || Good<br />
|-<br />
|| Platinum || No special effects or shaders || Annoying voice, feels mean to beat up children || Okay<br />
|-<br />
|| Relius || No special effects or shaders, standard size || None, Ignis keeps herself out of the way || Good<br />
|-<br />
|| Azrael || Used as a training dummy in Challenge mode || If anything, overused in other spriterips || Good<br />
|-<br />
|| Kagura || No special effects or shaders, standard size, Punchable || Wide sprite when standing || Okay<br />
|-<br />
|| Bullet || No special effects or shaders, standard size || Remember to turn off heat up mode || Good<br />
|-<br />
|| Amane || No special effects or shaders, standard size || Hypnotic idle animation || Good<br />
|-<br />
|| Kokonoe || No special effects or shaders || Perhaps too small || Good<br />
|-<br />
|| Celica || Cute to look at || A mess of two characters interacting, Too cute to punch || Terrible<br />
|-<br />
|| Izayoi || No special effects or shaders, standard size || Remember to disable Gain Art || Good<br />
|-<br />
|| Terumi || No special effects or shaders, Extremely punchable face || Perhaps ''too'' punchable || Excellent<br />
|-<br />
|| Lambda-11 || Errr... || A mess of visual effects and two sprites when just standing || Terrible<br />
|-<br />
|| Hibiki || No special effects or shaders, standard size || None || Good<br />
|-<br />
|| Naoto || No special effects or shaders, standard size || None || Good<br />
|-<br />
|| Nine || No special effects or shaders, standard size || Remember to empty her spell slots, don't let her idle too long || Good<br />
|-<br />
|| Izanami || Can be made to float at appropriate heights and stay put || Bits animated separately || Good<br />
|-<br />
|| Susan || Errr... || Big and has glow effects when idling || Terrible<br />
|-<br />
|| Mai || No special effects or shaders, standard size || Spear makes her a bit wide || Good<br />
|-<br />
|| Es || No special effects or shaders|| Sword makes her a bit wide || Okay<br />
|-<br />
|| Jubei || No special effects or shaders || Perhaps a bit too small || Okay<br />
|-<br />
|}<br />
<br />
==Nu Lambda comparison Test==<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! Lambda-11 !! Nu-13<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''Lambda emphasises lockdown and approach'''<br><br />
Lambda's gameplan focuses on suppressing her opponent and moving in with mixups, ideally corner carrying them into her strong oki tools where she can close in and perform her various mixups from up close. Most of Lambda's special moves are attacks which have long recovery if they miss or are blocked, but tend to make highly rewarding callout tools.<br />
|<br />
'''Nu emphasises evasion and long range'''<br><br />
Nu's gameplan focuses on keeping away from her opponent while using her long ranged superiority to harass them from relative safety. Her main high-low mixups exist at medium to long range. Nu's Act Pulsar and Gravity Seeds look similar to Lambda's, but they are not attacks, instead they're used to keep distance from her opponent or to close in since they can be whiff cancelled into other options.<br />
|-<br />
! '''Drive Differences'''<br />
|<br />
'''Lambda's Drive Focuses on space control'''<br />
* Drives have negligible deadzone<br />
* {{clr|D|2D}} and {{clr|D|6D}} are active for longer<br />
* {{clr|D|236D}} and {{clr|D|214D}} are highly active and advantageous, making them strong oki tools to cover approaches<br />
* {{clr|D|j.214D}} Covers a large area close to Lambda<br />
* Air drives have more reward if they hit, but they suffer from bad landing recovery.<br />
|<br />
'''Nu's Drive Focuses on long ranged sniping'''<br />
* Drives spawn further away, reducing the time it takes to get to the target<br />
* {{clr|D|2D}} and {{clr|D|6D}} accelerate twice as fast<br />
* {{clr|D|236D}} is a full ranged low that mixes up with {{clr|D|4D}}.<br />
* {{clr|D|214D}} is a powerful threat to prevent approaches and punish mistakes made at any range.<br />
* {{clr|D|j.214D}} Is a long ranged Overhead that can be mixed up in various ways.<br />
* Air drives recover in the air but lead into only modest damage.<br />
|-<br />
! '''Cancel options'''<br />
|<br />
'''Lambda's Cancels Mix together Normals, Drives and Specials more fluidly'''<br />
*Drive followups are forced to activate if the first attack hits or is blocked<br />
*All cancel options (Except Rapid Cancel) only apply to the followup hit.<br />
*Lambda can cancel the final hit of {{clr|C|C}} normals into drives<br />
*Lambda cannot repeat any drives in a single chain. She can use all four grounded drives in one chain<br />
*Lambda can special cancel Drives on hit or block, these can often then link back into normal moves in various combos<br />
*Lambda has a complex Rekka chain which is used extensively as parts of her mixups, stagger pressure and combos.<br />
|<br />
'''Nu's Cancels Emphasise Drive Flexibility'''<br />
*Drive followup attacks are manually activated and thus optional<br />
*Drives can cancel into other drives and back again (In chains of three before any jump cancels). Chains only reset if Nu goes fully neutral (Jump startup counts).<br />
*Drives can cancel from the first or second hit<br />
*Nu cannot cancel any other normal attack into normal drive attacks<br />
*Can hit/block cancel drives into Act Pulsar<br />
*Can whiff cancel {{clr|X|214X}} and {{clr|D|236D}} into Act Pulsar<br />
|-<br />
|}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=User:Manta&diff=451317User:Manta2024-03-28T11:56:19Z<p>Manta: /* Hitstun types */</p>
<hr />
<div><br />
==Hitstun types==<br />
Blazblue has a large variety of hitstun types that change how a character appears when they are hit. This changes how their hurtboxes are shaped while in this hitstun, and also what happens afterwards if the character does not recover. Strictly speaking, the type of hitstun animation used is separate from the speed and direction, however they tend to have some correlation. For example, a move that causes floorslide will tend to give the victim a lot of horizontal speed as well. Various hitstun types also change what happens if the victim techs or doesn't.<br />
<br />
===Grounded hitstun===<br />
[[Image:BBCF_StandingHitstun.png|x250px|250px]]<br><br />
'''Standing hitstun''', comes in 5 different levels depending on the attack level used. Default for getting hit while standing. Reverts to standing afterwards<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_StandingHitstunLow.png|x250px|250px]]<br><br />
'''Standing Low Hitstun.''' If hit while standing with a Foot attribute attack, a different animation is used where the character bends forward, these hits tend to make the hurtboxes wider overall, allowing more moves to hit afterwards. Also has 5 minor variants. Reverts to standing afterwards.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_CrouchingHitstun.png|x250px|250px]]<br><br />
'''Crouching Hitstun'''. As before, just when hit while crouching by anything, usually keeps the hurtboxes low, making some followups impossible. Reverts to crouching afterwards.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_Frozen.png|x250px|250px]]<br><br />
'''Frozen'''. Hitstun type (almost) exclusively caused by Jin. Reuses various different sprites depending on the character. Can happen in any state. Afterwards reverts to standing if grounded, or air neutral if airborne with no recovery animation.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_Stagger.png|x250px|250px]][[Image:BBCF_Stagger_down.png|x250px|250px]]<br><br />
'''Crumple or Stagger'''. Specific stagger state caused by some moves with a unique recovery mechanism. If recovered while still standing, the character will revert to standing neutral in 8 frames, but only be invulnerable for the first 6, in the the remaining two frames, the character will automatically block any blockable attack. If not teched while standing, the character will collapse into a face-down downed state, which can also be teched.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_Land_Spin.png|x250px|250px]][[Image:BBCF_Land_Spin_2.png|x250px|250px]]<br><br />
'''Pirouette'''. Spins opponent in place, ending in a face-up downed state which can be teched.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_Guard_Break.png|x250px|250px]][[Image:BBCF_Guard_Break_Crouch.png|x250px|250px]]<br><br />
'''Guard Crush'''. Used for moves that break guard and also for a player being pushed away by a Throw Reject. Reverts to a standing state afterwards.<br />
<br style="clear:both;"/><br><br />
<br />
===Air Hitstun===<br />
[[Image:BBCF_FaceUp_air.png|x250px|250px]]<br><br />
'''Face up air hit'''. Standard air hitstun used whenever no other type is specified in the move. Comes with animations for rising, reaching the apex of the arc, falling and crashing to the ground. Ends in face-up downed state if not teched.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_FaceDown_air.png|x250px|250px]]<br><br />
'''Face down air hit.''' Used primarily when characters are hit by {{clr|C|3C}} from most characters, or rebound off the wall in some way. Ends in Face-Down downed state if not teched.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_VerticalDown_air.png|x250px|250px]][[Image:BBCF_VerticalDown_air_2.png|x250px|250px]]<br><br />
'''Vertical Air hit'''. Used primarily for moves that launch the opponent upwards. Ends in Face-Down downed state if not teched.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_Land_Spin.png|x250px|250px]][[Image:BBCF_Land_Spin_2.png|x250px|250px]]<br><br />
'''Air spin.''' Usually used for moves that launch upwards, turns into a vertical air hit animation after reaching the maximum height.<br style="clear:both;"/><br><br />
[[Image:BBCF_Tumble.png|x250px|250px]]<br><br />
'''Tumble spin'''. Rolls opponent in the air and typically ends in a face-down floor slide. Otherwise ends in just the face down downed state.<br style="clear:both;"/><br><br />
[[Image:BBCF_BlowAway.png|x250px|250px]]<br><br />
'''Blow away'''. Used heavily for moves that blast the opponent horizontally, particularly for moves that wallbounce, wall stick or floor slide. If none of these happens, ends in face up downed state.<br style="clear:both;"/><br><br />
[[Image:BBCF_Kirimoni.png|x250px|250px]]<br><br />
'''Tailspin or "Dust" launch'''. Used only for a few moves that launch both upwards and away. Reverts to face up falling animation after reaching the maximum height.<br style="clear:both;"/><br><br />
[[Image:BBCF_Skeleton.png|x250px|250px]]<br><br />
'''Electrocuted'''. Used by various moves that electrify the opponent. Usually this animation is only seen while the victim is in hitstop, and afterwards goes into a Vertical Air Hit animation (usually with some vertical launch speed)<br style="clear:both;"/><br><br />
[[Image:BBCF_WallBound.png|x250px|250px]]<br><br />
'''Wallbound, Wallstick and Wallbounce'''. All use the same animation and revert to the face down falling animation afterwards. All technically the same type of hitstun, except the amount of time they remain stuck to the wall before rebounding, and the amount of speed they rebound with varies from move to move. "Wallbounce" generally means a very short stick time but lots of rebound speed, "Wallstick" means a long stick time, but little rebound speed, and "Wallbound" means very little of either. This effect can only occur if the victim touches the walls of the stage or the maximum distance two players can be separated before touching the floor.<br style="clear:both;"/><br><br />
[[Image:BBCF_FDown_Crash.png|x250px|250px]][[Image:BBCF_FUp_Crash.png|x250px|250px]]<br><br />
'''Groundbounce or Floorbounce'''. Not a specific animation, but an effect where the victim bounces off the floor with a speed varying on the move used. Can be anything from significant launch into the sky or a small rebound, with the latter having the effect of essentially being an extended knockdown.<br style="clear:both;"/><br><br />
[[Image:BBCF_Guard_Break_Air.png|x250px|250px]]<br><br />
'''Air Guard Crush'''. Same as the landed version, but in the air. Ends in a neutral air state.<br style="clear:both;"/><br><br />
<br />
===Downed===<br />
[[Image:BBCF_Face_Up_Downed.png|x250px|250px]]<br><br />
'''Face Up''' Most common way to end up on the floor.<br style="clear:both;"/><br><br />
[[Image:BBCF_Face_Down_Downed.png|x250px|250px]]<br><br />
'''Face Down''' The other way to end up on the floor. Has no different timings or options for techrolls compared to Face Up, but can have different hurtboxes that allow combos the other does not.<br style="clear:both;"/><br><br />
[[Image:BBCF_Face_up_Slide.png|x250px|250px]]<br><br />
'''Face Up floor slide''' The slide that happens after a Blow Away hit, ends in a Face-Up downed state which can usually be tech-rolled. Due to the way the hurtboxes tend to be both taller but thinner while sliding compared to being downed, some combo followups only work during the slide, while others must wait for it to end. Notably, if there is more air untech time left after the floorslide ends, the slide cannot be techrolled!<br style="clear:both;"/><br><br />
[[Image:BBCF_Face_down_Slide.png|x250px|250px]]<br><br />
'''Face Down floor slide.''' As above, but this is the animation you get if the floorslide happened after a tumble air hit.<br style="clear:both;"/><br><br />
<br />
==Hitstun Index table==<br />
In the code, the game uses the following indecies to denote the hitstun type an attack inflicts. These can be used to force air hits or standing hits as required.<br />
#Default (Uses current player state and attack level to determine animation)<br />
#Air Face up<br />
#Stagger<br />
#Crouching<br />
#Standing<br />
#Standing low<br />
#Pirouette<br />
#Guard Crush<br />
#Unused<br />
#Air Face up (Skips early frames of animation, used for high velocity hits)<br />
#Air Vertical<br />
#Face down<br />
#Air Blowback (Gives face up floorslide if enabled)<br />
#Air tailspin (Dust attack)<br />
#Electricution air<br />
#Unused<br />
#Air guard crush<br />
#Air tumble (Implies face down floor slide if enabled)<br />
#Air spin<br />
#Blowback air (Skips early frames of animation, used for high velocity hits)<br />
#Astral Heat special hitstun (Relius and Amane only)<br />
<br />
<br><br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Ratings for who makes a good training dummy when getting spriterip screenshots<br />
|-<br />
! Character !! Pros !! Cons !! Overall<br />
|-<br />
|| Ragna || No special effects or shaders, standard size || Asymmetric, eye colour changes when flipped || Good<br />
|-<br />
|| Jin || No special effects or shaders, Punchable face || Some odd hitboxes || Good<br />
|-<br />
|| Noel || Extremely punchable || None || Excellent<br />
|-<br />
|| Rachel || No special effects or shaders || Three different sprites, one with random elements || Terrible<br />
|-<br />
|| Tager || Can survive Golden Mecha Tager? || Draws more attention than the actual character, has idle particles || Terrible<br />
|-<br />
|| Litchi || Easy on the eyes || Annoying floating staff with random offset || Okay<br />
|-<br />
|| Arakune || Cathartic to punch || Is a blob of pixel shader effects and transparency || Terrible <br />
|-<br />
|| Bang || No special effects or shaders, standard size || Requires muting the game || Good<br />
|-<br />
|| Carl || Tiny, won't dominate screenshots || Arguably too small, needs Nirvana to be offscreen || Okay<br />
|-<br />
|| Taokaka || Can cat crawl under moves || Requires muting the game || Good<br />
|-<br />
|| Hakumen || No special effects or shaders || Annoyingly wide sprites, no face to punch || Okay<br />
|-<br />
|| Nu-11 || No special effects or shaders, standard size || Back swords sometimes their own sprite || Good<br />
|-<br />
|| Tsubaki || No special effects or shaders, standard size || Sadly none || Good<br />
|-<br />
|| Hazama || No special effects or shaders, standard size, very punchable || None || Excellent<br />
|-<br />
|| Mu-12 || No special effects or shaders, standard size || Floating swords sometimes annoying || Okay<br />
|-<br />
|| Makoto || No special effects or shaders, standard size || None || Good<br />
|-<br />
|| Valkenhayn || No special effects or shaders, standard size || None || Good<br />
|-<br />
|| Platinum || No special effects or shaders || Annoying voice, feels mean to beat up children || Okay<br />
|-<br />
|| Relius || No special effects or shaders, standard size || None, Ignis keeps herself out of the way || Good<br />
|-<br />
|| Azrael || Used as a training dummy in Challenge mode || If anything, overused in other spriterips || Good<br />
|-<br />
|| Kagura || No special effects or shaders, standard size, Punchable || Wide sprite when standing || Okay<br />
|-<br />
|| Bullet || No special effects or shaders, standard size || Remember to turn off heat up mode || Good<br />
|-<br />
|| Amane || No special effects or shaders, standard size || Hypnotic idle animation || Good<br />
|-<br />
|| Kokonoe || No special effects or shaders || Perhaps too small || Good<br />
|-<br />
|| Celica || Cute to look at || A mess of two characters interacting, Too cute to punch || Terrible<br />
|-<br />
|| Izayoi || No special effects or shaders, standard size || Remember to disable Gain Art || Good<br />
|-<br />
|| Terumi || No special effects or shaders, Extremely punchable face || Perhaps ''too'' punchable || Excellent<br />
|-<br />
|| Lambda-11 || Errr... || A mess of visual effects and two sprites when just standing || Terrible<br />
|-<br />
|| Hibiki || No special effects or shaders, standard size || None || Good<br />
|-<br />
|| Naoto || No special effects or shaders, standard size || None || Good<br />
|-<br />
|| Nine || No special effects or shaders, standard size || Remember to empty her spell slots, don't let her idle too long || Good<br />
|-<br />
|| Izanami || Can be made to float at appropriate heights and stay put || Bits animated separately || Good<br />
|-<br />
|| Susan || Errr... || Big and has glow effects when idling || Terrible<br />
|-<br />
|| Mai || No special effects or shaders, standard size || Spear makes her a bit wide || Good<br />
|-<br />
|| Es || No special effects or shaders|| Sword makes her a bit wide || Okay<br />
|-<br />
|| Jubei || No special effects or shaders || Perhaps a bit too small || Okay<br />
|-<br />
|}<br />
<br />
==Nu Lambda comparison Test==<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! Lambda-11 !! Nu-13<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''Lambda emphasises lockdown and approach'''<br><br />
Lambda's gameplan focuses on suppressing her opponent and moving in with mixups, ideally corner carrying them into her strong oki tools where she can close in and perform her various mixups from up close. Most of Lambda's special moves are attacks which have long recovery if they miss or are blocked, but tend to make highly rewarding callout tools.<br />
|<br />
'''Nu emphasises evasion and long range'''<br><br />
Nu's gameplan focuses on keeping away from her opponent while using her long ranged superiority to harass them from relative safety. Her main high-low mixups exist at medium to long range. Nu's Act Pulsar and Gravity Seeds look similar to Lambda's, but they are not attacks, instead they're used to keep distance from her opponent or to close in since they can be whiff cancelled into other options.<br />
|-<br />
! '''Drive Differences'''<br />
|<br />
'''Lambda's Drive Focuses on space control'''<br />
* Drives have negligible deadzone<br />
* {{clr|D|2D}} and {{clr|D|6D}} are active for longer<br />
* {{clr|D|236D}} and {{clr|D|214D}} are highly active and advantageous, making them strong oki tools to cover approaches<br />
* {{clr|D|j.214D}} Covers a large area close to Lambda<br />
* Air drives have more reward if they hit, but they suffer from bad landing recovery.<br />
|<br />
'''Nu's Drive Focuses on long ranged sniping'''<br />
* Drives spawn further away, reducing the time it takes to get to the target<br />
* {{clr|D|2D}} and {{clr|D|6D}} accelerate twice as fast<br />
* {{clr|D|236D}} is a full ranged low that mixes up with {{clr|D|4D}}.<br />
* {{clr|D|214D}} is a powerful threat to prevent approaches and punish mistakes made at any range.<br />
* {{clr|D|j.214D}} Is a long ranged Overhead that can be mixed up in various ways.<br />
* Air drives recover in the air but lead into only modest damage.<br />
|-<br />
! '''Cancel options'''<br />
|<br />
'''Lambda's Cancels Mix together Normals, Drives and Specials more fluidly'''<br />
*Drive followups are forced to activate if the first attack hits or is blocked<br />
*All cancel options (Except Rapid Cancel) only apply to the followup hit.<br />
*Lambda can cancel the final hit of {{clr|C|C}} normals into drives<br />
*Lambda cannot repeat any drives in a single chain. She can use all four grounded drives in one chain<br />
*Lambda can special cancel Drives on hit or block, these can often then link back into normal moves in various combos<br />
*Lambda has a complex Rekka chain which is used extensively as parts of her mixups, stagger pressure and combos.<br />
|<br />
'''Nu's Cancels Emphasise Drive Flexibility'''<br />
*Drive followup attacks are manually activated and thus optional<br />
*Drives can cancel into other drives and back again (In chains of three before any jump cancels). Chains only reset if Nu goes fully neutral (Jump startup counts).<br />
*Drives can cancel from the first or second hit<br />
*Nu cannot cancel any other normal attack into normal drive attacks<br />
*Can hit/block cancel drives into Act Pulsar<br />
*Can whiff cancel {{clr|X|214X}} and {{clr|D|236D}} into Act Pulsar<br />
|-<br />
|}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=User:Manta&diff=451316User:Manta2024-03-28T11:51:49Z<p>Manta: /* Grounded hitstun */</p>
<hr />
<div><br />
==Hitstun types==<br />
Blazblue has a large variety of hitstun types that change how a character appears when they are hit. This changes how their hurtboxes are shaped while in this hitstun, and also what happens afterwards if the character does not recover. Strictly speaking, the type of hitstun animation used is separate from the speed and direction, however they tend to have some correlation. For example, a move that causes floorslide will tend to give the victim a lot of horizontal speed as well. Various hitstun types also change what happens if the victim techs or doesn't.<br />
<br />
===Grounded hitstun===<br />
[[Image:BBCF_StandingHitstun.png|x250px|250px]]<br><br />
'''Standing hitstun''', comes in 5 different levels depending on the attack level used. Default for getting hit while standing. Reverts to standing afterwards<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_StandingHitstunLow.png|x250px|250px]]<br><br />
'''Standing Low Hitstun.''' If hit while standing with a Foot attribute attack, a different animation is used where the character bends forward, these hits tend to make the hurtboxes wider overall, allowing more moves to hit afterwards. Also has 5 minor variants. Reverts to standing afterwards.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_CrouchingHitstun.png|x250px|250px]]<br><br />
'''Crouching Hitstun'''. As before, just when hit while crouching by anything, usually keeps the hurtboxes low, making some followups impossible. Reverts to crouching afterwards.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_Frozen.png|x250px|250px]]<br><br />
'''Frozen'''. Hitstun type (almost) exclusively caused by Jin. Reuses various different sprites depending on the character. Can happen in any state. Afterwards reverts to standing if grounded, or air neutral if airborne with no recovery animation.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_Stagger.png|x250px|250px]][[Image:BBCF_Stagger_down.png|x250px|250px]]<br><br />
'''Crumple or Stagger'''. Specific stagger state caused by some moves with a unique recovery mechanism. If recovered while still standing, the character will revert to standing neutral in 8 frames, but only be invulnerable for the first 6, in the the remaining two frames, the character will automatically block any blockable attack. If not teched while standing, the character will collapse into a face-down downed state, which can also be teched.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_Land_Spin.png|x250px|250px]][[Image:BBCF_Land_Spin_2.png|x250px|250px]]<br><br />
'''Pirouette'''. Spins opponent in place, ending in a face-up downed state which can be teched.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_Guard_Break.png|x250px|250px]][[Image:BBCF_Guard_Break_Crouch.png|x250px|250px]]<br><br />
'''Guard Crush'''. Used for moves that break guard and also for a player being pushed away by a Throw Reject. Reverts to a standing state afterwards.<br />
<br style="clear:both;"/><br><br />
<br />
===Air Hitstun===<br />
[[Image:BBCF_FaceUp_air.png|x250px|250px]]<br><br />
'''Face up air hit'''. Standard air hitstun used whenever no other type is specified in the move. Comes with animations for rising, reaching the apex of the arc, falling and crashing to the ground. Ends in face-up downed state if not teched.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_FaceDown_air.png|x250px|250px]]<br><br />
'''Face down air hit.''' Used primarily when characters are hit by {{clr|C|3C}} from most characters, or rebound off the wall in some way. Ends in Face-Down downed state if not teched.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_VerticalDown_air.png|x250px|250px]][[Image:BBCF_VerticalDown_air_2.png|x250px|250px]]<br><br />
'''Vertical Air hit'''. Used primarily for moves that launch the opponent upwards. Ends in Face-Down downed state if not teched.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_Land_Spin.png|x250px|250px]][[Image:BBCF_Land_Spin_2.png|x250px|250px]]<br><br />
'''Air spin.''' Usually used for moves that launch upwards, turns into a vertical air hit animation after reaching the maximum height.<br style="clear:both;"/><br><br />
[[Image:BBCF_Tumble.png|x250px|250px]]<br><br />
'''Tumble spin'''. Rolls opponent in the air and typically ends in a face-down floor slide. Otherwise ends in just the face down downed state.<br style="clear:both;"/><br><br />
[[Image:BBCF_BlowAway.png|x250px|250px]]<br><br />
'''Blow away'''. Used heavily for moves that blast the opponent horizontally, particularly for moves that wallbounce, wall stick or floor slide. If none of these happens, ends in face up downed state.<br style="clear:both;"/><br><br />
[[Image:BBCF_Kirimoni.png|x250px|250px]]<br><br />
'''Tailspin or "Dust" launch'''. Used only for a few moves that launch both upwards and away. Reverts to face up falling animation after reaching the maximum height.<br style="clear:both;"/><br><br />
[[Image:BBCF_Skeleton.png|x250px|250px]]<br><br />
'''Electrocuted'''. Used by various moves that electrify the opponent. Usually this animation is only seen while the victim is in hitstop, and afterwards goes into a Vertical Air Hit animation (usually with some vertical launch speed)<br style="clear:both;"/><br><br />
[[Image:BBCF_WallBound.png|x250px|250px]]<br><br />
'''Wallbound, Wallstick and Wallbounce'''. All use the same animation and revert to the face down falling animation afterwards. All technically the same type of hitstun, except the amount of time they remain stuck to the wall before rebounding, and the amount of speed they rebound with varies from move to move. "Wallbounce" generally means a very short stick time but lots of rebound speed, "Wallstick" means a long stick time, but little rebound speed, and "Wallbound" means very little of either. This effect can only occur if the victim touches the walls of the stage or the maximum distance two players can be separated before touching the floor.<br style="clear:both;"/><br><br />
[[Image:BBCF_FDown_Crash.png|x250px|250px]][[Image:BBCF_FUp_Crash.png|x250px|250px]]<br><br />
'''Groundbounce or Floorbounce'''. Not a specific animation, but an effect where the victim bounces off the floor with a speed varying on the move used. Can be anything from significant launch into the sky or a small rebound, with the latter having the effect of essentially being an extended knockdown.<br style="clear:both;"/><br><br />
[[Image:BBCF_Guard_Break_Air.png|x250px|250px]]<br><br />
'''Air Guard Crush'''. Same as the landed version, but in the air. Ends in a neutral air state.<br style="clear:both;"/><br><br />
<br />
===Downed===<br />
[[Image:BBCF_Face_Up_Downed.png|x250px|250px]]<br><br />
'''Face Up''' Most common way to end up on the floor.<br style="clear:both;"/><br><br />
[[Image:BBCF_Face_Down_Downed.png|x250px|250px]]<br><br />
'''Face Down''' The other way to end up on the floor. Has no different timings or options for techrolls compared to Face Up, but can have different hurtboxes that allow combos the other does not.<br style="clear:both;"/><br><br />
[[Image:BBCF_Face_up_Slide.png|x250px|250px]]<br><br />
'''Face Up floor slide''' The slide that happens after a Blow Away hit, ends in a Face-Up downed state which can usually be tech-rolled. Due to the way the hurtboxes tend to be both taller but thinner while sliding compared to being downed, some combo followups only work during the slide, while others must wait for it to end. Notably, if there is more air untech time left after the floorslide ends, the slide cannot be techrolled!<br style="clear:both;"/><br><br />
[[Image:BBCF_Face_down_Slide.png|x250px|250px]]<br><br />
'''Face Down floor slide.''' As above, but this is the animation you get if the floorslide happened after a tumble air hit.<br style="clear:both;"/><br><br />
<br />
Hitstun Index table<br />
#Default (Uses current player state and attack level to determine animation)<br />
#Face up air hit (default air hit)<br />
#Stagger<br />
#Crouching<br />
#Standing<br />
#Standing but hit low<br />
#Grounded Twirl<br />
#Guard Crush<br />
#Unused<br />
#Face up air hit (Skips early frames of animation, used for high velocity hits)<br />
#Vertical air hit<br />
#Face down air hit<br />
#Blowback air hit (Gives face up floorslide if enabled)<br />
#Tailspin Air hit (dust attack)<br />
#Electricution<br />
#Unused<br />
#Air Guard Crush<br />
#Air Tumble hit (Implies face down floor slide if enabled)<br />
#Vertical Spin<br />
#Blowback air hit (Skips early frames of animation, used for high velocity hits)<br />
#Astral Heat special hitstun (Relius and Amane only)<br />
<br />
<br><br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Ratings for who makes a good training dummy when getting spriterip screenshots<br />
|-<br />
! Character !! Pros !! Cons !! Overall<br />
|-<br />
|| Ragna || No special effects or shaders, standard size || Asymmetric, eye colour changes when flipped || Good<br />
|-<br />
|| Jin || No special effects or shaders, Punchable face || Some odd hitboxes || Good<br />
|-<br />
|| Noel || Extremely punchable || None || Excellent<br />
|-<br />
|| Rachel || No special effects or shaders || Three different sprites, one with random elements || Terrible<br />
|-<br />
|| Tager || Can survive Golden Mecha Tager? || Draws more attention than the actual character, has idle particles || Terrible<br />
|-<br />
|| Litchi || Easy on the eyes || Annoying floating staff with random offset || Okay<br />
|-<br />
|| Arakune || Cathartic to punch || Is a blob of pixel shader effects and transparency || Terrible <br />
|-<br />
|| Bang || No special effects or shaders, standard size || Requires muting the game || Good<br />
|-<br />
|| Carl || Tiny, won't dominate screenshots || Arguably too small, needs Nirvana to be offscreen || Okay<br />
|-<br />
|| Taokaka || Can cat crawl under moves || Requires muting the game || Good<br />
|-<br />
|| Hakumen || No special effects or shaders || Annoyingly wide sprites, no face to punch || Okay<br />
|-<br />
|| Nu-11 || No special effects or shaders, standard size || Back swords sometimes their own sprite || Good<br />
|-<br />
|| Tsubaki || No special effects or shaders, standard size || Sadly none || Good<br />
|-<br />
|| Hazama || No special effects or shaders, standard size, very punchable || None || Excellent<br />
|-<br />
|| Mu-12 || No special effects or shaders, standard size || Floating swords sometimes annoying || Okay<br />
|-<br />
|| Makoto || No special effects or shaders, standard size || None || Good<br />
|-<br />
|| Valkenhayn || No special effects or shaders, standard size || None || Good<br />
|-<br />
|| Platinum || No special effects or shaders || Annoying voice, feels mean to beat up children || Okay<br />
|-<br />
|| Relius || No special effects or shaders, standard size || None, Ignis keeps herself out of the way || Good<br />
|-<br />
|| Azrael || Used as a training dummy in Challenge mode || If anything, overused in other spriterips || Good<br />
|-<br />
|| Kagura || No special effects or shaders, standard size, Punchable || Wide sprite when standing || Okay<br />
|-<br />
|| Bullet || No special effects or shaders, standard size || Remember to turn off heat up mode || Good<br />
|-<br />
|| Amane || No special effects or shaders, standard size || Hypnotic idle animation || Good<br />
|-<br />
|| Kokonoe || No special effects or shaders || Perhaps too small || Good<br />
|-<br />
|| Celica || Cute to look at || A mess of two characters interacting, Too cute to punch || Terrible<br />
|-<br />
|| Izayoi || No special effects or shaders, standard size || Remember to disable Gain Art || Good<br />
|-<br />
|| Terumi || No special effects or shaders, Extremely punchable face || Perhaps ''too'' punchable || Excellent<br />
|-<br />
|| Lambda-11 || Errr... || A mess of visual effects and two sprites when just standing || Terrible<br />
|-<br />
|| Hibiki || No special effects or shaders, standard size || None || Good<br />
|-<br />
|| Naoto || No special effects or shaders, standard size || None || Good<br />
|-<br />
|| Nine || No special effects or shaders, standard size || Remember to empty her spell slots, don't let her idle too long || Good<br />
|-<br />
|| Izanami || Can be made to float at appropriate heights and stay put || Bits animated separately || Good<br />
|-<br />
|| Susan || Errr... || Big and has glow effects when idling || Terrible<br />
|-<br />
|| Mai || No special effects or shaders, standard size || Spear makes her a bit wide || Good<br />
|-<br />
|| Es || No special effects or shaders|| Sword makes her a bit wide || Okay<br />
|-<br />
|| Jubei || No special effects or shaders || Perhaps a bit too small || Okay<br />
|-<br />
|}<br />
<br />
==Nu Lambda comparison Test==<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! Lambda-11 !! Nu-13<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''Lambda emphasises lockdown and approach'''<br><br />
Lambda's gameplan focuses on suppressing her opponent and moving in with mixups, ideally corner carrying them into her strong oki tools where she can close in and perform her various mixups from up close. Most of Lambda's special moves are attacks which have long recovery if they miss or are blocked, but tend to make highly rewarding callout tools.<br />
|<br />
'''Nu emphasises evasion and long range'''<br><br />
Nu's gameplan focuses on keeping away from her opponent while using her long ranged superiority to harass them from relative safety. Her main high-low mixups exist at medium to long range. Nu's Act Pulsar and Gravity Seeds look similar to Lambda's, but they are not attacks, instead they're used to keep distance from her opponent or to close in since they can be whiff cancelled into other options.<br />
|-<br />
! '''Drive Differences'''<br />
|<br />
'''Lambda's Drive Focuses on space control'''<br />
* Drives have negligible deadzone<br />
* {{clr|D|2D}} and {{clr|D|6D}} are active for longer<br />
* {{clr|D|236D}} and {{clr|D|214D}} are highly active and advantageous, making them strong oki tools to cover approaches<br />
* {{clr|D|j.214D}} Covers a large area close to Lambda<br />
* Air drives have more reward if they hit, but they suffer from bad landing recovery.<br />
|<br />
'''Nu's Drive Focuses on long ranged sniping'''<br />
* Drives spawn further away, reducing the time it takes to get to the target<br />
* {{clr|D|2D}} and {{clr|D|6D}} accelerate twice as fast<br />
* {{clr|D|236D}} is a full ranged low that mixes up with {{clr|D|4D}}.<br />
* {{clr|D|214D}} is a powerful threat to prevent approaches and punish mistakes made at any range.<br />
* {{clr|D|j.214D}} Is a long ranged Overhead that can be mixed up in various ways.<br />
* Air drives recover in the air but lead into only modest damage.<br />
|-<br />
! '''Cancel options'''<br />
|<br />
'''Lambda's Cancels Mix together Normals, Drives and Specials more fluidly'''<br />
*Drive followups are forced to activate if the first attack hits or is blocked<br />
*All cancel options (Except Rapid Cancel) only apply to the followup hit.<br />
*Lambda can cancel the final hit of {{clr|C|C}} normals into drives<br />
*Lambda cannot repeat any drives in a single chain. She can use all four grounded drives in one chain<br />
*Lambda can special cancel Drives on hit or block, these can often then link back into normal moves in various combos<br />
*Lambda has a complex Rekka chain which is used extensively as parts of her mixups, stagger pressure and combos.<br />
|<br />
'''Nu's Cancels Emphasise Drive Flexibility'''<br />
*Drive followup attacks are manually activated and thus optional<br />
*Drives can cancel into other drives and back again (In chains of three before any jump cancels). Chains only reset if Nu goes fully neutral (Jump startup counts).<br />
*Drives can cancel from the first or second hit<br />
*Nu cannot cancel any other normal attack into normal drive attacks<br />
*Can hit/block cancel drives into Act Pulsar<br />
*Can whiff cancel {{clr|X|214X}} and {{clr|D|236D}} into Act Pulsar<br />
|-<br />
|}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=User:Manta&diff=451315User:Manta2024-03-28T11:51:17Z<p>Manta: /* Grounded hitstun */</p>
<hr />
<div><br />
==Hitstun types==<br />
Blazblue has a large variety of hitstun types that change how a character appears when they are hit. This changes how their hurtboxes are shaped while in this hitstun, and also what happens afterwards if the character does not recover. Strictly speaking, the type of hitstun animation used is separate from the speed and direction, however they tend to have some correlation. For example, a move that causes floorslide will tend to give the victim a lot of horizontal speed as well. Various hitstun types also change what happens if the victim techs or doesn't.<br />
<br />
===Grounded hitstun===<br />
[[Image:BBCF_StandingHitstun.png|x250px|250px]]<br><br />
'''Standing hitstun''', comes in 5 different levels depending on the attack level used. Default for getting hit while standing. Reverts to standing afterwards<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_StandingHitstunLow.png|x250px|250px]]<br><br />
'''Standing Low Hitstun.''' If hit while standing with a Foot attribute attack, a different animation is used where the character bends forward, these hits tend to make the hurtboxes wider overall, allowing more moves to hit afterwards. Also has 5 minor variants. Reverts to standing afterwards.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_CrouchingHitstun.png|x250px|250px]]<br><br />
'''Crouching Hitstun'''. As before, just when hit while crouching by anything, usually keeps the hurtboxes low, making some followups impossible. Reverts to crouching afterwards.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_Frozen.png|x250px|250px]]<br><br />
'''Frozen'''. Hitstun type (almost) exclusively caused by Jin. Reuses various different sprites depending on the character. Can happen in any state. Afterwards reverts to standing if grounded, or air neutral if airborne with no recovery animation.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_Stagger.png|x250px|250px]][[Image:BBCF_Stagger_down.png|x250px|250px]]<br><br />
'''Crumple or Stagger'''. Specific stagger state caused by some moves with a unique recovery mechanism. If recovered while still standing, the character will revert to standing neutral in 8 frames, but only be invulnerable for the first 6, in the the remaining two frames, the character will automatically block any blockable attack. If not teched while standing, the character will collapse into a face-down downed state, which can also be teched.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_Land_Spin.png|x250px|250px]][[Image:BBCF_Land_Spin_2.png|x250px|250px]]<br><br />
'''Grounded Twirl'''. Spins opponent in place, ending in a face-up downed state which can be teched.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_Guard_Break.png|x250px|250px]][[Image:BBCF_Guard_Break_Crouch.png|x250px|250px]]<br><br />
'''Guard Crush'''. Used for moves that break guard and also for a player being pushed away by a Throw Reject. Reverts to a standing state afterwards.<br />
<br style="clear:both;"/><br><br />
<br />
===Air Hitstun===<br />
[[Image:BBCF_FaceUp_air.png|x250px|250px]]<br><br />
'''Face up air hit'''. Standard air hitstun used whenever no other type is specified in the move. Comes with animations for rising, reaching the apex of the arc, falling and crashing to the ground. Ends in face-up downed state if not teched.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_FaceDown_air.png|x250px|250px]]<br><br />
'''Face down air hit.''' Used primarily when characters are hit by {{clr|C|3C}} from most characters, or rebound off the wall in some way. Ends in Face-Down downed state if not teched.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_VerticalDown_air.png|x250px|250px]][[Image:BBCF_VerticalDown_air_2.png|x250px|250px]]<br><br />
'''Vertical Air hit'''. Used primarily for moves that launch the opponent upwards. Ends in Face-Down downed state if not teched.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_Land_Spin.png|x250px|250px]][[Image:BBCF_Land_Spin_2.png|x250px|250px]]<br><br />
'''Air spin.''' Usually used for moves that launch upwards, turns into a vertical air hit animation after reaching the maximum height.<br style="clear:both;"/><br><br />
[[Image:BBCF_Tumble.png|x250px|250px]]<br><br />
'''Tumble spin'''. Rolls opponent in the air and typically ends in a face-down floor slide. Otherwise ends in just the face down downed state.<br style="clear:both;"/><br><br />
[[Image:BBCF_BlowAway.png|x250px|250px]]<br><br />
'''Blow away'''. Used heavily for moves that blast the opponent horizontally, particularly for moves that wallbounce, wall stick or floor slide. If none of these happens, ends in face up downed state.<br style="clear:both;"/><br><br />
[[Image:BBCF_Kirimoni.png|x250px|250px]]<br><br />
'''Tailspin or "Dust" launch'''. Used only for a few moves that launch both upwards and away. Reverts to face up falling animation after reaching the maximum height.<br style="clear:both;"/><br><br />
[[Image:BBCF_Skeleton.png|x250px|250px]]<br><br />
'''Electrocuted'''. Used by various moves that electrify the opponent. Usually this animation is only seen while the victim is in hitstop, and afterwards goes into a Vertical Air Hit animation (usually with some vertical launch speed)<br style="clear:both;"/><br><br />
[[Image:BBCF_WallBound.png|x250px|250px]]<br><br />
'''Wallbound, Wallstick and Wallbounce'''. All use the same animation and revert to the face down falling animation afterwards. All technically the same type of hitstun, except the amount of time they remain stuck to the wall before rebounding, and the amount of speed they rebound with varies from move to move. "Wallbounce" generally means a very short stick time but lots of rebound speed, "Wallstick" means a long stick time, but little rebound speed, and "Wallbound" means very little of either. This effect can only occur if the victim touches the walls of the stage or the maximum distance two players can be separated before touching the floor.<br style="clear:both;"/><br><br />
[[Image:BBCF_FDown_Crash.png|x250px|250px]][[Image:BBCF_FUp_Crash.png|x250px|250px]]<br><br />
'''Groundbounce or Floorbounce'''. Not a specific animation, but an effect where the victim bounces off the floor with a speed varying on the move used. Can be anything from significant launch into the sky or a small rebound, with the latter having the effect of essentially being an extended knockdown.<br style="clear:both;"/><br><br />
[[Image:BBCF_Guard_Break_Air.png|x250px|250px]]<br><br />
'''Air Guard Crush'''. Same as the landed version, but in the air. Ends in a neutral air state.<br style="clear:both;"/><br><br />
<br />
===Downed===<br />
[[Image:BBCF_Face_Up_Downed.png|x250px|250px]]<br><br />
'''Face Up''' Most common way to end up on the floor.<br style="clear:both;"/><br><br />
[[Image:BBCF_Face_Down_Downed.png|x250px|250px]]<br><br />
'''Face Down''' The other way to end up on the floor. Has no different timings or options for techrolls compared to Face Up, but can have different hurtboxes that allow combos the other does not.<br style="clear:both;"/><br><br />
[[Image:BBCF_Face_up_Slide.png|x250px|250px]]<br><br />
'''Face Up floor slide''' The slide that happens after a Blow Away hit, ends in a Face-Up downed state which can usually be tech-rolled. Due to the way the hurtboxes tend to be both taller but thinner while sliding compared to being downed, some combo followups only work during the slide, while others must wait for it to end. Notably, if there is more air untech time left after the floorslide ends, the slide cannot be techrolled!<br style="clear:both;"/><br><br />
[[Image:BBCF_Face_down_Slide.png|x250px|250px]]<br><br />
'''Face Down floor slide.''' As above, but this is the animation you get if the floorslide happened after a tumble air hit.<br style="clear:both;"/><br><br />
<br />
Hitstun Index table<br />
#Default (Uses current player state and attack level to determine animation)<br />
#Face up air hit (default air hit)<br />
#Stagger<br />
#Crouching<br />
#Standing<br />
#Standing but hit low<br />
#Grounded Twirl<br />
#Guard Crush<br />
#Unused<br />
#Face up air hit (Skips early frames of animation, used for high velocity hits)<br />
#Vertical air hit<br />
#Face down air hit<br />
#Blowback air hit (Gives face up floorslide if enabled)<br />
#Tailspin Air hit (dust attack)<br />
#Electricution<br />
#Unused<br />
#Air Guard Crush<br />
#Air Tumble hit (Implies face down floor slide if enabled)<br />
#Vertical Spin<br />
#Blowback air hit (Skips early frames of animation, used for high velocity hits)<br />
#Astral Heat special hitstun (Relius and Amane only)<br />
<br />
<br><br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Ratings for who makes a good training dummy when getting spriterip screenshots<br />
|-<br />
! Character !! Pros !! Cons !! Overall<br />
|-<br />
|| Ragna || No special effects or shaders, standard size || Asymmetric, eye colour changes when flipped || Good<br />
|-<br />
|| Jin || No special effects or shaders, Punchable face || Some odd hitboxes || Good<br />
|-<br />
|| Noel || Extremely punchable || None || Excellent<br />
|-<br />
|| Rachel || No special effects or shaders || Three different sprites, one with random elements || Terrible<br />
|-<br />
|| Tager || Can survive Golden Mecha Tager? || Draws more attention than the actual character, has idle particles || Terrible<br />
|-<br />
|| Litchi || Easy on the eyes || Annoying floating staff with random offset || Okay<br />
|-<br />
|| Arakune || Cathartic to punch || Is a blob of pixel shader effects and transparency || Terrible <br />
|-<br />
|| Bang || No special effects or shaders, standard size || Requires muting the game || Good<br />
|-<br />
|| Carl || Tiny, won't dominate screenshots || Arguably too small, needs Nirvana to be offscreen || Okay<br />
|-<br />
|| Taokaka || Can cat crawl under moves || Requires muting the game || Good<br />
|-<br />
|| Hakumen || No special effects or shaders || Annoyingly wide sprites, no face to punch || Okay<br />
|-<br />
|| Nu-11 || No special effects or shaders, standard size || Back swords sometimes their own sprite || Good<br />
|-<br />
|| Tsubaki || No special effects or shaders, standard size || Sadly none || Good<br />
|-<br />
|| Hazama || No special effects or shaders, standard size, very punchable || None || Excellent<br />
|-<br />
|| Mu-12 || No special effects or shaders, standard size || Floating swords sometimes annoying || Okay<br />
|-<br />
|| Makoto || No special effects or shaders, standard size || None || Good<br />
|-<br />
|| Valkenhayn || No special effects or shaders, standard size || None || Good<br />
|-<br />
|| Platinum || No special effects or shaders || Annoying voice, feels mean to beat up children || Okay<br />
|-<br />
|| Relius || No special effects or shaders, standard size || None, Ignis keeps herself out of the way || Good<br />
|-<br />
|| Azrael || Used as a training dummy in Challenge mode || If anything, overused in other spriterips || Good<br />
|-<br />
|| Kagura || No special effects or shaders, standard size, Punchable || Wide sprite when standing || Okay<br />
|-<br />
|| Bullet || No special effects or shaders, standard size || Remember to turn off heat up mode || Good<br />
|-<br />
|| Amane || No special effects or shaders, standard size || Hypnotic idle animation || Good<br />
|-<br />
|| Kokonoe || No special effects or shaders || Perhaps too small || Good<br />
|-<br />
|| Celica || Cute to look at || A mess of two characters interacting, Too cute to punch || Terrible<br />
|-<br />
|| Izayoi || No special effects or shaders, standard size || Remember to disable Gain Art || Good<br />
|-<br />
|| Terumi || No special effects or shaders, Extremely punchable face || Perhaps ''too'' punchable || Excellent<br />
|-<br />
|| Lambda-11 || Errr... || A mess of visual effects and two sprites when just standing || Terrible<br />
|-<br />
|| Hibiki || No special effects or shaders, standard size || None || Good<br />
|-<br />
|| Naoto || No special effects or shaders, standard size || None || Good<br />
|-<br />
|| Nine || No special effects or shaders, standard size || Remember to empty her spell slots, don't let her idle too long || Good<br />
|-<br />
|| Izanami || Can be made to float at appropriate heights and stay put || Bits animated separately || Good<br />
|-<br />
|| Susan || Errr... || Big and has glow effects when idling || Terrible<br />
|-<br />
|| Mai || No special effects or shaders, standard size || Spear makes her a bit wide || Good<br />
|-<br />
|| Es || No special effects or shaders|| Sword makes her a bit wide || Okay<br />
|-<br />
|| Jubei || No special effects or shaders || Perhaps a bit too small || Okay<br />
|-<br />
|}<br />
<br />
==Nu Lambda comparison Test==<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! Lambda-11 !! Nu-13<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''Lambda emphasises lockdown and approach'''<br><br />
Lambda's gameplan focuses on suppressing her opponent and moving in with mixups, ideally corner carrying them into her strong oki tools where she can close in and perform her various mixups from up close. Most of Lambda's special moves are attacks which have long recovery if they miss or are blocked, but tend to make highly rewarding callout tools.<br />
|<br />
'''Nu emphasises evasion and long range'''<br><br />
Nu's gameplan focuses on keeping away from her opponent while using her long ranged superiority to harass them from relative safety. Her main high-low mixups exist at medium to long range. Nu's Act Pulsar and Gravity Seeds look similar to Lambda's, but they are not attacks, instead they're used to keep distance from her opponent or to close in since they can be whiff cancelled into other options.<br />
|-<br />
! '''Drive Differences'''<br />
|<br />
'''Lambda's Drive Focuses on space control'''<br />
* Drives have negligible deadzone<br />
* {{clr|D|2D}} and {{clr|D|6D}} are active for longer<br />
* {{clr|D|236D}} and {{clr|D|214D}} are highly active and advantageous, making them strong oki tools to cover approaches<br />
* {{clr|D|j.214D}} Covers a large area close to Lambda<br />
* Air drives have more reward if they hit, but they suffer from bad landing recovery.<br />
|<br />
'''Nu's Drive Focuses on long ranged sniping'''<br />
* Drives spawn further away, reducing the time it takes to get to the target<br />
* {{clr|D|2D}} and {{clr|D|6D}} accelerate twice as fast<br />
* {{clr|D|236D}} is a full ranged low that mixes up with {{clr|D|4D}}.<br />
* {{clr|D|214D}} is a powerful threat to prevent approaches and punish mistakes made at any range.<br />
* {{clr|D|j.214D}} Is a long ranged Overhead that can be mixed up in various ways.<br />
* Air drives recover in the air but lead into only modest damage.<br />
|-<br />
! '''Cancel options'''<br />
|<br />
'''Lambda's Cancels Mix together Normals, Drives and Specials more fluidly'''<br />
*Drive followups are forced to activate if the first attack hits or is blocked<br />
*All cancel options (Except Rapid Cancel) only apply to the followup hit.<br />
*Lambda can cancel the final hit of {{clr|C|C}} normals into drives<br />
*Lambda cannot repeat any drives in a single chain. She can use all four grounded drives in one chain<br />
*Lambda can special cancel Drives on hit or block, these can often then link back into normal moves in various combos<br />
*Lambda has a complex Rekka chain which is used extensively as parts of her mixups, stagger pressure and combos.<br />
|<br />
'''Nu's Cancels Emphasise Drive Flexibility'''<br />
*Drive followup attacks are manually activated and thus optional<br />
*Drives can cancel into other drives and back again (In chains of three before any jump cancels). Chains only reset if Nu goes fully neutral (Jump startup counts).<br />
*Drives can cancel from the first or second hit<br />
*Nu cannot cancel any other normal attack into normal drive attacks<br />
*Can hit/block cancel drives into Act Pulsar<br />
*Can whiff cancel {{clr|X|214X}} and {{clr|D|236D}} into Act Pulsar<br />
|-<br />
|}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=User:Manta&diff=451314User:Manta2024-03-28T11:50:28Z<p>Manta: /* Hitstun types */</p>
<hr />
<div><br />
==Hitstun types==<br />
Blazblue has a large variety of hitstun types that change how a character appears when they are hit. This changes how their hurtboxes are shaped while in this hitstun, and also what happens afterwards if the character does not recover. Strictly speaking, the type of hitstun animation used is separate from the speed and direction, however they tend to have some correlation. For example, a move that causes floorslide will tend to give the victim a lot of horizontal speed as well. Various hitstun types also change what happens if the victim techs or doesn't.<br />
<br />
===Grounded hitstun===<br />
[[Image:BBCF_StandingHitstun.png|x250px|250px]]<br><br />
'''Standing hitstun''', comes in 5 different levels depending on the attack level used. Default for getting hit while standing. Reverts to standing afterwards<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_StandingHitstunLow.png|x250px|250px]]<br><br />
'''Standing Low Hitstun.''' If hit while standing with a Foot attribute attack, a different animation is used where the character bends forward, these hits tend to make the hurtboxes wider overall, allowing more moves to hit afterwards. Also has 5 minor variants. Reverts to standing afterwards.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_CrouchingHitstun.png|x250px|250px]]<br><br />
'''Crouching Hitstun'''. As before, just when hit while crouching by anything, usually keeps the hurtboxes low, making some followups impossible. Reverts to crouching afterwards.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_Frozen.png|x250px|250px]]<br><br />
'''Frozen'''. Hitstun type (almost) exclusively caused by Jin. Reuses various different sprites depending on the character. Can happen in any state. Afterwards reverts to standing if grounded, or air neutral if airborne with no recovery animation.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_Stagger.png|x250px|250px]][[Image:BBCF_Stagger_down.png|x250px|250px]]<br><br />
'''Crumple or Stagger'''. Specific stagger state caused by some moves with a unique recovery mechanism. If recovered while still standing, the character will revert to standing neutral in 8 frames, but only be invulnerable for the first 6, in the the remaining two frames, the character will automatically block any blockable attack. If not teched while standing, the character will collapse into a face-down downed state, which can also be teched.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_Land_Spin.png|x250px|250px]][[Image:BBCF_Land_Spin_2.png|x250px|250px]]<br><br />
'''Land spin'''. Spins opponent in place, ending in a face-up downed state which can be teched.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_Guard_Break.png|x250px|250px]][[Image:BBCF_Guard_Break_Crouch.png|x250px|250px]]<br><br />
'''Guard Crush'''. Used for moves that break guard and also for a player being pushed away by a Throw Reject. Reverts to a standing state afterwards.<br />
<br style="clear:both;"/><br><br />
<br />
===Air Hitstun===<br />
[[Image:BBCF_FaceUp_air.png|x250px|250px]]<br><br />
'''Face up air hit'''. Standard air hitstun used whenever no other type is specified in the move. Comes with animations for rising, reaching the apex of the arc, falling and crashing to the ground. Ends in face-up downed state if not teched.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_FaceDown_air.png|x250px|250px]]<br><br />
'''Face down air hit.''' Used primarily when characters are hit by {{clr|C|3C}} from most characters, or rebound off the wall in some way. Ends in Face-Down downed state if not teched.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_VerticalDown_air.png|x250px|250px]][[Image:BBCF_VerticalDown_air_2.png|x250px|250px]]<br><br />
'''Vertical Air hit'''. Used primarily for moves that launch the opponent upwards. Ends in Face-Down downed state if not teched.<br />
<br style="clear:both;"/><br><br />
[[Image:BBCF_Land_Spin.png|x250px|250px]][[Image:BBCF_Land_Spin_2.png|x250px|250px]]<br><br />
'''Air spin.''' Usually used for moves that launch upwards, turns into a vertical air hit animation after reaching the maximum height.<br style="clear:both;"/><br><br />
[[Image:BBCF_Tumble.png|x250px|250px]]<br><br />
'''Tumble spin'''. Rolls opponent in the air and typically ends in a face-down floor slide. Otherwise ends in just the face down downed state.<br style="clear:both;"/><br><br />
[[Image:BBCF_BlowAway.png|x250px|250px]]<br><br />
'''Blow away'''. Used heavily for moves that blast the opponent horizontally, particularly for moves that wallbounce, wall stick or floor slide. If none of these happens, ends in face up downed state.<br style="clear:both;"/><br><br />
[[Image:BBCF_Kirimoni.png|x250px|250px]]<br><br />
'''Tailspin or "Dust" launch'''. Used only for a few moves that launch both upwards and away. Reverts to face up falling animation after reaching the maximum height.<br style="clear:both;"/><br><br />
[[Image:BBCF_Skeleton.png|x250px|250px]]<br><br />
'''Electrocuted'''. Used by various moves that electrify the opponent. Usually this animation is only seen while the victim is in hitstop, and afterwards goes into a Vertical Air Hit animation (usually with some vertical launch speed)<br style="clear:both;"/><br><br />
[[Image:BBCF_WallBound.png|x250px|250px]]<br><br />
'''Wallbound, Wallstick and Wallbounce'''. All use the same animation and revert to the face down falling animation afterwards. All technically the same type of hitstun, except the amount of time they remain stuck to the wall before rebounding, and the amount of speed they rebound with varies from move to move. "Wallbounce" generally means a very short stick time but lots of rebound speed, "Wallstick" means a long stick time, but little rebound speed, and "Wallbound" means very little of either. This effect can only occur if the victim touches the walls of the stage or the maximum distance two players can be separated before touching the floor.<br style="clear:both;"/><br><br />
[[Image:BBCF_FDown_Crash.png|x250px|250px]][[Image:BBCF_FUp_Crash.png|x250px|250px]]<br><br />
'''Groundbounce or Floorbounce'''. Not a specific animation, but an effect where the victim bounces off the floor with a speed varying on the move used. Can be anything from significant launch into the sky or a small rebound, with the latter having the effect of essentially being an extended knockdown.<br style="clear:both;"/><br><br />
[[Image:BBCF_Guard_Break_Air.png|x250px|250px]]<br><br />
'''Air Guard Crush'''. Same as the landed version, but in the air. Ends in a neutral air state.<br style="clear:both;"/><br><br />
<br />
===Downed===<br />
[[Image:BBCF_Face_Up_Downed.png|x250px|250px]]<br><br />
'''Face Up''' Most common way to end up on the floor.<br style="clear:both;"/><br><br />
[[Image:BBCF_Face_Down_Downed.png|x250px|250px]]<br><br />
'''Face Down''' The other way to end up on the floor. Has no different timings or options for techrolls compared to Face Up, but can have different hurtboxes that allow combos the other does not.<br style="clear:both;"/><br><br />
[[Image:BBCF_Face_up_Slide.png|x250px|250px]]<br><br />
'''Face Up floor slide''' The slide that happens after a Blow Away hit, ends in a Face-Up downed state which can usually be tech-rolled. Due to the way the hurtboxes tend to be both taller but thinner while sliding compared to being downed, some combo followups only work during the slide, while others must wait for it to end. Notably, if there is more air untech time left after the floorslide ends, the slide cannot be techrolled!<br style="clear:both;"/><br><br />
[[Image:BBCF_Face_down_Slide.png|x250px|250px]]<br><br />
'''Face Down floor slide.''' As above, but this is the animation you get if the floorslide happened after a tumble air hit.<br style="clear:both;"/><br><br />
<br />
Hitstun Index table<br />
#Default (Uses current player state and attack level to determine animation)<br />
#Face up air hit (default air hit)<br />
#Stagger<br />
#Crouching<br />
#Standing<br />
#Standing but hit low<br />
#Grounded Twirl<br />
#Guard Crush<br />
#Unused<br />
#Face up air hit (Skips early frames of animation, used for high velocity hits)<br />
#Vertical air hit<br />
#Face down air hit<br />
#Blowback air hit (Gives face up floorslide if enabled)<br />
#Tailspin Air hit (dust attack)<br />
#Electricution<br />
#Unused<br />
#Air Guard Crush<br />
#Air Tumble hit (Implies face down floor slide if enabled)<br />
#Vertical Spin<br />
#Blowback air hit (Skips early frames of animation, used for high velocity hits)<br />
#Astral Heat special hitstun (Relius and Amane only)<br />
<br />
<br><br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+Ratings for who makes a good training dummy when getting spriterip screenshots<br />
|-<br />
! Character !! Pros !! Cons !! Overall<br />
|-<br />
|| Ragna || No special effects or shaders, standard size || Asymmetric, eye colour changes when flipped || Good<br />
|-<br />
|| Jin || No special effects or shaders, Punchable face || Some odd hitboxes || Good<br />
|-<br />
|| Noel || Extremely punchable || None || Excellent<br />
|-<br />
|| Rachel || No special effects or shaders || Three different sprites, one with random elements || Terrible<br />
|-<br />
|| Tager || Can survive Golden Mecha Tager? || Draws more attention than the actual character, has idle particles || Terrible<br />
|-<br />
|| Litchi || Easy on the eyes || Annoying floating staff with random offset || Okay<br />
|-<br />
|| Arakune || Cathartic to punch || Is a blob of pixel shader effects and transparency || Terrible <br />
|-<br />
|| Bang || No special effects or shaders, standard size || Requires muting the game || Good<br />
|-<br />
|| Carl || Tiny, won't dominate screenshots || Arguably too small, needs Nirvana to be offscreen || Okay<br />
|-<br />
|| Taokaka || Can cat crawl under moves || Requires muting the game || Good<br />
|-<br />
|| Hakumen || No special effects or shaders || Annoyingly wide sprites, no face to punch || Okay<br />
|-<br />
|| Nu-11 || No special effects or shaders, standard size || Back swords sometimes their own sprite || Good<br />
|-<br />
|| Tsubaki || No special effects or shaders, standard size || Sadly none || Good<br />
|-<br />
|| Hazama || No special effects or shaders, standard size, very punchable || None || Excellent<br />
|-<br />
|| Mu-12 || No special effects or shaders, standard size || Floating swords sometimes annoying || Okay<br />
|-<br />
|| Makoto || No special effects or shaders, standard size || None || Good<br />
|-<br />
|| Valkenhayn || No special effects or shaders, standard size || None || Good<br />
|-<br />
|| Platinum || No special effects or shaders || Annoying voice, feels mean to beat up children || Okay<br />
|-<br />
|| Relius || No special effects or shaders, standard size || None, Ignis keeps herself out of the way || Good<br />
|-<br />
|| Azrael || Used as a training dummy in Challenge mode || If anything, overused in other spriterips || Good<br />
|-<br />
|| Kagura || No special effects or shaders, standard size, Punchable || Wide sprite when standing || Okay<br />
|-<br />
|| Bullet || No special effects or shaders, standard size || Remember to turn off heat up mode || Good<br />
|-<br />
|| Amane || No special effects or shaders, standard size || Hypnotic idle animation || Good<br />
|-<br />
|| Kokonoe || No special effects or shaders || Perhaps too small || Good<br />
|-<br />
|| Celica || Cute to look at || A mess of two characters interacting, Too cute to punch || Terrible<br />
|-<br />
|| Izayoi || No special effects or shaders, standard size || Remember to disable Gain Art || Good<br />
|-<br />
|| Terumi || No special effects or shaders, Extremely punchable face || Perhaps ''too'' punchable || Excellent<br />
|-<br />
|| Lambda-11 || Errr... || A mess of visual effects and two sprites when just standing || Terrible<br />
|-<br />
|| Hibiki || No special effects or shaders, standard size || None || Good<br />
|-<br />
|| Naoto || No special effects or shaders, standard size || None || Good<br />
|-<br />
|| Nine || No special effects or shaders, standard size || Remember to empty her spell slots, don't let her idle too long || Good<br />
|-<br />
|| Izanami || Can be made to float at appropriate heights and stay put || Bits animated separately || Good<br />
|-<br />
|| Susan || Errr... || Big and has glow effects when idling || Terrible<br />
|-<br />
|| Mai || No special effects or shaders, standard size || Spear makes her a bit wide || Good<br />
|-<br />
|| Es || No special effects or shaders|| Sword makes her a bit wide || Okay<br />
|-<br />
|| Jubei || No special effects or shaders || Perhaps a bit too small || Okay<br />
|-<br />
|}<br />
<br />
==Nu Lambda comparison Test==<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! Lambda-11 !! Nu-13<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''Lambda emphasises lockdown and approach'''<br><br />
Lambda's gameplan focuses on suppressing her opponent and moving in with mixups, ideally corner carrying them into her strong oki tools where she can close in and perform her various mixups from up close. Most of Lambda's special moves are attacks which have long recovery if they miss or are blocked, but tend to make highly rewarding callout tools.<br />
|<br />
'''Nu emphasises evasion and long range'''<br><br />
Nu's gameplan focuses on keeping away from her opponent while using her long ranged superiority to harass them from relative safety. Her main high-low mixups exist at medium to long range. Nu's Act Pulsar and Gravity Seeds look similar to Lambda's, but they are not attacks, instead they're used to keep distance from her opponent or to close in since they can be whiff cancelled into other options.<br />
|-<br />
! '''Drive Differences'''<br />
|<br />
'''Lambda's Drive Focuses on space control'''<br />
* Drives have negligible deadzone<br />
* {{clr|D|2D}} and {{clr|D|6D}} are active for longer<br />
* {{clr|D|236D}} and {{clr|D|214D}} are highly active and advantageous, making them strong oki tools to cover approaches<br />
* {{clr|D|j.214D}} Covers a large area close to Lambda<br />
* Air drives have more reward if they hit, but they suffer from bad landing recovery.<br />
|<br />
'''Nu's Drive Focuses on long ranged sniping'''<br />
* Drives spawn further away, reducing the time it takes to get to the target<br />
* {{clr|D|2D}} and {{clr|D|6D}} accelerate twice as fast<br />
* {{clr|D|236D}} is a full ranged low that mixes up with {{clr|D|4D}}.<br />
* {{clr|D|214D}} is a powerful threat to prevent approaches and punish mistakes made at any range.<br />
* {{clr|D|j.214D}} Is a long ranged Overhead that can be mixed up in various ways.<br />
* Air drives recover in the air but lead into only modest damage.<br />
|-<br />
! '''Cancel options'''<br />
|<br />
'''Lambda's Cancels Mix together Normals, Drives and Specials more fluidly'''<br />
*Drive followups are forced to activate if the first attack hits or is blocked<br />
*All cancel options (Except Rapid Cancel) only apply to the followup hit.<br />
*Lambda can cancel the final hit of {{clr|C|C}} normals into drives<br />
*Lambda cannot repeat any drives in a single chain. She can use all four grounded drives in one chain<br />
*Lambda can special cancel Drives on hit or block, these can often then link back into normal moves in various combos<br />
*Lambda has a complex Rekka chain which is used extensively as parts of her mixups, stagger pressure and combos.<br />
|<br />
'''Nu's Cancels Emphasise Drive Flexibility'''<br />
*Drive followup attacks are manually activated and thus optional<br />
*Drives can cancel into other drives and back again (In chains of three before any jump cancels). Chains only reset if Nu goes fully neutral (Jump startup counts).<br />
*Drives can cancel from the first or second hit<br />
*Nu cannot cancel any other normal attack into normal drive attacks<br />
*Can hit/block cancel drives into Act Pulsar<br />
*Can whiff cancel {{clr|X|214X}} and {{clr|D|236D}} into Act Pulsar<br />
|-<br />
|}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge&diff=450714BBCF/Ragna the Bloodedge2024-03-26T16:09:53Z<p>Manta: /* Not Over Yet */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Ragna is a '''very beginner friendly''' rushdown character. He has tools to deal with many situations, with '''strong mid-range pokes''' and a versatile arsenal of special moves. Ragna's Drive uniquely works as a sort of '''lifesteal mechanic'''. Connecting Drive attacks will heal Ragna and more than make up for his below average health. Ragna's Overdrive cranks up the lifesteal and improves his Soul Eater attacks, giving access to powerful combos that greatly increase his survivability. Ragna excels at the mid-range where he can flex his strong pokes, and once he's up close, he has solid pressure to keep his opponent locked down.<br />
<br />
Ragna can run a simple, effective gameplan and shines in the hands of players with a strong understanding of system mechanics.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#5A|5A]] (5F, whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Inferno Divider|(j.)623C]] (9F/j.5F)<br/>[[#Carnage Scissors|632146D]] (13~25F)<br />
| fatalStarter = [[#5D|5D]]<br/>[[#6D|6D]]<br/>[[#Blood Scythe|214D]]<br />
}}<br />
{{card|width=4<br />
|header= Drive: Soul Eater<br />
|content=<br />
Soul Eater allows Ragna to heal when dealing damage with certain attacks. This offsets Ragna's low starting health, giving him the potential to have one of the highest effective health pools in the game. How much a given Soul Eater attack heals is based on its "Lifesteal" value (noted on each relevant move), and attacks with Soul Eater also deal chip damage equal to their Lifesteal value. Soul Eater will trigger on both damage on hit and chip damage, meaning Ragna will heal against normal block but not Barrier Block (which prevents chip damage).<br />
<br />
Soul Eater also has a mechanic that increases healing in long combos. A multiplier is applied to a Soul Eater attack's Lifesteal value depending on how many Soul Eater hits have already connected within the same combo:<br />
*1st to 5th Soul Eater hit: 100% Lifesteal<br />
*6th Soul Eater hit: 110% Lifesteal<br />
*7th Soul Eater hit: 120% Lifesteal<br />
*8th Soul Eater hit: 130% Lifesteal<br />
*9th Soul Eater hit: 140% Lifesteal<br />
*10th Soul Eater hit and beyond: 150% Lifesteal<br />
<br />
Note that the "Lifesteal" is simply a heal independent of how much damage an attack actually deals, and does not actually steal life from the opponent or otherwise affect damage. This lifesteal is also unaffected by damage scaling of any kind, so towards the end of long combos it is not unusual for Drive moves to heal Ragna for more than the damage dealt to the opponent by that move.<br />
|header2= Overdrive: Blood Kain IDEA<br />
|content2=<br />
Ragna's Overdrive augments all of his Soul Eater moves. Universally, they all gain higher damage and greater Lifesteal, as well as gain more combo utility through higher hitstun, dash cancels, ground bounces, or wall bounces.<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Move List" data-collapsetext="Hide Move List"><br />
*{{clr|D|5D(2)}} ground bounces on hit, is dash cancelable, and gains a larger hitbox.<br />
*{{clr|D|2D}} is dash cancelable and gains a larger hitbox.<br />
*{{clr|D|6D}} launches the opponent much higher on air hit and gains a larger hitbox.<br />
*{{clr|D|j.D}} is faster, has notably more hitstun, and gains a larger hitbox.<br />
*{{clr|A|5A}}+{{clr|B|B}} (Crush Trigger) gains lifesteal property on hit or guard crush.<br />
*{{clr|A|214A}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|623D}} only gains more damage and lifesteal.<br />
*{{clr|C|623C}}/{{clr|D|D}}~{{clr|C|236C}}~{{clr|D|214D}} ground bounces and lets Ragna act as he is falling.<br />
*{{clr|B|214B}}~{{clr|D|214D}} launches the opponent much higher on hit and is jump cancelable.<br />
*{{clr|D|236D}} hits three times, gains a larger hitbox with each hit, and travels further across the screen.<br />
*{{clr|D|214D}}'s ground version is more advantageous on block, and both versions ground bounce on hit.<br />
*{{clr|C|j.214C}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|632146D}} gains more hits on the second part of the attack.<br />
*{{clr|D|214214D}} becomes unblockable and gains immensely more lifesteal and damage.<br />
</div><br />
<br clear=both/><br />
}}<br />
</div><br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
*Whiffs on all characters' crouching hitboxes, except Tager (while in hitstun).<br />
*Jump cancelable on hit or block.<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
Staple standing jab that is faster than most {{clr|A|5A}}'s by 1 frame. Because of the fact that {{clr|A|5A}} whiffs on every character's crouching hitbox, it's not very effective as a pressure tool. However, it is particularly useful as an anti-air because of its quick 5-frame start-up and high hitbox.<br />
<br />
Combos netted from this are generally weaker than combos from {{clr|A|6A}}, but out of the two, {{clr|A|5A}} is safer for two reasons: its quick recovery makes it hard to punish and it's cancelable into other normals. You'll want to use this for a quick anti-air poke or if a twitch reaction is required, reserving the other for the hard callouts.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 8<br />
|recovery = 16<br />
}}<br />
*Hurtbox fully extends on frame 8, hitbox fully extends on frame 10.<br />
*Can late chain.<br />
<br />
Ragna's standard and most used poke, {{clr|B|5B}} will be your go-to button in many situations. Often the start of his pressure, but it is safer to use primarily as a footsie tool. However, {{clr|B|5B}} alone often does not merit a lot of damage when used as a footsie, requiring other resources to maximize the reward off a maximum distance hit. While {{clr|B|5B}} is a powerful tool, it is important to be aware of its relatively long recovery, and make careful use of it in neutral. Some characters can also low-profile {{clr|B|5B}} at longer ranges, such as {{Character Label|BBCF|Izanami}} with her {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label={{clr|B|2B}}}}, which is something to be very wary of in certain matchups.<br />
<br />
{{clr|B|5B}} can be used as an anti-air due to its speed, hitbox, and property of being air unblockable. As a starter, the move also leads into respectable damage. However, {{clr|B|5B}}'s hitbox is at the tip of Ragna's leg and mainly around his foot, so the most efficient use would be to check the opponent's aerial approach, such as against opponents who jump without dashing a lot. Keep in mind that because Ragna's attack hitbox overlaps his character hurtbox, a trade or even a counter will likely happen. Ragna's throw-box is also pushed forwards, so be careful with your spacing when trying to use it to beat them.<br />
<br />
Combos into {{clr|D|6D}} or Gauntlet Hades on Counter Hit, the former for max damage punishes at close range and the latter for max range conversions. Even without a Counter Hit, max range {{clr|B|5B}} can be hit confirmed into Overdrive. With the proper combo route, the ensuing Overdrive combo can result in over 4000 damage that provides a respectable amount of corner carry as well.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 20<br />
}}<br />
*Jump cancelable on hit.<br />
*Can late chain.<br />
<br />
Ragna's longest range poke which when used at maximum range is extremely hard to punish, even with Instant Block. {{clr|C|5C}}'s hitbox has a slight disjoint towards the end of it, which can be used to punish active moves or assist you in footsies. Ragna also pulls his hurtbox back considerably as soon as the active frames end, making {{clr|C|5C}} very hard to whiff punish when spaced correctly.<br />
<br />
In some ways, {{clr|B|5B}} is better than {{clr|C|5C}}, and vice versa. {{clr|B|5B}} is quicker, has plenty of Revolver Action options, and can be used as an anti-air, but its long recovery coupled with its shorter range provides more risk. {{clr|C|5C}} has longer range, a disjointed hitbox, and is harder to whiff punish (if spaced correctly), but it is slower, has limited Revolver Action options, and is more vulnerable to air options. Deciding between the two in various situations will require an understanding of the opponent's available options.<br />
<br />
{{clr|C|5C}} is Ragna's 2nd highest damage starter, only slightly behind {{clr|D|5D(1)}}. However, {{clr|C|5C}} is generally preferred over {{clr|D|5D(1)}} as your go-to Counter Hit punisher, as it has more versatile combo routing, and {{clr|D|5D(1)}} only leads to good damage if you spend Heat. Combos into {{clr|C|6C}} on crouching hit or Counter Hit, allowing for high damage meterless combos that work even if it connected near max range. Counter Hit {{clr|C|5C}} combos into {{clr|D|6D}} at close range and leads to extreme damage, so use this route to punish whiffed or blocked reversals. Be careful when using {{clr|C|5C}} as combo filler, as it has very little vertical range on its hitbox, making it whiff easily on airborne opponents. This will commonly occur after landing an air hit {{clr|B|5B}} when the opponent is too high for {{clr|C|5C}} to connect, and you must instead route straight into {{clr|D|5D(1)}}. Sometimes including slight delays may allow {{clr|C|5C}} to land in these situations.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 10<br />
}}<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
The ±0 frame advantage as well as the ability to cancel into a throw makes this move a dangerous pressure tool when used correctly. It can also be used for many frame trap setups, one of the most common being {{clr|A|2A}} > {{clr|C|2C}}, leaving Ragna plus on block if he guessed wrong and allowing him to re-engage.<br />
<br />
The key feature to the pressure ability of {{clr|A|2A}} is its ability to slightly late chain into itself and other moves. The late chain into itself allows less predictable blockstrings, which is incredibly useful when facing opponents with limited defensive options. The additional ability to cancel into throw also allows Throw Reject Miss setups.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 2<br />
|recovery = 15<br />
}}<br />
*Can late chain, although time window is smaller.<br />
<br />
In terms of pressure, {{clr|B|2B}} is not quite as effective as {{clr|A|2A}}, but it is one of the most useful tools in mix-up. However, chains into and from {{clr|B|2B}} tend to have gaps where the opponent can reversal, so be wary of how often you're using it.<br />
<br />
A common chain that serves as not only a safe option to go to, but also a good way to hit confirm into a combo when {{clr|B|2B}} lands is {{clr|B|2B}} > {{clr|B|5B}}. If canceled on the earliest frame possible, this string has no gaps for the opponent to exploit, even when {{clr|B|2B}} is instant blocked.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 3<br />
|recovery = 13<br />
}}<br />
*Crumples opponent on Counter Hit.<br />
*Plus on normal block, but negative on Instant Block.<br />
<br />
The +1 frame advantage and 13f recovery makes {{clr|C|2C}} a very popular move for Ragna players, and for good reason too. This is Ragna's only normal that is plus on block, making it his easiest and safest access to plus frames. Additionally, because of its fast recovery, if you space {{clr|C|2C}} to whiff, you can potentially reset pressure against an unwary opponent. This is risky versus characters that can match your range and speed, and not overly abusable, as you are quite minus. Regardless, if {{clr|C|2C}} is used properly, you can utilize effective guessing games with the opponent. Also because of its fast recovery, {{clr|C|2C}} is extremely safe against Overdrive, and you are likely plus if you whiff through it.<br />
<br />
On Counter Hit, Ragna can combo directly into any of his grounded normals or specials, giving a plethora of route options (focus on damage, Heat Gain, lifesteal, side switch mid-combo etc.). For combo routes that don't require an immediate special cancel, the high hitstop and hitstun makes it easy to hit confirm.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|recovery = 24<br />
}}<br />
*Head invincible on frames 4~13.<br />
*Higher hitbox during later active frames.<br />
*Jump cancelable on hit.<br />
*Launches opponent on hit.<br />
<br />
The slow start-up of this move makes it easily disrespectable by many moves that change the opponent's aerial momentum. Moreover, because of its small hitbox, heavy recovery, and limited cancel options (into only Drives and specials), it is very easy to bait and punish, and should be reserved for hard reads on aerial approaches. It is generally preferable to use {{clr|A|5A}} to anti-air with Ragna, but if the opponent is coming down on you with a big, active air normal, you'll have to rely on {{clr|A|6A}}'s head invulnerability to do the trick.<br />
<br />
If {{clr|A|6A}} is blocked, its cancel options are extremely limited, with most options being unsafe (e.g. Hell's Fang, Gauntlet Hades) or disrespectable (e.g. {{clr|D|6D}}, Blood Scythe, Dead Spike). {{clr|D|5D}} is your safest option, but even this can be unsafe, as the opponent can backdash the second hit at proper ranges and whiff punish. Just like with knowing when to use {{clr|B|5B}} and {{clr|C|5C}}, knowing when to use {{clr|A|6A}} over {{clr|A|5A}} (and sometimes not using it at all) really depends on the situation and the nuances of the matchup. Be sure to study the matchup when deciding on using this.<br />
<br />
Using {{clr|A|6A}} in combos is the most stable way of getting damage on standing characters. However, it has very poor horizontal range, so the move should only be used in situations where you know it will hit. It also has somewhat poor damage scaling so avoid using it if better scaling launchers are available (like {{clr|C|6C}}, {{clr|C|3C}} into Not Over Yet or Overdrive Cancel, etc.)<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 4<br />
|recovery = 19<br />
}}<br />
*Forces crouching state on ground hit.<br />
*Cannot emergency tech on air hit.<br />
*Bonus 110% proration.<br />
<br />
Ragna's normal overhead is among some of the more obvious overheads in the game. Moreover, as {{clr|B|6B}} lacks any Revolver Action into {{clr|C|C}} normals, it doesn't have a completely safe blockstring. Due to these limited cancels and the weaknesses among them, using {{clr|B|6B}} should be handled with care and not thrown out too frequently. Mix things up with Ragna's other options instead of defaulting to this and/or Gauntlet Hades as to make them more vulnerable to Ragna's offense and potentially enable big Counter Hits with stagger pressure.<br />
<br />
If {{clr|B|6B}} is blocked, almost every Revolver Action option after is either unsafe (e.g. {{clr|A|6A}}, Hell's Fang, Gauntlet Hades), or easy to disrespect (e.g. Blood Scythe, Dead Spike). {{clr|B|6B}} > {{clr|D|5D}} is the hardest cancel option to punish, as it only punishable on Instant Block, but this will end Ragna's turn. Going for {{clr|D|6D}} will allow him to maintain his offense, however this is a risky option as {{clr|D|6D}} is very vulnerable to mashing (on Instant Block), reversals, and Overdrive Raids.<br />
<br />
The bonus damage proration that applies the first time {{clr|B|6B}} is used in a combo, along with its knockdown on air hit, makes this attack incredibly powerful in combos. However, using it almost always requires either a Counter Hit, Rapid Cancel, or Overdrive, so it is usually reserved for heavy punishes.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 2<br />
|inactive2 = 4<br />
|active3 = 2<br />
|recovery = 33<br />
}}<br />
*Hits twice.<br />
*Second hit is jump cancelable on hit or block.<br />
*Second hit launches and pulls the opponent on hit.<br />
<br />
Combo filler launcher for high damage routes. The main purpose of {{clr|C|6C}} is to maximize damage on crouching opponents, generally by canceling the second hit into Gauntlet Hades mid-screen or into Blood Scythe in the corner. Although it's a low, the first hit's mix-up potential is not very high due to limited cancel options on block. The second hit is jump cancelable, which can enable some silly pressure options or make the move safe should it be blocked.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 3<br />
|recovery = 27<br />
}}<br />
*Jump cancelable on hit or block.<br />
*Knocks the opponent down on hit.<br />
<br />
Staple launcher at close range to route into Not Over Yet or when Heat is available for Rapid Cancels and Overdrive Cancels, leading into higher damage than either {{clr|A|6A}} or {{clr|C|6C}}. The knockdown is greatly extended on Counter Hit, giving Ragna both stronger and easier to execute combo routes than what Not Over Yet provides. One particular route (which sadly isn't universal) makes him Burst-safe after the initial hit by jump canceling, air blocking, then using {{clr|C|j.C}} before touching the ground.<br />
<br />
{{clr|C|3C}} proves to be a very strong tool for okizeme thanks to its ability to give Ragna a safe-jump set-up, for which you must slightly delay your jump after hitting {{clr|C|3C}}. However, this is limited by Ragna's combo routes as {{clr|C|3C}} cannot be used to end mid-screen combos (at least not without losing out on damage and corner carry) and cannot be performed after every corner combo. The few cases where {{clr|C|3C}} okizeme can be performed are after Dead Spike > Dash Cancel, Blood Scythe, and intentionally whiffing the landing hit of Nightmare Edge (also known as 'Nightkasu'). However, these options often cut combo potential decently early, and as a result will miss out on damage, Heat Gain, and Lifesteal, so you must decide if oki or damage is more important based on your current situation.<br />
<br />
*Dead Spike is the most viable option in the corner, as there are many combo routes that will allow you to route to Dead Spike late and only give up a Hell's Fang or {{clr|D|D}} Inferno Divider, the loss of which is negligible when considering {{clr|C|3C}}'s significantly better oki (although sometimes {{clr|C|22C}} oki in the corner is preferable over {{clr|C|3C}}).<br />
*Blood Scythe is generally not useful for {{clr|C|3C}} oki, as you must end your combo significantly early, giving up more damage than the oki is worth.<br />
*Nightkasu is a viable option midscreen and in the corner, and usually doesn't involve giving up very much damage, but has a ton of character specifics and is difficult to correctly route into for much of the cast. If you know how to perform Nightkasu on the character you're fighting, it is often worth it to do it (especially if they have a DP) and take the better oki that it provides.<br />
<br />
As for the options after {{clr|C|3C}} okizeme, here are a few. Note that you should always delay your jump to the timing of the safejump, to keep your next move unpredictable. Of course, you are free to experiment and find your own mix-ups: <div class="mw-collapsible mw-collapsed" data-expandtext="3C okizeme options" data-collapsetext="TL;DR"><br />
:*Double/triple overhead → jump, delayed air dash {{clr|C|j.C}} > {{clr|D|j.D}} > Aerial Gauntlet Hades<br />
:*Low → Empty jump, {{clr|B|2B}}/{{clr|C|3C}}/{{clr|C|6C}}<br />
:*Throw → Empty jump, Forward/Back Throw<br />
:*Safe jump → Jump, {{clr|B|j.B}} or {{clr|C|j.C}}</div><br><br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|2D}}<br />
}}<br />
<br />
<br />
</div><br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
*Jump cancelable on hit or block.<br />
<br />
A simple aerial jab, {{clr|A|j.A}} should be your go-to air-to-air. It's great for checking airborne opponents, and easily hit confirmable because of being infinitely self-cancelable, letting you get reliable knockdowns from it. Should they block it, you can easily jail them with repeated {{clr|A|j.A}}s, or even attempt a [[BBCF/Mechanics#Throw Reject Miss|TRM]] purple throw mixup, to bait out throw [[Option Select#Gameplay Related Terms|Option Select]] attempts. As the hitbox is only on his arm this move will NOT hit opponents in or beneath Ragna.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 15<br />
}}<br />
*Jump cancelable on hit or block.<br />
<br />
The hitbox behind Ragna's foot serves as a great cross-up tool. Moreover, there are a high number of active frames, making it a good safe jump move as well. Against certain aerial approaches, {{clr|B|j.B}} can also be used; at worst, you will trade.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|recovery = 32<br />
}}<br />
*Jump cancelable on hit or block.<br />
<br />
This move has a huge hitbox below Ragna, so it is useful as an approach on grounded opponents. {{clr|C|j.C}} is also hard to stuff with moves that are quick but lack any sort of invincibility (e.g. Ragna's {{clr|A|5A}}). Against most matchups, you will most likely stay grounded for the majority of the match, but in the few cases where you're in the air, {{clr|C|j.C}} will serve as your main weapon.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 5<br />
|inactive2 = 12<br />
|active3 = 3<br />
|recovery = 29<br />
}}<br />
*Hits twice.<br />
*Second hit knocks the opponent down on air hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
{{clr|D|5D}} is an important combo part, so much so that it is used in almost every combo in Ragna's arsenal. The first hit allows him to combo into Gauntlet Hades while the second hit goes into Dead Spike or Not Over Yet. Most Fatal Counter combo routes require an immediate special cancel, usually into either Blood Scythe or Crush Trigger, resulting in massive damage. The only routes that can be hit confirmed (i.e. both hits of {{clr|D|5D}} connect) are either a grounded hit into Gauntlet Hades or an air hit into Not Over Yet or Dead Spike, both of which provide much more modest damage. Due to this, Fatal Counter {{clr|D|5D}} sees more use in punishes where the first hit is guaranteed to be a Counter Hit.<br />
<br />
Doesn't see much use in pressure or neutral, though note that this move is somewhat safe compared to past iterations thanks to its high pushback on block, so if used either at the end of a blockstring or at certain spacings most characters should struggle to punish it despite its poor frame advantage. It can also be used as a high risk, high reward anti-air thanks to its high vertical hitbox, resulting in 3.5k to 4k damage without a Counter Hit and 4k to 4.5k damage with one. Its still safe on air Barrier Guard but very punishable on whiff, so try to only use it once the opponent has exhausted their air actions.<br />
<br />
----'''Overdrive Version'''<br />
*Hits twice.<br />
*Second hit gains a larger hitbox.<br />
*Second hit ground bounces into knockdown on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
The Overdrive version's properties allow the second hit to combo into any of Ragna's normals or special moves, save for {{clr|D|6D}} which only works on Counter Hit. Keep in mind that the first hit will not combo into the second at the end of heavily prorated combos.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 2<br />
|recovery = 23<br />
}}<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
As a footsie, {{clr|D|2D}}'s range is second only to {{clr|C|5C}}, but its practicality only applies to certain situations. The hurtbox does not extend past the hitbox, so against Distortion Drives that have long active frames, you can use {{clr|D|2D}} for a free, decent combo. The move is also very safe when spaced correctly, so it acts as a good blockstring finisher. Canceling into this move from a Level 4 normal or less will leave a gap on regular block, so be careful when going into this move at close range.<br />
<br />
In combos, {{clr|D|2D}} is very useful thanks to its hard knockdown on hit. At close range mid-screen or at any range in the corner, it's possible to combo {{clr|D|2D}} into Dead Spike and into a full combo. The launch on Counter Hit gives Ragna new combo routes, usually into {{clr|C|5C}} mid-screen or into {{clr|D|6D}} in the corner.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
This version's higher hitstun and its dash cancel property gives it much more flexible pressure and combo potential. However, {{clr|D|2D}} doesn't see much use in optimal Overdrive combos due to its mediocre damage scaling and follow-up options in comparison to Ragna's other Drives and specials, notably {{clr|D|5D}} and Hell's Fang.<br />
<br />
Be wary of the move's hitboxes, since they barely rise above the flor, contrary to the animation.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 3<br />
|recovery = 14<br />
|specialRecovery = 16<br />
}}<br />
*Foot attribute invincible on frames 4~20.<br />
*Low-profiles frames 38~43<br />
** Semi low-profiles 44~46<br />
*{{clr|D|6D}} → {{clr|D|j.D}} is +10 minimum.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 100<br />
<br />
A good pressure tool that leads to Ragna's more ambiguous mix-up situations, yet {{clr|D|6D}} does have some big weaknesses. Any move that cancels into it will always have a gap, making it very vulnerable to reversals, so be careful about using it too frequently or in the same spot multiple times. Additionally, {{clr|D|6D}} can be easily Overdrive'd through, leaving you in massive amounts of recovery, allowing your opponent to get a hefty punish combo.<br />
<br />
For combos, {{clr|D|6D}} is used to optimize the damage of Counter Hit starter combos as the bonus proration greatly increases combo damage while draining health (which is rare as most Soul Eater attacks usually harm a combo's damage scaling). Also used in corner combos after a launcher to combo into air Blood Scythe. The stun on grounded Counter Hit allows Ragna to combo into essentially any attack so routes off of it are very flexible.<br />
<br />
{{clr|D|6D}} also has foot invulnerability from frame 4 up until the last frame before becoming active. It also becomes airborne after frame 4, thus it can also go through grounded throws. As a result, this move can be used against players who tend to use lows or throws as a wake-up option or mix-up. Almost every unsafe low can be punished with a correctly timed {{clr|D|6D}}.<br />
<br />
* {{clr|D|6D}} → delay {{clr|D|j.D}} allows for a couple of mindgames, thanks to its incredibly short landing recovery. Overheads, lows, and throws can be performed from {{clr|D|6D}}. <div class="mw-collapsible mw-collapsed" data-expandtext="The 6D j.D mix-up" data-collapsetext="TL;DR"><br />
**'''The overhead''' is from {{clr|D|j.D}}. There is absolutely no gap between {{clr|D|6D}} and {{clr|D|j.D}}, even on Instant Block, no matter how late you perform {{clr|D|j.D}} (unless you land before {{clr|D|j.D}} comes out), so if you are close enough when {{clr|D|6D}} lands, the overhead is almost guaranteed. The only time {{clr|D|j.D}} can whiff is when {{clr|D|6D}} hits too far away or the opponent barriers while slightly spaced away. Fortunately, you cannot be punished even if {{clr|D|j.D}} does not hit, due to the frame advantage. Note that if the opponent blocks {{clr|D|j.D}}, you are quite plus, and can dash back in to pressure reset.<br />
**'''The low''' is performed slightly differently. To perform the low, use {{clr|D|j.D}} just before landing, so that you land before it becomes active so it will whiff, then input {{clr|B|2B}}. Note that when whiffing {{clr|D|j.D}} at the earliest possible time, Ragna is +1, so most character's fastest moves will stuff out any mix-up attempt. Your best bet for landing {{clr|B|2B}} in this situation is to condition the opponent to block high after {{clr|D|6D}} (using {{clr|D|j.D}}), and then surprise them with {{clr|B|2B}}. You can also frame trap them with {{clr|A|2A}} after whiffing {{clr|D|j.D}} to condition them to block, and once they're respecting you start mixing up from there.<br />
**'''The throw''' is similar to performing the low, but it is riskier. To perform the throw, use {{clr|D|j.D}} just before landing so it will whiff, then input throw. The hitbox on throw is very small, so any sort of barrier or spacing will cause the throw to miss. You can utilize a kara throw ({{clr|B|5B}}~{{clr|C|C}}) to gain a tiny bit of distance so that the throw will land. Overall, use the throw option scarcely.</div><br />
<br />
----'''Overdrive Version'''<br />
*Foot attribute invincible on frames 4~20.<br />
*Gains larger hitbox (and smaller hurtbox).<br />
*Launches opponent high into the air on air hit.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 150<br />
<br />
Outside of combos, {{clr|D|6D}} in Overdrive functions roughly the same. It launches the opponent much higher on air hit compared to normal {{clr|D|6D}}, and has more untechable time. Sees some use in Overdrive combos, often to combo into staircase in the corner.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 20<br />
|specialRecovery = 3<br />
}}<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
This is Ragna's only air normal that hits above him, so it's a decent option as an air-to-air when your opponent is higher than you, made even better by the high counter hit hitstun. However, your options on block are rather limited, and it is quite slow, so it may be more prudent to wait for the opponent to lose height, then contest them with {{clr|A|j.A}}, {{clr|A|6A}}, or air throw, rather than try to snipe them with {{clr|D|j.D}}.<br />
<br />
However, {{clr|D|j.D}} is one of Ragna's go-to air combo parts as the high hitstun allows for more potential follow-ups than {{clr|C|j.C}}, even very late into a combo. The move's lifesteal also makes it useful to gain a bit of life and increase the Soul Eater rate. While the poor damage scaling makes it a sub-optimal choice at the beginning of a combo, by the end the damage loss is negligible and the lifesteal becomes more worthwhile.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Has faster startup.<br />
*Notably more hitstun.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
In Overdrive {{clr|D|j.D}} has faster startup, a larger hitbox, and quite a bit more hitstun, making it a much more viable neutral and combo tool. This even allows it to combo into itself. At the end of longer combos, you can combo into Blood Scythe with {{clr|D|j.D}}.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
Keep in mind that throws do not have huge hitboxes, so you will have to be considerably close to the opponent in order to land the throw. The throw range can be extended by kara canceling from {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
Keep in mind that throws do not have huge hitboxes, so you will have to be considerably close to the opponent in order to land the throw. The throw range can be extended by kara canceling from {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use dash {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*Wall bounces opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
This is Ragna's main move to keep opponents grounded. In order to condition the opponent to stop jumping out of Ragna's comfort zone, you will sometimes need to hard punish the opponent, and the best way to do that is to air throw. For combo routes, use {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades or {{clr|C|3C}} > Not Over Yet > dc > 66{{clr|C|5C}} mid-screen, air Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Knocks opponent away on hit.<br />
<br />
One of the better Counter Assaults in the game as it uses {{clr|B|5B}}'s animation and hitbox. However, be careful as the attack may whiff if the opponent is too close, leaving Ragna open to be punished. It can also be low profiled fairly easily, just like {{clr|B|5B}} itself, so watch out for moves like {{MiniMoveCard|game=BBCF|chara=Jin Kisaragi|input=2B|label=Jin {{clr|B|2B}}}}, {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, and {{MiniMoveCard|game=BBCF|chara=Bullet|input=2B|label=Bullet {{clr|B|2B}}}}.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Guard breaks on regular block, drains Barrier on Barrier Guard.<br />
*Can be charged. Charged version improves frame advantage on guard break, drains more Barrier, improves proration and starter value.<br />
*Crumples opponent on standing hit. Knocks the opponent down on air hit.<br />
*Lifesteal: 200. Only triggers on hit or guard break when in Overdrive.<br />
<br />
Ragna's Crush Trigger has relatively mediocre range making it difficult to use in longer blockstrings. Guard breaking an opponent with the uncharged version can only lead into a full combo in the corner, and even then Ragna must be at close range and start with {{clr|A|5A}}/{{clr|A|2A}}, or throw at point blank range. A charged guard break allows Ragna to start a punish combo with any grounded normal and all specials except Blood Scythe.<br />
<br />
The uncharged version actually negatively impacts a combo's final damage and eats up a good chunk of hitstun, thus resulting in the combo ending prematurely. The charged version meanwhile greatly increases a combo's damage and opens up new routes. Can be combo'd into from a normal hit {{clr|C|6C}} and Not Over Yet (corner only), air hit {{clr|D|5D}}, and Counter Hit {{clr|A|6A}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|6D}}, {{clr|D|j.D}}, and grounded Gauntlet Hades. A grounded charged hit leads into any grounded normal or special that isn't Blood Scythe, with {{clr|D|6D}}, {{clr|C|6C}}, and {{clr|C|5C}} usually being the optimal follow-ups. Using this move when the opponent is higher in the air will result in longer untechable, allowing moves with slower start-up to combo properly, such as {{clr|C|6C}}.<br />
<br />
Remember that Ragna generally prefers to save Heat for Rapid Cancels as it makes his DP safer to use and improves his damage off footsies and mix-ups without the need of Counter Hits or Overdrive. Thus, try not to use Crush Trigger unless a huge damage opportunity presents itself or if the ensuing combo would win the round.<br />
}}<br />
<br />
===<big>Taunt</big>===<br />
{{InputBadge|{{clr|8|AP}}}}<br />
{{BBCF Move Card<br />
|input=AP<br />
|description=<br />
*Not an attack taunt.<br />
*100% minimum mental damage.<br />
<br />
Use this to demoralize your opponent. Ragna can get a guaranteed taunt mid-combo with 100 Heat by doing Devoured by Darkness > Rapid Cancel > Taunt > {{clr|D|D}} Inferno Divider.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
<br />
===<big>Dash Cancel</big>===<br />
{{InputBadge|66 after specific moves}}<br />
{{BBCF Move Card<br />
|input=66<br />
|description=<br />
*Used instead of Ragna's normal forward dash whenever you input 66 during moves that allow dash cancels.<br />
*Only possible after {{clr|C|22C}} on hit or Dead Spike on hit, block, or whiff. Possible after {{clr|D|5D}}, {{clr|D|2D}}, Hell's Fang, and Nightmare Edge during Overdrive.<br />
<br />
An important part of Ragna's pressure and combos, allowing various moves to be followed up. However, be aware that this is not like a regular dash. Ragna will run for a fixed duration during which he '''can be counterhit''' and '''is unable to do anything''' until the end of the dash, meaning there are instances where using this mindlessly during pressure will get you severely punished.<br />
}}<br />
<br />
===<big>Hell's Fang</big>===<br />
{{InputBadge|{{clr|A|214A}}}}<br />
{{BBCF Move Card<br />
|input=214A<br />
|description=<br />
*Crumples opponent on Counter Hit.<br />
*When the attack connects, recovery begins immediately.<br />
<br />
Hell's Fang travels about half screen and is safe on block, making it one of Ragna's easiest methods of approaching opponents. However, it can be punished if the opponent Instant Blocks, so its use in neutral is questionable without 50 Heat to Rapid Cancel. Even then, it can be easily beaten by disjointed normals, projectiles, or jumping to make it whiff, so it should be reserved for hard callouts in neutral. This move is more often used to end combos when corner carry is needed or to continue combos via a Rapid Cancel. It can also be used as a frametrap when you've exhausted all other options (such as ending a blockstring on {{clr|D|2D}}), and combining this with a Rapid Cancel makes for an extremely safe and powerful pressure reset. Just remember that it's risky to use without Heat to Rapid Cancel, due to the aformentioned punish if the opponent Instant Blocks. Combos into {{clr|B|5B}}, {{clr|C|2C}}, or {{clr|C|5C}} on Counter Hit.<br />
}}<br />
<br />
===<big>Additional Attack (Hell's Fang)</big>===<br />
{{InputBadge|{{clr|D|214D}} after Hell's Fang}}<br />
{{BBCF Move Card<br />
|input=214A~214D<br />
|description=<br />
*Launches opponent on hit.<br />
*200% Heat Gain.<br />
*Lifesteal: 200<br />
<br />
Main grounded combo ender. If Rapid Canceled, this move can be followed up with dash {{clr|B|5B}} or dash {{clr|C|5C}} mid-screen, though it is generally more optimal to cancel the first part of Hell's Fang for better damage.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*200% Heat Gain.<br />
*Lifesteal: 300<br />
<br />
The Overdrive version is dash cancelable on hit or block and wall bounces on hit, letting you extend combos from anywhere on the screen. Follow-up options become more limited if used against an airborne opponent in the corner, but {{clr|C|3C}} or {{clr|D|5D}} should still connect properly in this situation.<br />
}}<br />
<br />
===<big>Gauntlet Hades</big>===<br />
{{InputBadge|{{clr|B|214B}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214B,j.214B|versioned=input<br />
|description=<br />
*Ground version stuns grounded opponents on hit.<br />
*Ground version hits grounded opponents on frame 24.<br />
*Air version launches opponent on hit.<br />
*Air version hits grounded opponents on frame 18 at minimum height, frame 23 starting from neutral.<br />
*Air version is -9 on block at minimum height.<br />
<br />
Somewhat slow overhead used for high/low mix-ups whenever {{clr|B|6B}} isn't a viable option (such as after {{clr|B|5B}} which cannot gatling into it). Higher damage starter than {{clr|B|6B}} that has higher mix-up potential with Rapid Cancels but is unsafe on block and has only one also unsafe cancel option (Spin Kick). The ground version puts Ragna into an airborne state, useful for beating throws and some lows.<br />
<br />
The air version can be used for a triple overhead mix after an Instant Air Dash {{clr|C|j.C}} > {{clr|D|j.D}}. When performing Aerial Gauntlet Hades at minimum height, it hits grounded opponents on its 18th frame; however, when doing this as quickly as possible from the ground, because of 4 frame jump start-up + 1 forced air frame of inaction after jumping, the earliest it can hit is frame 23. This makes its use over the grounded version as a mix-up quite niche.<br />
<br />
Used as a combo part in nearly every non-Overdrive mid-screen combo and many corner combos. On Counter Hit, the stun of the ground version is greatly extended and can combo into every grounded normal and special except Blood Scythe.<br />
}}<br />
<br />
===<big>Spin Kick</big>===<br />
{{InputBadge|{{clr|D|214D}} after Gauntlet Hades}}<br />
{{BBCF Move Card<br />
|input=214B~214D<br />
|description=<br />
*Cannot hit crouch state.<br />
*Launches opponent on hit.<br />
*Lifesteal: 100<br />
<br />
Gauntlet Hades follow-up used to juggle opponents for a combo extension. Must be delayed to enable follow-ups with the exact timing depending on the opponent's height from the ground and how far hitstun has decayed. Often used after launching the opponent with {{clr|A|6A}}, {{clr|C|6C}}, or a throw. While safe on block, it should never be used in blockstrings as crouching forces it to whiff which allows the opponent to punish it with just about any attack.<br />
<br />
----'''Overdrive Version'''<br />
*Cannot hit crouch state.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent high into the air on hit.<br />
*Lifesteal: 150<br />
<br />
In Overdrive, Spin Kick has much more combo potential thanks to its increased launch height, hitstun, and jump cancel, granting much more damage, lifesteal, and corner carry. Often used at the end of combos to combo into Devoured by Darkness midscreen.<br />
}}<br />
<br />
===<big>Inferno Divider</big>===<br />
{{InputBadge|{{clr|C|623C}}/{{clr|D|D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=623C,j.623C,623D,j.623D |versioned=input<br />
|description=<br />
*Hits twice.<br />
*Launches the opponent on any hit.<br />
<br />
----'''{{clr|C|623C}}'''<br />
*Ground version is fully invulnerable on frames 1~13.<br />
*Air version is fully invulnerable on frames 1~9.<br />
Ragna's meterless DP. The {{clr|C|C}} version of this move is a fully invulnerable reversal that can be used to exploit holes in an opponent's pressure, anti-air obvious approaches, or interrupt unsafe okizeme on wake-up. Highly punishable on block or whiff, so mostly stick to using it when you know it will work or if 50 heat is available for a Rapid Cancel and there is something to hit (either the opponent themselves or something like Carl and Relius' puppets). Using it as a call-out has terrible risk/reward for Ragna, but it's also good to keep your opponent wary of all your options and not over-respect them, so this is an option you should use sparingly but also not ignore completely. Rapid Canceling the first hit leaves Ragna on the ground with good frame advantage while canceling the second hit leaves him airborne, setting-up a potential high-low mix-up. Has a short combo length property and atrocious damage scaling as a starter, so a successful hit will give extremely low damage even with Heat or Overdrive.<br />
<br />
----'''{{clr|D|623D}}'''<br />
*Launches significantly higher on Counter Hit.<br />
*Lacks invulnerability of any kind.<br />
*Lifesteal: 50×2 [75×2]<br />
The {{clr|D|D}} version has no invulnerability whatsoever but it deals more damage, is faster (on the ground) has better proration, has more range (due to moving you farther forward), and steals life. The fast start-up and high launch on Counter Hit means it can be used as a risky starter, though it leans more towards ''extremely'' high risk and only moderate reward. Generally used as a combo ender mid-screen and as a combo part when approaching the corner or while Overdrive is active.<br />
<br />
With 50 Heat, Instant Airdash {{clr|D|j.623D}} > Rapid Cancel is a fast crossup mid that is difficult to react to. It can be difficult to apply due to Ragna's limited on-block jump cancels, but use it when the opponent isn't expecting it and it can be a deadly tool. Be wary that this technique can be called out by some low-profile moves, such as {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, which will make {{clr|D|j.623D}} whiff, leaving Ragna open for a massive punish.<br />
}}<br />
<br />
===<big>Uppercut</big>===<br />
{{InputBadge|{{clr|C|236C}} after Inferno Divider}}<br />
{{BBCF Move Card<br />
|input=623X~236C<br />
|description=<br />
*Puts opponents into a spin state on hit.<br />
*Can only be canceled into on hit.<br />
<br />
Follow-up to Inferno Divider. Leads into either Straight Punch for corner carry mid-screen, combo extension in the corner or Ax Kick for okizeme with no resources or a combo extension in Overdrive. Can whiff after Inferno Divider if it connected in unusual circumstances, such as hitting an opponent's extended hitbox at max range or if Inferno Divider caught an opponent attempting to do a cross-up, so don't autopilot into this when using Inferno Divider as a reversal, since it has rather bad recovery<br />
}}<br />
<br />
===<big>Straight Punch</big>===<br />
{{InputBadge|{{clr|C|236C}} after Uppercut}}<br />
{{BBCF Move Card<br />
|input=623X~236C~236C<br />
|description=<br />
*Knocks opponent away on hit. Wall sticks in corner.<br />
<br />
Ragna's Straight Punch can only be used after Uppercut, so it's exclusively utilized in combos. Use it mid-screen for corner carry (at the cost of oki) or for extending combos when approaching the corner. The wall stick has a short duration and the entire sequence from Inferno Divider burns a good portion of the combo timer, limiting this route's potential. However, it's a good option to keep in mind if you're just close enough to the corner for the wall stick but not close enough for other options. Like before, while this move has a good hitbox, it can still miss at unusual angles.<br />
}}<br />
<br />
===<big>Ax Kick</big>===<br />
{{InputBadge|{{clr|D|214D}} after Uppercut}}<br />
{{BBCF Move Card<br />
|input=623X~236C~214D<br />
|description=<br />
*Knocks the opponent down on hit.<br />
*Lifesteal: 50<br />
<br />
Inferno Divider rekka ender used to gain decent okizeme and good damage anywhere on the screen. Strong combo ender mid-screen but is somewhat lacking in the corner where both Hell's Fang and Nightmare Edge grant stronger okizeme. <br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces on hit.<br />
*Lets Ragna act before touching the ground.<br />
*Lifesteal: 75<br />
<br />
The Overdrive version can be used as a combo extender, often followed up with Gauntlet Hades or Blood Scythe for high damage and lifesteal.<br />
}}<br />
<br />
===<big>Dead Spike</big>===<br />
{{InputBadge|{{clr|D|236D}}}}<br />
{{BBCF Move Card<br />
|input=236D<br />
|description=<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +2<br />
*Lifesteal: 100<br />
<br />
Large, slow moving projectile that crawls along the ground, traveling up to half-screen before disappearing. Primarily used to reset pressure thanks to its frame advantage on block, though the slow start-up makes it easy to disrespect by mashing or jumping out so don't autopilot into this move. The dash cancel brings Ragna close to the opponent, perfect for setting up a throw/strike mix-up. This move also sees heavy use in corner combos and certain optimal mid-screen combos, though it must be used at point-blank range at mid-screen or else follow-up attacks will whiff.<br />
<br />
Even though this attack is a projectile, Dead Spike is not good against zoning nor should it be used for zoning. It has short range and slow start-up, leaving Ragna vulnerable to any form of aerial approach throughout the entire animation.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox with each hit.<br />
*Hits 3 times.<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +12<br />
*Lifesteal: 50×3<br />
<br />
The Overdrive version hits 3 times, giving it much greater frame advantage and combo utility than normal Dead Spike. It also has a larger hitbox and travels farther across the screen, making it difficult for your opponent to escape from during your pressure. A minor utility of this move is in an unblockable setup with (OD) Devoured by Darkness, which you can see how to execute by visiting that move's overview further down the page. The hitbox progressively gets larger over 4 frames increasing in size from normal to OD.<br />
}}<br />
<br />
===<big>Blood Scythe</big>===<br />
{{InputBadge|{{clr|D|214D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214D,j.214D |versioned=input<br />
|description=<br />
*Ground slides the opponent on hit.<br />
*Air version is -4 when TK'd.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 100<br />
<br />
Jump attack that is advantageous on block. The grounded version is Ragna's slowest attack, which makes it easy for opponents to react to and punish with an anti-air. However, it can catch opponents off guard if the opponent was expecting to jump over Dead Spike instead. Deals high damage and has good scaling making it a strong combo part. Note that it's slow start-up means only a few moves can combo into it such as normal hit {{clr|C|6C}} and throw, Counter Hit {{clr|A|6A}}, {{clr|C|2C}}, {{clr|C|3C}}, and {{clr|D|2D}}, or Fatal Counter {{clr|D|5D}}. After it hits, follow up with dash {{clr|C|5C}} mid-screen or {{clr|C|3C}} into Not Over Yet in the corner.<br />
<br />
The air version has faster start-up and travels further forward but is usually unsafe on block and is less rewarding on hit. Aerial Blood Scythe is safe on normal block at minimum height, making it a fairly safe option when spaced well. Used in neutral to move quickly through the air and catch opponents who constantly jump. In combos, its used to convert stray air hits near the corner into a full combo, usually {{clr|C|3C}} into Not Over Yet, though only if the opponent was hit at Aerial Blood Scythe's max vertical range.<br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces the opponent on hit.<br />
*Ground version gains more blockstun.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 150<br />
<br />
In Overdrive, Blood Scythe ground bounces which allows for full combo extensions, even at mid-screen. The ground version gains stronger follow-ups while also being much easier to combo into thanks to {{clr|D|5D}}'s ground bounce. The air version can be used to end highly scaled air combos with Carnage Scissors.<br />
}}<br />
<br />
===<big>Nightmare Edge</big>===<br />
{{InputBadge|{{clr|C|j.214C}}}}<br />
{{BBCF Move Card<br />
|input=j.214C<br />
|description=<br />
*Number of hits is dependent on Ragna's height from the ground.<br />
*Initial hits ground bounce the opponent on air hit.<br />
*Landing hit knocks the opponent down on hit.<br />
<br />
Falling slash that acts as Ragna's main air combo ender. Grants good okizeme mid-screen if the follow-up is omitted but note that the opponent can tech roll behind Ragna to avoid meaties. The landing hit can whiff at certain ranges (exact spacing is character specific), resulting in a ground bounce that can link into a micro-dash {{clr|B|5B}} for a combo extension though this isn't optimal and is very inconsistent. On Counter Hit, the landing hit's knockdown is greatly extended which allows Ragna to combo into {{clr|C|5C}} or even {{clr|C|6C}}. Can be used in neutral to stall Ragna's air movement and then move directly downward, useful for baiting anti-airs, though note that characters with 5 frame start-up jabs can punish it on normal block and everyone can punish it on instant block.<br />
}}<br />
<br />
===<big>Additional Attack (Nightmare Edge)</big>===<br />
{{InputBadge|{{clr|D|214D}} after Nightmare Edge}}<br />
{{BBCF Move Card<br />
|input=j.214C~214D<br />
|description=<br />
*Launches the opponent away on hit.<br />
*Lifesteal: 200<br />
<br />
Nightmare Edge follow-up, used to maximize damage and lifesteal at the end of a combo. Should always be used after Nightmare Edge in the corner as this move doesn't sacrifice okizeme there. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces the opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*Lifesteal: 300<br />
<br />
The Overdrive version is an extremely powerful combo part, as it deals high damage, has high lifesteal, and leads into a variety of powerful follow-ups from anywhere on screen. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos. Note that using it in the corner will always result in a side switch, losing out on corner pressure in the process, so only do this if it will kill the opponent.<br />
}}<br />
<br />
===<big>Not Over Yet</big>===<br />
{{InputBadge|{{clr|C|22C}} near downed opponent}}<br />
{{BBCF Move Card<br />
|input=22C<br />
|description=<br />
*Can only be used during combos and if the opponent has either been fully knocked down (including floorslides but not groundbounces), or been hit with a move that sets them face down in the air even if they never touch the ground. This is typically {{clr|C|3C}} for Ragna, there are other moves that counts, but it's not usually relevant.<br />
*Ground slides the opponent on hit.<br />
*Wall splats the opponent in the corner.<br />
*Dash cancelable on hit.<br />
*Special cancelable on hit.<br />
<br />
Ragna picks up a downed opponent and punches them away. Versatile combo part with good damage and excellent scaling. Used in almost every corner combo thanks to its high hitstun, wall splat, and myriad cancel options. If hitstun hasn't decayed much, a dash cancel can be used to follow it up with a micro-dash {{clr|C|5C}} jump cancel combo mid-screen or with a {{clr|B|5B}} juggle in the corner. It can also go into Dead Spike for a combo extension in the corner even if done fairly late into a combo. The special cancel makes this a strong tool at the end of long combos as it can go into most of Ragna's best combo enders, notably all his Distortion Drives save for Devoured by Darkness.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Carnage Scissors</big>===<br />
{{InputBadge|{{clr|D|632146D}}}}<br />
{{BBCF Move Card<br />
|input=632146D<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits once, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*Somehow an anti air<br />
*20% minimum damage: 890<br />
*Lifesteal: 300<br />
<br />
Ragna dashes forward up to 80% of the screen before slashing his sword, which he follows-up with a Soul Eater enhanced strike, if the initial attack hit or was blocked. Fast, far reaching, and highly damaging super used to close out rounds and can be tacked on to the end of just about any combo. Start-up invincibility allows Ragna to go through projectiles and long range pokes, which is good considering how he struggles to deal with zoning. It can be used as a reversal, but it's generally better to Rapid Cancel Inferno Divider instead so that Ragna isn't punishable on block. On a grounded Counter Hit, the initial hit's stun lasts long enough for Ragna to get a full combo if the follow-up is canceled by holding {{clr|D|D}}. Its okizeme is comparable to Hell's Fang, being somewhat poor mid-screen but quite good in the corner. Frame advantage improves the higher the opponent was in the air before the attack hit such that it can potentially provide safe-jump oki.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits 5 times, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 1146<br />
*Lifesteal: 200+100×4<br />
<br />
In Overdrive, Carnage Scissors deals 4 more hits and launches opponents higher, allowing Ragna to combo into {{clr|A|5A}}, {{clr|B|5B}}, or {{clr|D|D}} Inferno Divider in the corner depending on the opponent's height from the ground. The extra Soul Eater hits gives the following combo extremely high lifesteal, perfect for staging a comeback. This should be done as early into a combo as possible to maximize damage and preserve hitstun for more Drive attacks.<br />
}}<br />
<br />
===<big>Devoured by Darkness</big>===<br />
{{InputBadge|{{clr|D|214214D}}}}<br />
{{BBCF Move Card<br />
|input=214214D<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*Hits only once on block.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1000<br />
*Lifesteal: 500<br />
<br />
Ragna grabs the opponent and steals their vitality before launching them away. Has higher damage than Carnage Scissors but also has much slower start-up and shorter range, making it difficult to use as a combo ender. In fully optimized combos, the extra attacks that can be added before Carnage Scissors means it will always out damage and steal more life than non-Overdrive routes using Devoured by Darkness. The start-up invulnerability doesn't last until the active frames, so it should not be used as a reversal, as a wide variety of attacks can interrupt on reaction.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*First hit is unblockable.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1250<br />
*Lifesteal: 1000<br />
<br />
The Overdrive version is where this move shines, as the high hitstun of Overdrive attacks allows Devoured by Darkness to be used at the end of highly scaled combos, beating out Carnage Scissors in terms of damage and lifesteal. This is Ragna's de-facto Overdrive combo ender so use it whenever doing so would end the round or give him enough health to turn the tides of a match.<br />
<br />
Devoured by Darkness also becomes unblockable in Overdrive, though it can still be interrupted if used predictably. To setup a guaranteed unblockable hit, use (OD) Dead Spike, Rapid Cancel the first hit, then activate Devoured by Darkness, trapping the opponent in blockstun until it connects. Note that this costs 100 Heat and Overdrive, and can still be beaten by Counter Assaults and Overdrive Raids on reaction to the super flash, so your opponent must have under 50 meter and no Overdrive in order to execute this. Still, under the right circumstances it can be a powerful checkmate tool to close out the round.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Seed of Tartarus</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*10% minimum damage: 305 {643}<br />
<br />
Ragna performs a head splitter on the opponent (the same animation as 5D's second hit). If it hits, he will activate his scythe and release three crimson waves, blowing the opponent away. Used on defense or in neutral as a fast and powerful reversal that is much harder to punish than Inferno Divider. Buffering it after an Overdrive Raid can allow Ragna to punish the opponent for using attacks that rely on long blockstun or cancels to stay safe, most typically character's {{clr|C|C}} buttons. Note that while this move has a large amount of push back on block, it is still unsafe and cannot be Rapid Canceled, so with 50 Heat you are usually better off using {{clr|C|C}} Inferno Divider. However, some characters with stubby or slow buttons can have a tough time punishing EA on block, so consider using it more against these characters.<br />
<br />
The frame advantage on hit depends on Ragna's screen position and whether or not he is in Active Flow. The longer it takes for the opponent to reach the corner, the greater the advantage. Thus, Ragna is plus when he is cornered, is even at mid-screen, and is negative if the opponent is cornered. The Active Flow version is better as it is even on hit against a cornered opponent and plus everywhere else.<br />
<br />
The low minimum damage of the regular version makes it a sub-optimal combo ender in nearly every combo, both in terms of damage and okizeme, so only use it if it will win the round. The Active Flow version is actually useful as it deals good damage for no Heat cost. It's especially powerful if Ragna has other resources ready, such as having control of the corner, a Counter Hit starter, high Overdrive time, and/or some spare Heat (notably for a charged Crush Trigger or after a corner (OD) Carnage Scissors > {{clr|A|5A}} or {{clr|B|5B}} link).<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Black Onslaught</big>===<br />
{{InputBadge|{{clr|C|2141236C}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=2141236C<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~19.<br />
*Hits only once on block.<br />
*Opponent leaves hitstop 6 frames before Ragna on block.<br />
*100% minimum damage: 30000<br />
<br />
Ragna does an uppercut with his sword, followed by multiple scythe slashes on hit. Fast start-up and fairly long range makes this very easy to combo into. Can be used as a risky all-or-nothing reversal thanks to its start-up invulnerability, but this is not recommended as you have far safer reversal options with 100 Heat. Instantly grants Ragna victory on hit, preventing opponents from making a comeback after surviving a combo that even with 100 Heat couldn't K.O. them (like starting a combo with {{clr|A|5A}} or {{clr|A|2A}}) or to send them home with their Burst.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Ragna}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Ragna the Bloodedge|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Iron_Tager&diff=450424BBCF/Iron Tager2024-03-25T10:06:53Z<p>Manta: /* {{clr|B|2B}} */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Tager is Blazblue's resident '''grappler''' who uses powerful command throws and guard point moves to deal high damage combos. Tager has very '''low mobility'''; He can't forward dash, and he can't double jump or air dash. However, Tager has a couple of things going for him. For one, he's a walking tank with the '''highest health''' in the game. Additionally, he has an amazing backdash with long invulnerability and can use some of his guard point attacks to close in against certain moves. Lastly, Tager has his Drive. Tager's Drive gives him the ability to magnetize his opponents in order to pull them towards him. With it, he can drag opponents into his attacks and open up new combo options for better damage. Once in, Tager's command grabs and '''high damage''' can mix up his opponent and take rounds.<br />
<br />
As a low mobility grappler, Tager struggles against characters with strong neutral and low committal offense. His huge hurtbox also opens up unique combo options and mixups for the cast. Tager relies on reading his opponents and calling out their attacks with his command grabs. Thankfully, Tager's Distortion Drives (especially with Overdrive) can create huge momentum swings in his favor. With patient play and good fundamental defense, Tager can turn the tide on anyone and run his game.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#Genesic Emerald Tager Buster|720C]] (5F, super throw)<br/>[[#Gigantic Tager Driver|360A]] (6F, throw)<br/>[[#5A|5A]] (7F)<br />
| reversal = [[#Magna Tech Wheel|236236B]] (19F)<br/>[[#Genesic Emerald Tager Buster|720C]] (5F)<br />
| fatalStarter = [[#6C|6C]]<br/>[[#j.2C|j.2C]]<br/>[[#2D|2D]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Voltic Battler<br />
|content=Tager can magnetize opponents for a small duration by landing certain attacks on hit or block. If the opponent is already magnetized and gets hit by an attack with magnetism, the duration stacks (max 1000F). The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager's opponent is in hitstun, the rate halves to 1 point per 2 frames (when they perform a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.<br/><br />
<br/><br />
When the opponent is magnetized, certain attacks will pull in the opponent. All Drive moves, as well as {{clr|A|6A}}, {{clr|A|360A}}/{{clr|B|B}}, {{clr|C|623C}}, {{clr|C|j.360C}}, and Distortion Drives, will pull in magnetized opponents. Each move attracts differently and for different durations, and they may pull in airborne and grounded opponents differently. For example, Atomic Collider strongly attracts airborne opponents, but does not affect standing or crouching opponents at all. The forces are noted in the frame data. Typically attractive moves start their attraction early on during startup and end during the active frames. Magnetism pulls do not affect a player's ability to perform moves since it doesn't directly cause any kind of hitstun, however it can mess up spacing and force players to land earlier or later than normal, causing some unpredictable and sometimes amusing effects. <br/><br />
<br/><br />
In all cases, players performing Distortion Drives and executing throws that have successfully connected are completely unaffected by magnetism.<br/><br />
<br/><br />
Tager's magnetism cannot force enemies into an airborne state if they're currently grounded, enemies doing any kind of ground tech also cannot be pulled vertically, even though emergency techs are considered airborne and can be pulled sideways surprisingly fast<br/><br />
<br/><br />
In addition to magnetism, Tager has an extra gauge: the Electricity Meter. This gauge fills up at 1 point per frame (freezes during hitstop and superflash) and has a maximum of 1000 points. When the gauge is full, Tager can use the Spark Bolt attack.<br />
|header2=Overdrive: Voltic Field<br />
|content2=Unlike most other overdrives, Tager's focuses more on taking advantage during neutral, with much stronger methods of applying and keeping magnetism. This isn't to say that it doesn't boost his combo damage, but this is limited to just what the overdrive cancel allows and greatly enhanced distortion drives, rather than boosted normals.<br />
<br />
*All normal drive moves all gain projectile guardpoints as well as attribute specific guardpoints depending on the move <br />
*Spark Bolt Gauge fills up four times as fast<br />
*All moves that apply magnetism apply the maximum amount on hit or block<br />
*Distortion Drives are enhanced (more information below)<br />
*While grounded and not in hitstun, magnetized opponents are constantly pulled towards Tager with a velocity of 2,000u/F (about 2/5 of average backwalking speed, so basically not much).<br />
}}<br />
</div><br />
<br />
<div id="home-content" class="home-grid"><br />
{{card|width=6<br />
|header=Unique Mechanic: 360 inputs<br />
|content=While not completely unique to Tager, he has the largest number of special inputs that involve performing at least one full rotation of the direction stick before inputting a button. If you aren't familiar with these from other games, it's important to know the following:<br />
<br />
*You do not need to do a full circle. Instead what you need to do is all 8 directions in order starting from any direction and spinning in either direction. Importantly, you're allowed to skip individual directions, including the final one, so long as no two consecutive inputs are skipped. This means that you minimally only need 4 direction inputs to make a single 360 spin For example:<br />
**4268, 1397, 41368, 41397 are valid spin inputs.<br />
**416987 is not, since it misses 2 ''and'' 3, which are consecutive directions. <br />
*360 Inputs have a 30F input window, 720 has 45F and 1080 has 75F. This timer counts from the moment you ''leave'' the first input, so it's possible to hold [4] to block, and then input 268A to transition to Gigantic Tager Driver.<br />
*Moves that require multiple spins require them to be in sequence and in the same direction. 42684268 is a valid 720 motion, 42686248 is not. The rule about not missing two consecutive directions still applies.<br />
*Spin inputs have a higher input priority than 236 or 623 inputs (So try to do these motions neatly if you don't want a 360 instead). Similarly, try to do your spin inputs in the opposite way to the 236 motion when possible to prevent accidentally getting the wrong move.<br />
<br />
This may feel unintuitive, since pressing upwards will usually make Tager jump, so there are some useful tricks to know:<br />
<br />
*Jump startup may be special cancelled, therefore performing 4268A or 6248A quickly enough will allow you to perform 360A from a standing start. This can be done with a 720 spin, but it's extremely hard to do.<br />
*You can also avoid jumping by doing the spin when Tager can't jump anyway (Known as "Buffering" the move). This includes:<br />
**During Tager's own moves.<br />
**While in the air, since Tager has no double jump.<br />
**While blocking or being hit.<br />
**While recovering from a knockdown (typically best done during the "bounce" recovery to prevent accidental rolling).<br />
**During super pauses, especially overdrive activation.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
<br />
Tager's {{clr|A|5A}} is a very useful poke that hits crouching opponents, outranges most other moves of comparable speed and leads to decent damage on hit if they're close or magnetized. It can also be used to set up tick throws thanks to its large hitbox and neutral frame advantage. While it is slightly slower than the average jab it still covers a lot of scenarios in a single button press.<br />
<br />
*Cannot self cancel, even on hit.<br />
*One of Tager's few jump-cancelable normals.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
<br />
{{clr|B|5B}} is Tager's primary low for low/throw mixups and generally is a great point-blank poke. It's slightly smaller than {{clr|A|5A}}, but Tager's foot is entirely disjointed and it leads to more damage overall. While it is a low attack, it boasts surprising vertical reach and must be barrier blocked in the air, so it's great for catching opponents attempting to jump out of pressure.<br />
<br />
In combos this easily bridges into {{clr|C|5C}} and {{clr|C|3C}} to continue the combo, and while it doesn't do amazing damage, it still scales well.<br />
<br />
*One of Tager's few jump-cancelable normals.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
<br />
{{clr|C|5C}} is a very strong move with many applications. It is Tager's strongest combo starter thanks to its high proration values. It's also a very good combo filler thanks to its high damage and cancel options. At most ranges, {{clr|C|5C}} combos into {{clr|A|6A}} during short or medium-length combos, or {{clr|C|623C}} at the end of long combos. At max range, often the only followup available is {{MMC|input=41236D|label=Spark Bolt}}.<br />
<br />
{{clr|C|5C}} is a fantastic punish tool as well. On a grounded counterhit, {{clr|C|5C}} > {{clr|C|6C}}... can lead to over 5K damage.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
<br />
Slightly slower than {{clr|A|5A}}, but with a lower profile and more disjointed hitbox. {{clr|A|2A}} can be used as a ghetto anti-air, but it's a bit weak since it requires a quick reaction time for a jump cancel followup. It can also be used as a mashable button since it can self-cancel up to three times, unlike {{clr|A|5A}}<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|2A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
<br />
{{clr|B|2B}} does not reach very far, but it has very strong frame advantage and a fast total animation. It can be used to set up Wedge Catapult attempts and intentional whiffs to reset pressure or go for a throw.<br />
<br />
Thanks to the hitbox going well inside of Tager, {{clr|B|2B}} is also great for catching rolls in the corner or other pass-through moves.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|5B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
<br />
{{clr|C|2C}} is Tager's very high-risk, high-reward anti-air. Its invuln does not last into the active frames, so it will often trade, though the trade will usually be beneficial due to its high counterhit hitstun. This move has abysmal recovery on whiff, and it has a small horizontal reach, so it's very risky to throw out.<br />
<br />
{{clr|C|2C}} is mostly used in combos, most often ...{{clr|A|6A}} > {{clr|C|2C|}} > {{clr|C|623C}}.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{InputBadge|(Hold OK)}}<br />
{{BBCF Move Card<br />
|input=6A,6[A]|versioned=name<br />
|description=<br />
<br />
{{clr|A|6A}} is a good multi-purpose tool. It brings the opponent closer on hit and block, enabling close-range pressure and low/throw mixups. It's a staple combo tool as well to pull in opponents that have been pushed out. Usually in combos it gets used after {{clr|C|5C}}, a link which eventually fails during long combos. Other times include after Sledgehammer B, Back throw and, with some timing, Spark Bolt and {{clr|D|j.D}}.<br />
<br />
This move also has an effect where the opponent cannot tech the slide if they hit the floor within 2F of being hit (Basically when they're very close to the ground when hit in the air), causing a hard knockdown. This is generally referred to as "Low {{clr|A|6A}}". The combined untech time is long enough to allow combos of all kinds. The normal version will generally only combo into {{clr|C|2C}}, {{clr|B|6B}} and {{clr|A|236A}} but with low version, {{clr|A|6A}} will combo into {{clr|B|236B}}, {{clr|C|6C}}, and Crush Trigger as well, allowing a lot of combo possibilities. You'll want to learn this timing to get maximum damage combos, especially after Spark Bolt.<br />
----<br />
Charging {{clr|A|6A}} simply extends the armor frames and attractive time, and adds a bit more damage. Charging fully is generally useless, except for very big reads to guard point through attacks.<br />
<br />
*Hold button to delay.<br />
*Move is attractive to magnetized opponents throughout its startup and active frames, including if the move is delayed.<br />
*Armor is only enabled if the move is charged for at least 16 Frames.<br />
*Armor throughout the charge animation against Body, Head and Projectile attacks. Somewhat uniquely, attacks against {{clr|A|6A}}'s armor will still deal half of their base damage to Tager (And can still end the round).<br />
*Negative knockback, opponents are knocked towards Tager when it connects in any way. Floor slides at Tager's feet on air hit.<br />
*Full charge is achieved 6 frames before Tager will automatically swing anyway.<br />
*Large hitbox that encompasses the spark around Tager's hand, overall reach slightly larger than {{clr|C|5C}}.<br />
*Tager's only normal that can cancel into Gigantic Tager Driver or Wedge Catapult.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
<br />
{{clr|B|6B}} is an important tool thanks to its foot invulnerability. Since Tager's armored moves lose to foot-attribute attacks, this can be used to call out opponents attempting to beat the armor. On counterhit, {{clr|B|6B}} combos into {{clr|C|6C}}, leading to massive damage.<br />
<br />
{{clr|B|6B}} is also a very common combo filler since it forces crouching on opponents. {{clr|B|6B}} > {{clr|A|236A}} , {{clr|A|5A}}... works at the start of many combos and is a simple way to increase damage, set up magnetism, and even extend combos.<br />
<br />
*Can cancel into itself once.<br />
*Forces crouching on standing hit allowing combos into {{clr|A|236A}} (And {{clr|D|5D}} on fatal combos)<br />
*Hard knockdown on air hit. Combos into A Sledge and Gadget finger but not {{clr|C|2C}} with a few exceptions.<br />
*Moves Tager forward slightly.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
<br />
{{clr|C|6C}} is a very strong combo filler attack. In midscreen combos, it's often used as a followup to a counterhit {{clr|C|5C}} or {{clr|B|6B}}, or after a low {{clr|A|6A}}. In corner combos, it can be looped with {{clr|D|5D}} for lots of damage.<br />
<br />
Outside of combos, {{clr|C|6C}} is a relatively risky poke that's usually outclassed by {{clr|C|5C}} or {{clr|D|5D}}. It can be used as an overhead mixup, but its lengthy startup and visual tell make it less useful in this regard.<br />
<br />
*Fatal Counter.<br />
*Jump cancelable on hit, but not on block.<br />
*Ground Bounces.<br />
*110% Bonus Proration.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
<br />
A very useful move for starting magnetized combos. The untech time is long enough to combo {{clr|C|3C}} > {{clr|C|623C}} whiff > {{clr|C|5C}} and can net 3K off a simple interaction. It's a great poke as well, extending almost as far as {{clr|C|5C}} and coming out a bit faster, and it can also be used at the end of shorter combos to get magnetism with {{clr|D|22D}}.<br />
<br />
*Hitting with {{clr|C|3C}} at any point in the combo enables using Gadget Finger for that combo, even if they never hit the floor.<br />
*Hard knockdown on grounded counterhit, even if the opponent is flung into the air before reaching the ground (They'll eventually air tech after a long enough period of time).<br />
*110% Bonus Proration.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
<br />
A fantastic but often overlooked move, used to win air to air battles, particularly ones the opponent didn't expect when trying to jump in. If done early enough in a jump, a counterhit {{clr|A|j.A}} can chain into {{clr|D|j.D}} for some nice combos, though it's typically safer to go for {{clr|A|j.A}} > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|A|j.63214A}}.<br />
<br />
{{clr|A|j.A}} is also a necessary combo filler after an air hit {{clr|A|5A}} or {{clr|A|2A}}.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
<br />
{{clr|B|j.B}} is an extremely useful air button. It has very generous active frames and leads to decent damage in most combos. The hitbox and active frames also make it very useful for crossups. It has a long whiff recovery, however, so don't throw it out too carelessly.<br />
<br />
{{clr|B|j.B}} sets up a safejump after Atomic Collider, though it loses to 6-frame reversals. This safejump has benefits over Gadget Finger oki, since it keeps the opponent closer and allows for immediate pressure.<br />
<br />
*Ground bounces on counterhit against airborne opponents.<br />
**Ground bounce adjusts with height, allowing similar followups from various starting heights.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
<br />
{{clr|C|j.C}} gives Tager forward momentum, so it can be used to close the distance along with {{MMC|input=j.63214A|label={{clr|A|j.63214A}}}}. It can also be used as an anti-air since the hitbox covers most of Tager's hurtbox, though it will often clash. On counterhit, it's usually possible to land and pick up the combo with {{clr|C|5C}}.<br />
<br />
*Quite decent recovery, advantageous in air to air situations.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|j.B}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
<br />
{{clr|C|j.2C}} is the Fatal Counter you'll most likely land. It halts Tager's air momentum, so it can be used to call out anti-air attempts and punish the opponent hard. On regular hit, often the only option is to follow up with Gadget Finger or a Rapid Cancel into {{clr|B|5B}}. It is very punishable on block, though, so use it carefully.<br />
<br />
In combos, this move is very frequently used after {{clr|C|6C}} to bring the opponent back down. Ensure you hit them with Tager as low as you can to give yourself time to recover and use {{clr|B|5B}} or {{clr|C|3C}}.<br />
<br />
Uniquely, if this move is used very close to the ground, the attack will come out almost instantly. The quick startup version seems to be a bug that was deliberately left in the game where the game cancels much of the startup into the landing animation (which has some active frames). This quick version is useful for getting surprise fatal counters on jump ins, and is also quite safe. However its use is very limited due to the rather precise height meeded to activate it. Bizarrely enough it's still an overhead when done close to the ground.<br />
<br />
*Fatal Counter<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br style="clear:both;"/><br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
<br />
{{clr|D|5D}} is a massive poke that magnetizes the opponent and can lead to great damage. However, it has a fairly long startup; don't abuse this move, or you'll eat painful counter hits yourself.<br />
<br />
On counterhit, {{clr|D|5D}} can combo into {{MMC|input=360B|label={{clr|B|360B}}}} just outside of max range, or partially charged {{clr|A|6A}} at any range. It's also possible to follow up with Spark Bolt from any hit, including air hit if done fast enough. As a combo ender, it can also be canceled into {{clr|D|214D}} for a quick Spark Bolt charge or Gadget Finger to pull them back in for some shenanigans.<br />
<br />
This move particularly shines in corner combos, where it can be looped with {{MMC|input=6C|label={{clr|C|6C}}}} for massive damage.<br />
<br />
*Magnetizes for 300F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Blows opponent away on air hit, and causes floorslide.<br />
*Gains Body and Projectile guardpoint during Overdrive.<br />
**Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
<br />
Despite its enticing frame advantage, this move isn't as useful as it appears. Its slow startup and telegraphed animation means it normally won't be surprising the opponent, but on block it leaves Tager plus and close-up against a magnetized opponent, which is a very favorable position. Its best use is to close short distances or take advantage of opponents that are conditioned to not challenge during blockstun.<br />
<br />
On regular hit, this move has no cancel options besides Rapid Cancel. On Fatal Counter, Tager can follow up with either {{clr|C|3C}} > {{clr|C|623C}} (whiff) or {{clr|C|5C}} > {{clr|A|6A}} to start the combo. <br />
<br />
*Fatal Counter<br />
*Magnetises for 300F (1000F in Overdrive)<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Recovery starts immediately after the move connects, so frame advantage is always the same.<br />
*Gains Foot and Projectile guardpoint during Overdrive<br />
**Attacks do not cause hitstop<br />
**Unblockables still cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
{{BBCF Move Card<br />
|input=4D<br />
|description=<br />
<br />
{{clr|D|4D}} is a common pressure ender to apply magnetism, end with a safe frame advantage, and set up tick throws. It can also be used instead of Gadget Finger in some situations to set up tricky resets. {{clr|C|623C}} , {{clr|D|4D}} pulls the opponent directly towards Tager if they emergency tech, or hit them if they delay tech.<br />
<br />
This move does not have followups on regular hit, but on counterhit it can be followed up with {{clr|C|3C}} to lead to decent damage.<br />
<br />
*Magnetises for 180F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Gains Body and Projectile guardpoint during Overdrive.<br />
**Guarded attacks do not cause blockstop for Tager <br />
**Unblockables cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
<br />
{{clr|D|j.D}} is a somewhat situational move since Tager is usually grounded, but it can be used to control air space. More importantly, it can lead to high damage if landed close to the ground, comboing into Wedge Catapult or {{clr|C|6C}}. It's a very strong move during combos as well, most commonly after {{clr|C|6C}}, due to its long untechable time and high proration values.<br />
<br />
It's also used in the Fatal Counter loop of {{clr|C|j.C}} > {{clr|D|j.D}}. On Fatal, your goal should be to get into this loop as fast as you can to get the most damage.<br />
<br />
*Magnetizes for 300F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Gains Head and Projectile guardpoint during Overdrive.<br />
**Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored.<br />
*Hitbox extends far beyond Tager's arms.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}} or {{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C,4B+C|versioned=name<br />
|description=<br />
<br />
While technically as fast as {{clr|A|360A}}, standard throw is quicker to use on reaction than spinning the stick, and it leads to more damage, just without the invuln. For forward throw, follow up with {{clr|B|236B}}, and for back throw, follow up with {{clr|A|6A}} > {{clr|C|6C}}.<br />
<br />
Both standard throw routes end with Atomic Collider, so bear in mind which throw gives the best positioning afterwards.<br />
<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw, but with more range.]]<br />
** Has 401 pixel range compared to the standard 266 pixel range.<br />
*Forward Throw is special cancelable, but back throw is not<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
<br />
Not exactly a useful move for Tager since he doesn't have many opportunities to get close mid air, or set up airthrow traps since Air Driver does these things much better. But it does at least recover much more quickly than Air Driver if it misses and does lead to slightly more damage. Air throw can be followed up with {{clr|C|j.2C}} (Performed very close to the ground) at almost any height.<br />
<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw, but with more range.]]<br />
** Has 453 pixel range compared to the standard 344 pixel range.<br />
*Cancellable from {{clr|A|j.A}}.<br />
*Swaps sides.<br />
*Hard knockdown after a small bounce. Follow up by landing a lowest-possible {{clr|C|j.2C}}, {{clr|B|5B}}... or {{clr|C|j.C}}, {{clr|C|5C}}.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
<br />
Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of the opponent and get back to neutral. Unlike other Counter assaults, Tager's does not knock his opponent away. Instead, it grants a close-range soft knockdown on grounded hit and a close-range hard knockdown on airborne hit.<br />
<br />
*Uses {{clr|B|6B}}'s animation<br />
*Slightly slower than other Counter Assaults<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
<br />
Usually not that useful since Tager has better options during combos and pressure. However, opponents in Guard Crush can be thrown, so this can be used to set up unblockable throws if the opponent doesn't use Barrier. Overall, it's not used that much because there's usually a better option that doesn't use meter. That being said, it can be followed up with {{clr|B|5B}}, {{clr|B|6B}}, and {{clr|C|3C}}.<br />
<br />
*Gives a small floorbounce followed by a hard knockdown, essentally giving it a long knockdown time.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Gigantic Tager Driver</big>===<br />
{{InputBadge|{{clr|A|360A}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=360A<br />
|description=<br />
<br />
Tager's primary throw mixup. It has a quick startup, and can be held to pull in magnetized opponents, making it a very potent tick throw, most commonly after {{clr|A|5A}} or {{clr|D|4D}}. But don't be too predictable, since the move has a long whiff recovery and can be avoided by jumping.<br />
<br />
It can also be used to punish any pressure gap of 3 frames or more thanks to its invuln, which can be further enhanced with the use of Instant Blocking. Again, though, wary opponents can avoid this with jump cancel, frame traps, throw invuln attacks or {{keyword|meaty}} attacks, so don't overuse it.<br />
<br />
While it might seem as a Grappler that your gameplan should revolve around landing this move, it actually only leads to weak damage compared to Tager's other options. Typically this move is most useful for keeping the opponent from doing bad blockstrings on the ground and also to win out point-blank jab contests when at near-neutral frame advantage, forcing the opponent to play less aggressively.<br />
<br />
*Attractive to grounded magnetised opponents during startup and active frames.<br />
*Can be held to extend active frames.<br />
*Cannot be special cancelled into, except from {{clr|A|6A}}.<br />
*Small invulnerability window on frames 3-6. Cannot be increased by holding {{clr|A|A}}.<br />
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism).<br />
*Has 210 pixel range between bounding boxes.<br />
}}<br />
<br />
===<big>Wedge Catapult</big>===<br />
{{InputBadge|{{clr|B|360B}}}}<br />
{{BBCF Move Card<br />
|input=360B<br />
|description=<br />
<br />
A slow command grab with a lot of invlnerability at the start (but not a full reversal). Unlike his other command grabs, you cannot hold the button to extend or delay it.<br />
<br />
{{clr|B|360B}} is useful for calling out slow committal attacks and moves that are good at beating {{clr|A|360A}} and {{clr|C|720C}}, since they tend to rely on small hops or short throw invulnerability, and this move is so slow it will hit after they're vulnerable again. However, since it is very slow and has a long recovery, and is very susceptible to whiffing and getting punished hard. The invuln starts on frame 6, so it's a riskier option than {{clr|A|360A}}.<br />
<br />
As a combo starter, {{clr|B|360B}} allows for a followup {{clr|C|5C}} or {{clr|C|6C}} for around 3-3.5K damage, giving it better damage than {{clr|A|360A}} and more choice about how to set up your okizeme. If Tager's back is to the corner, it can be followed up with {{clr|D|5D}} to go into {{clr|C|6C}} > {{clr|D|5D}} corner loops.<br />
<br />
Wedge Catapult can be used in combos after long untech counterhit moves, though most importantly it can be used with {{MMC|input=22D|label=Gadget Finger}} > Rapid Cancel for high minimum damage after the end of long combos.<br />
<br />
*Disables opponent's burst on hit.<br />
*Attractive to magnetized opponents during startup.<br />
*Cannot kill.<br />
*Can only be cancelled into from {{clr|A|6A}}.<br />
*Combo throw, does not incur purple !! marks if used during blockstun or a combo But does not benefit from the 10% damage bonus on counterhits nor does it have 100% minimum damage.<br />
*Untech time always lasts until the opponent hits the floor, even in very long combos.<br />
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism).<br />
*If Tager's back is near to a wall when he hits, then he will be pushed away from the wall towards the middle of the screen to allow followups.<br />
*Has 210 pixel range between bounding boxes<br />
}}<br />
<br />
===<big>Impact Driver</big>===<br />
{{InputBadge|{{clr|B|360B}} After Wedge Catapult}}<br />
{{BBCF Move Card<br />
|input=360B~360B<br />
|description=<br />
<br />
A command followup to Wedge Catapult that can be input at any point after the opponent has rebounded off of the wall right up until Tager fully recovers. Basically turns the move into {{clr|A|360A}} with 100 more damage.<br />
<br />
Impact Driver is seldom used due to other combos from Wedge Catapult causing more damage. However it is unburstable, will always connect at any point in a combo and has good minimum damage. This makes this move mostly used as a burst-safe round ender. Impact Driver can only be followed up by Gadget Finger.<br />
<br />
*Deals 100% damage if Wedge catapult was the first hit of the combo. 50% minimum damage otherwise.<br />
*This move can be input at any time during Wedge catapult's recovery after the wallbounce and it will always connect.<br />
*Opponent is returned to the same side they were on when Wedge catapult grabbed them.<br />
<br />
}}<br />
<br />
===<big>Air Driver</big>===<br />
{{InputBadge|{{clr|C|j.360C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=j.360C<br />
|description=<br />
<br />
Gigantic Tager Driver, but in the air! (And very slightly more damage).<br />
<br />
An interesting, but pretty unreliable tool that can be used to surprise opponents at a far distance and discourage jumping. Unlike {{MMC|input=360A|label={{clr|A|360A}}}}, this move does not have any invulnerability, but since airborne players do not experience friction when being pulled by magnetism, this can grab airborne opponents from full screen amazingly quickly at times. Similar to {{MMC|input=623C|label=Atomic Collider}}, opponents that superjump or air dash may be flung too far to be grabbed, and can get a free hit due to the long recovery of this move.<br />
<br />
Can be disrespectfully used during combos as a purple throw or a tech trap to do an absurd amount of extra damage, but there's no way to do reliable Throw Reject Miss setups since it cannot be canceled from {{clr|A|j.A}}<br />
<br />
*Attractive to magnetized opponents during startup and active frames.<br />
**Strongly attractive to airborne opponents, including during moves like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=5C|label={{clr|C|5C}}}}.<br />
**Weakly attractive to grounded opponents. They'll be slowly dragged across the ground.<br />
*Can only grab airborne opponents.<br />
*Can be held to extend active frames.<br />
*Cannot be special cancelled into at all.<br />
*No invulnerability unlike {{clr|A|360A}}.<br />
*Has 210 pixel range between bounding boxes, but the hitbox tends to be the limiting factor.<br />
}}<br />
<br />
===<big>Atomic Collider</big>===<br />
{{InputBadge|{{clr|C|623C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=623C<br />
|description=<br />
Anti-air grab that swaps sides on hit and can be used during combos. Hold {{clr|C|C}} to extend the startup magnetic attraction, release to actually grab them.<br />
<br />
Atomic Collider adds good damage to any combo. In long combos, it's only possible to follow up with Gadget Finger, so it's usually the end of the combo. {{clr|B|j.B}} is also a safejump after Atomic Collider, though this loses to reversals faster than 7 frames. Keep in mind that Atomic Collider sideswaps, so it may be advantageous to end the combo with other moves to maintain positional advantage.<br />
<br />
{{clr|C|3C}} is a common button to set up the float on whiff. From there, it can be followed up with plenty of options. The most common combo is {{clr|C|3C}} > {{clr|C|623C}} (whiff) , {{clr|C|5C}} > {{clr|A|6A}} > {{clr|C|2C}} > {{clr|C|623C}}.<br />
<br />
*Attractive to airborne magnetized opponents during startup and active frames.<br />
**Strongly attractive to airborne opponents, including during moves like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=5C|label={{clr|C|5C}}}}.<br />
**No effect on grounded opponents.<br />
*Can never grab a grounded opponent, regardless of hitboxes.<br />
*Combo throw. It will not incur a purple throw if used in a combo and benefits as normal from the 10% bonus damage from counter hits. Does not have 100% minimum damage.<br />
**First hit also does 0 damage, so this move will do a maximum of 1350 damage due to combo scaling.<br />
*Can be deliberately missed to reposition magnetised opponents, very important for combos.<br />
*Can grab extended hitboxes.<br />
*Trades inconistently due to its Head invulnerability expiring on its first active frame. Who wins the trade is determined by [[BBCF/Miscellaneous#Character_Priority|Character Priority]], which is usually Tager, but not always.<br />
<br />
<br />
}}<br />
<br />
===<big>Voltec Charge</big>===<br />
{{InputBadge|{{clr|D|214D}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=214D<br />
|description=<br />
Tager stands still and charges his spark bolt guage while protected by a Body, Head and Projectile guardpoint. Hold to extend the duration. If the opponent activates the guardpoint, this move can be cancelled into {{MMC|input=214D~236A|label=Additional Attack}}. To perform this cancel, you need to input {{clr|A|236A}} while still holding {{clr|D|D}} to stop this move ending.<br />
<br />
{{clr|D|214D}} is important for maintaining {{MMC|input=41236D|label=Spark Bolt}}. It can be used after a blocked {{clr|D|5D}} to get in a quick charge, or in neutral to bait opponents into approaching. It can also be used somewhat as an anti-air with its armor with the {{MMC|input=214D~236A|label=Additional Attack}}, though this will lose to crossups, double jumps and other evasions. Keep in mind that this move does not have armor against foot attacks, so it's inadvisable to use to trap grounded attacks except for predicting reversals.<br />
<br />
*The Electric gauge charges more based on how long Tager holds the stance. Minimum of 66 of Spark meter generated, Maximum of 510. <br />
**This equates to 6 units of extra spark bolt charge for every optional frame of this stance held.<br />
**Cancelling into {{clr|A|236A}} or being interrupted during this move prevents any spark bolt charge being gained.<br />
*Blocks Head, Body and Projectile attribute moves while held. Cannot block unblockable attacks.<br />
<br />
}}<br />
<br />
===<big>{{clr|A|A}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|A|236A}}}}<br />
{{BBCF Move Card<br />
|input=236A<br />
|description=<br />
<br />
A special move that doesn't get used a lot at neutral due to other normals generally being better choices. While it has frame 1 projectile armour, it's not super useful since opponents don't typically use projectiles at such close range.<br />
<br />
{{clr|A|236A}} sees use in combos due to its good damage and scaling. On grounded hits, crouching state is required to follow it up with {{clr|A|5A}} (Hint: use {{clr|B|6B}} to force crouching beforehand). On air hits, {{clr|C|5C}} > {{clr|A|236A}}, {{clr|B|5B}} is a common way to add good damage to combos that allow it (The opponent needs to be in the air, low to the ground and in touching distance in most cases). With 50 Heat available, {{clr|C|3C}} > {{clr|A|236A}} > {{clr|A|236A}}, RC, {{clr|C|6C}}... becomes an excellent way to convert grounded hits into excellent damage.<br />
<br />
This move can be used as a decently safe poke due to its disjointed hitbox, but it isn't good for setting up tick throws and it is punishable on Instant Block.<br />
<br />
*Guardpoint prevents any hitstop from projectiles it guards.<br />
*Guardpoint can block against unblockable projectiles<br />
*Can only be followed up with Additional Attack on a standing non-counter hit.<br />
}}<br />
<br />
===<big>{{clr|B|B}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|B|236B}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=236B,236[B] |versioned=input<br />
|description=<br />
Tager pauses then slides forwarda considerable distance, ending in a strike. Guard points projectiles during start-up and active frames. Also guards Head and Body attacks during some of its startup start-up. Unlike the A version, B Sledgehammer does not guard against unblockables.<br />
<br />
Not necessarily the best way to close gaps as predictable Sledge use will usually be punished. Vary between using this, super jump {{clr|C|j.C}} and simply taking a nice stroll towards the opponent to keep them guessing. In combos it works as a great move due to its huge damage, decent scaling and can be followed with {{clr|A|6A}} > {{clr|C|6C}} fairly easily after a hard knockdown (Such as after a {{clr|C|3C}} counterhit or a {{clr|D|5D}} air hit into the corner).<br />
<br />
*Covers considerably more range than the A version, moves 33% further and deals slightly more damage when fully charged, but all other properties remain the same.<br />
*Guard point also prevents any hitstop for Tager.<br />
*Causes Crumple stun on grounded hit. On Counterhit gives a crumple stun similar to {{clr|D|5D}}'s standing counterhit, allowing all manner of followups.<br />
*Causes a launching tumble on air hit or downed hit. Allows easy followups.<br />
*Often used to close gaps and punch through reckless projectile spam, but it's far from ideal since it's the only real way to do this.<br />
*Used in corner combos after a {{clr|D|5D}} air hit.<br />
}}<br />
<br />
===<big>Additional Attack</big>===<br />
{{InputBadge|{{clr|A|236A}} after Sledgehammer or Voltec Charge guardpoint}}<br />
{{BBCF Move Card<br />
|input=236X~236A,214D~236A|versioned=input<br />
|description=<br />
<br />
A very risky move, since it can only be used after {{clr|A|236A}}/{{clr|B|B}} or {{clr|D|214D}} guardpoint and it loses to low attacks. It can be used to catch sleeping opponents or characters that don't have a fast enough {{clr|A|2A}}, but don't use it too much in pressure since it's very punishable on block. Notably, the version of the move you get cancelling from {{clr|D|214D}} is considerably faster than from either Sledgehammer.<br />
<br />
If it does land, it leads to no followup on regular hit and {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|623C}} on counterhit ({{clr|A|6A}} will whiff since it's a short starter). Hammer is more useful as a combo finisher to try to close out a round. It can also be Rapid Canceled to add a good bit of damage, especially for unmagnetized grounded combos.<br />
<br />
*Same Guard point properties as B Sledgehammer, but actually lasts until it goes active.<br />
*Doesn't guard unblockables, even when done from A Sledgehammer<br />
*Combo ender in most cases, will always connect after either Sledgehammer unless the combo has prorated severely.<br />
*Can be cancelled into on whiff on either Sledgehammer.<br />
*Counterhit state throughout<br />
*The version you get cancelling from {{clr|D|214D}} is considered a separate move to the version you get cancelling from Sledgehammer for same move proration purposes. This doesn't come up much in real combos however.<br />
}}<br />
<br />
===<big>Gadget Finger</big>===<br />
{{InputBadge|{{clr|D|22D}} on downed opponent (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=22D<br />
|description=<br />
<br />
Okizeme move, picks up the opponent off the floor or airborne near the floor and drops them in front of Tager, {{keyword|restanding|term=Re-stand}} them. Is strongly attractive during its startup and active time and can be held to extend this time.<br />
<br />
Gadget Finger is an incredibly versatile tool for Tager, used to end most combos with some magnetism and preventing recovery rolls. It's a natural followup to {{clr|A|360A}}, {{clr|C|j.360C}}, and {{clr|C|623C}}. Since it leaves Tager at +9, this allows for mixups: {{clr|C|5C}} or {{clr|C|3C}} to catch mash, {{clr|A|360A}} to catch block, and blocking or backdash to cover reversal options like DP or Overdrive.<br />
<br />
Gadget Finger whiffs can also be used to extend combos after {{clr|C|2C}} due to its magnetism pulling opponents back into range. These often function as longer, more damaging combo routes than Tager's unmagnetized combos, and they can be seen on his [[{{PAGENAME}}/Combos|Combos]] page.<br />
<br />
On some characters, particularly larger characters, the frame advantage also lets Tager follow up with {{clr|A|5A}}. This doesn't lead to many combo opportunities, but {{clr|A|5A}} > jump cancel block can bait Overdrive attempts and block the resulting Burst.<br />
*{{clr|A|5A}} after Gadget Finger works on: Amane, Arakune, Bang (only in corner and CH), Bullet (only on CH), Hakumen, Jubei, Kagura, Rachel, Ragna, Susanoo, Tager, and Tsubaki<br />
<br />
Gadget Finger can be Rapid Canceled into {{clr|B|360B}}~{{clr|B|360B}} to add at least 800 damage at the end of a combo. This is particularly useful to finish off a round with unburstable damage.<br />
<br />
It can also be Rapid Canceled to use the infamous "Timeout Tager" or "Tager Circus" strategy. After landing Gadget Finger (preferably after the opponent is thoroughly magnetized), it can be Rapid Cancel and repeatedly whiff {{clr|C|j.360C}}. This is much harder than it sounds, and must be done with great care to not launch the opponent too far. If done correctly, with 100 meter, this can be an effective strategy to win by timeout.<br />
<br />
*Magnetizes for 360F (1000F in Overdrive)<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Can be held to extend active frames.<br />
*Only usable if the combo has fully downed the opponent at some point before trying to activate Gadget Finger (floorbounce does not count). The moves that cause this are:<br />
** {{clr|A|6A}}, {{clr|D|5D}} and {{clr|D|2D}} (air hit, after floorslide begins)<br />
**Crush Trigger, {{clr|A|360A}}, {{clr|B|360B > 360B}} {{clr|C|j.360C}}, {{clr|C|j.2C}} (non-CH), and air throw.<br />
**{{Clr|B|6B}}, {{clr|C|3C}} and Atomic Collider will instantly allow the use of Gadget Finger, they do not need to touch the ground first in these cases.<br />
** And any time the opponent hits the ground and simply chooses not to Emergency Roll.<br />
*100% minimum damage, 5% fixed heat gain.<br />
*Unaffected by hitstun decay: +9 normally, +18 on counter hit. The recovery is increased by Fatal Counters and Jubei's standing hitstun penalty.<br />
}}<br />
<br />
===<big>Spark Bolt</big>===<br />
{{InputBadge|{{clr|D|41236D}}}} or {{InputBadge|{{clr|D|623D}}}}<br />
{{BBCF Move Card<br />
|input=41236D,623D|versioned=input<br />
|description=<br />
<br />
Tager launches a huge and fast projectile either horizontally or at an angle that punches through most other projectiles. On hit it wallbounces the opponent back towards Tager for easy followups and magnetises for 480F. To balance how utterly overpowered this sounds, it cannot be used without a full Electricity meter.<br />
<br />
Once its meter is charged, this is an incredibly threatening tool in Tager's arsenal. Spark Bolt can punish anything from any range with correct timing and can extend nearly any combo, especially if the opponent has been pushed out too far for a followup. The wallbounce allows for a close {{clr|C|5C}} followup for good damage, or a riskier low-hitting {{clr|A|6A}} for even more damage, especially considering the magnetism and huge upfront damage it has. The projectile is large enough to hit floorsliding opponents (such as after an air hit {{clr|D|5D}}), but it will whiff on fully downed opponents.<br />
<br />
The threat of Spark Bolt is also great for controlling the opponent's actions. You don't have to use it right away, holding onto it will affect how the opponent plays and can let you approach more easily since they'll be wary of just throwing out random attacks.<br />
<br />
If the move is stuffed, the Spark Bolt gauge will still be emptied even if the projectile doesn't come out, so be cautious of using it in close range neutral situations.<br />
<br />
*Magnetises for 480F (1000F during OD). Does not attract magnetised opponents, unlike other drive moves.<br />
*Unlike all other drive moves, this move does not attract magnetised opponents at all.<br />
*Requires a full Electricity gauge to fire and consumes all of it on the first startup frame.<br />
*Charges up in 1000 frames (16 2/3 seconds) normally.<br />
**Charges four times as fast during Overdrive (Charges in approximately 4 seconds).<br />
*Each version has a slightly different hit effect, with the diagonal version causing higher vertical force and less horizontal rebound force then the horizontal version.<br />
<br />
}}<br />
<br />
===<big>Crimson Punisher</big>===<br />
{{InputBadge|{{clr|A|j.63214A}}}}<br />
{{BBCF Move Card<br />
|input=j.63214A<br />
|description=<br />
A big swipe with Tager's arm that pushes Tager up and forwards a bit. If it hits, Tager immediately follows up with a belly flop.<br />
<br />
{{clr|A|j.63214A}} is primarily used as an air combo finisher due to its high damage. On knockdown, {{clr|A|5A}} will catch roll attempts and {{clr|B|2B}} will catch forward roll attempts. The followup hit can be Rapid Canceled for more damage, though this is only really advisable at the start of a combo.<br />
<br />
{{clr|A|j.63214A}} also grants Tager forward momentum, so it can be used as an approach tool along with {{clr|C|j.C}}. Mix this up to vary your approach angles.<br />
<br />
The followup is almost always guaranteed outside of very rare cases (for example, at the end of a very long combo or due to another Tager's magnetism).<br />
<br />
*Huge hitbox underneath Tager.<br />
*First hit disables bursts on hit.<br />
*Can only be used once per jump.<br />
*During the initial arm sweep, Tager is launched slightly upwards and forwards and loses all previous jumping momentum, enabling it to easily hit enemies slightly above him, but also makes hitting it on standing opponents very tricky. Also not an overhead.<br />
}}<br />
<br />
==Distortion Drives==<br />
<br />
===<big>Magna Tech Wheel</big>===<br />
{{InputBadge|{{clr|B|236236B}}}}<br />
{{BBCF Move Card<br />
|input=236236B, 236236B OD |versioned=name<br />
|description=<br />
<br />
The big damage super used at the end of combos. It has good minimum damage, but it is often better to use Rapid Cancels in combos combined with strong normal attacks like Atomic Collider. Still, this gives good unburstable damage to close out rounds and cash in meter.<br />
<br />
MTW also has guardpoint early on, making it viable as a wakeup reversal. However, opponents can Rapid Cancel their attack in response to the superflash, making it somewhat unreliable. If you plan to use is as a reversal, it's safest to have 100 meter so you can Rapid Cancel the attack to remain safe, otherwise you'll eat a big punish.<br />
<br />
MTW can be Rapid Canceled during any hit of the attack. Since the last hit is an overhead, this Rapid Cancel be be used to mix up the opponent with a low-hitting attack or even a command grab.<br />
<br />
In Overdrive, this move and its followup gain far more damage and will also force Active Flow if Tager hasn't activated it that round. If you wish to use it in this way, use MTW as early as you can in the combo to maximize damage.<br />
<br />
*Minimum damage: 864 OD: 1080<br />
*Strongly attractive to magnetised opponents.<br />
*Guard point against everything until the third hit, then blocks anything that includes the projectile attribute for the rest. Can guardpoint through unblockables.<br />
*Only possible to follow up with Terra Break or Rapid cancel, Opponent otherwise can tech before Tager even recovers.<br />
*Has a higher input priority than 360B, so be mindful when spinning the input.<br />
<br />
}}<br />
<br />
===<big>Terra Break</big>===<br />
{{InputBadge|{{clr|B|236236B}} after Magna Tech Wheel}}<br />
{{BBCF Move Card<br />
|input=236236B~236236B<br />
|description=<br />
<br />
'''To get the best results, continously roll the 236 motion during {{MMC|input=236236B|label=MTW}}. Then, input {{clr|B|B}} right as the opponent reaches the apex of the launch.'''<br />
<br />
Only really useful as an ender to long combos thanks to its high minimum damage. At the beginning of combos, using a Rapid Cancel will lead to more damage than Terra Break. If MTW is blocked, '''do not use this''', since it's still massively punishable and essentially a waste of 50 meter. Rapid Cancel instead to remain safe.<br />
<br />
In Overdrive, this move is much more useful. After the wallbounces, it can be followed up with {{clr|C|6C}} or {{clr|B|236B}} to keep the combo going. If MTW was done during Overdrive, Terra Break will always be the Overdrive version as well, even if Overdrive has expired.<br />
<br />
*Minimum damage: 720 OD: 840<br />
*Followup to Magna Tech Wheel to add even more damage.<br />
*Blows opponent away on hit and wallbounds.<br />
*Overdrive version causes wallbounce and hard knockdown that allows for folloup with various moves, the higher up they are when you hit them, the more time you will get.<br />
}}<br />
<br />
===<big>Genesic Emerald Tager Buster</big>===<br />
{{InputBadge|{{clr|C|720C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=720C<br />
|description=<br />
<br />
Tager's signature super. Instantly invulnerable, meaning it's a true reversal (though it will still whiff on airborne opponents). This move can pull in magnetized opponents extremely far during its startup (though the pull is significantly weaker during held frames), and it is unavoidable after superflash. It becomes even more potent when combined with Instant Blocking and Overdrive Cancel. GETB can also be used in tick throw situations, though it is much higher risk than other throw options.<br />
<br />
Be wary of when to use it, though. Because of its power, opponents will often bait it out with jump cancels and throw safe moves, which can lead to a wasted 50 meter and a counterhit punish. It's best used in guaranteed situations such as after an Overdrive Raid or punishable gap.<br />
<br />
*Hold C to extend active frames, but Tager is not invulnerable during this time<br />
*Has minimum distance check larger than its hitbox, which is unusual for throws, meaning that it's possible to be in range but miss since no hitboxes line up. Be aware that throws actually measure to the front of a player's collision box which gets pushed forward during some moves, such as Ragna's {{clr|B|5B}}<br />
*Moves forward and swaps sides after a successful hit, meaning it's impossible to corner someone with this<br />
*No followups possible, including Rapid Cancel<br />
*Overdrive version magnetizes opponent for the maximum duration of 1000F in addition to dealing more damage<br />
*100% minimum damage<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Charged Lightning</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
<br />
An expensive reversal that does not apply magnetism and launches the opponent away, but it is still useful for granting Active Flow. If it's available, a {{clr|C|720C}} punish is usually a better option during Overdrive flash. It's also not particularly strong in combos, but it can be used as an unburstable combo ender.<br />
<br />
*Ends the faster Spark Bolt gauge gain from OD the instant the move hits, so it can't be used to pad out this gain.<br />
*[[BBCF/Mechanics#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]]<br />
*322/639 Minimum Damage<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>King of Tager</big>===<br />
{{InputBadge|{{clr|D|1080D}} (Hold OK) when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=1080D<br />
|description=<br />
<br />
{{clr|D|1080D}} can hit an opponent during a combo regardless of their position (except for fully downed opponents) as long as their hitbox is in front of Tager. It primarily combos after {{MMC|input=360B|label=Wedge Catapult}} and {{MMC|input=623D|label={{clr|D|623D}} Spark Bolt}}, but other than that the long startup makes it very hard to combo into.<br />
<br />
{{clr|D|1080D}} is unique in that it requires a different response from opponents. It has an initial invuln, but this does not last into the active frames so opponents can mash out of it or use a reversal. As mentioned before, though, it can hit airborne opponents so it cannot be jumped. This means it has a use over {{clr|C|720C}}, though due to its motion it is often much more telegraphed and difficult to use in general.<br />
<br />
*Cannot be cancelled into from anything.<br />
*Startup is extendable by holding the {{clr|D|D}} button, attack will only happen 10F after it is released or max hold is performed.<br />
*Extremely attractive towards magnetised opponents, including during extended startup.<br />
*Horizontal distance check of 670px, which is longer than the actual hitbox (657px from Tager's origin). Thus, it can grab some extended hurtboxes, but not all of them.<br />
}}<br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Tager}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Iron Tager|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Iron_Tager/Data&diff=450422BBCF/Iron Tager/Data2024-03-25T09:57:32Z<p>Manta: /* j.360C */</p>
<hr />
<div>==Links==<br />
<section begin=Links/>{{BBCF/CharacterLinks}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Iron Tager<br />
| health =13,000<br />
| prejump = 6F<br />
| backdash = 28F (1~20F Inv All, 1~27 airborne)<br />
| portrait =BBCF_Tager_Portrait.png<br />
| icon =BBCF_Iron_Tager_Icon.png<br />
| umo=No Double Jump<br/>No Air Dash<br/>No Run<br/>Magnetism<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Iron Tager |type=normal<br />
|input=5A |name=<br />
|damage=400 |p1=100 |p2=80 |starter=Short<br />
|level=2 |cancel=STOJR |attribute=B |guard=All |invuln=<br />
|startup=7 |active=3 |recovery=11 |onBlock=0 |onODR=+6<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Iron_Tager_5A.png |caption=Slow, but does everything<br />
|hitboxes=BBCF_Iron_Tager_5A_Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Iron Tager |type=normal<br />
|input=5B |name=<br />
|damage=540 |p1=90 |p2=89 |starter=Long<br />
|level=3 |cancel=STOJR |attribute=F |guard=Low |invuln=<br />
|startup=10 |active=3 |recovery=14 |onBlock=0 |onODR=0<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Iron_Tager_5B.png |caption=Fast low, versatile tool<br />
|hitboxes=BBCF_Iron_Tager_5B_Hitbox.png |hitboxCaption=Can hit surprisingly up high<br />
|notes=<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Iron Tager |type=normal<br />
|input=5C |name=<br />
|damage=1000 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=SOR |attribute=B |guard=Mid |invuln=<br />
|startup=15 |active=4 |recovery=18 |onBlock=-3 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=23 |groundCH=24 |airCH=38<br />
|images=BBCF_Iron_Tager_5C.png |caption=Chops! Tager's best starter<br />
|hitboxes=BBCF_Iron_Tager_5C_Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Iron Tager |type=normal<br />
|input=2A |name=<br />
|damage=350 |p1=100 |p2=80 |starter=Short<br />
|level=2 |cancel=STORJ |attribute=B |guard=All |invuln=<br />
|startup=8 |active=3 |recovery=10 |onBlock=+1 |onODR=+6<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Iron_Tager_2A.png |caption=Kind of an anti-air<br />
|hitboxes=BBCF_Iron_Tager_2A_Hitbox.png |hitboxCaption=Low profile hitboxes<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Iron Tager |type=normal<br />
|input=2B |name=<br />
|damage=580 |p1=90 |p2=89 |starter=Long<br />
|level=3 |cancel=SOR |attribute=F |guard=Low |invuln=<br />
|startup=11 |active=3 |recovery=9 |onBlock=+5 |onODR=+4<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Iron_Tager_2B.png |caption=The monkey kick that's surprisingly fast and safe<br />
|hitboxes=BBCF_Iron_Tager_2B_Hitbox.png |hitboxCaption=Good hitbox for catching tech rolls and other pass-throughs<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Iron Tager |type=normal<br />
|input=2C |name=<br />
|damage=1100 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=SOR |attribute=B |guard=Mid |invuln=11~14 H<br />
|startup=15 |active=2 |recovery=39 |onBlock=-22 |onODR=-29<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55<br />
|images=BBCF_Iron_Tager_2C.png |Risky anti-air, mainly combo filler<br />
|hitboxes=BBCF_Iron_Tager_2C_Hitbox.png<br />
|notes=<br />
|caption=Risky anti-air, mainly combo filler<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Iron Tager |type=normal<br />
|input=6A |name=Uncharged<br />
|damage=800 |p1=90 |p2=89 |starter=Long<br />
|level=3 |cancel=SOR |attribute=B |guard=Mid |invuln={16~(End of Active) Guard HBP}<br />
|startup=19~44 |active=7 |recovery=37 |onBlock=-27 |onODR=-36<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 + Slide |groundCH=22 |airCH=36 + Slide<br />
|images=BBCF_Iron_Tager_6A_1.png;BBCF_Iron_Tager_6A_2.png |caption=Pose when delaying the move...\And release<br />
|hitboxes=BBCF_Iron_Tager_6A_Hitbox_1.png;BBCF_Iron_Tager_6A_Hitbox_2.png |hitboxCaption=Frames 19-22\Frames 23-25<br />
|notes=Remaining startup after releasing button is 11F;{Guard point only activates if charged to at least frame 16 (minimum 27F startup)};On Guard Point, hitstop for Tager 14F. Opponent hitstop unchanged;Can guard point up to 2000 damage;Tager takes 50% damage from attacks guarded;Maximum Slide duration 20F;Attractive from frame 16 to one frame before active frames;Attraction force (2300G, 650A);<br />
}}<br />
<br />
===6[A]===<br />
{{MoveData-BBCF |character=Iron Tager |type=normal<br />
|input=6[A] |name=Charged<br />
|damage=1000 |p1=90 |p2=94 |starter=Long<br />
|level=5 |cancel=SOR |attribute=B |guard=Mid |invuln=16~(End of Active) Guard HBP<br />
|startup=45~52 |active=7 |recovery=37 |onBlock=-23<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=20 |airHit=22 + Slide |groundCH=26 |airCH=38 + Slide<br />
|images=BBCF_Iron_Tager_6A_1.png;BBCF_Iron_Tager_6A_2.png |caption=Pose when delaying the move...\And release<br />
|hitboxes=BBCF_Iron_Tager_6A_Hitbox_1.png;BBCF_Iron_Tager_6A_Hitbox_2.png |hitboxCaption=Frames 19-22\Frames 23-25<br />
|notes=Remaining startup from button release is 11F;Gains charged properties (increased damage/attack level) on frame 34 of charge, max charge time 41F;On Guard Point, hitstop for Tager 14F. Opponent hitstop unchanged;Can guard point up to 2000 damage;Tager takes 50% damage from attacks guarded;Maximum Slide duration 20F;Attractive from frame 16 to one frame before active frames;Attraction force (2300G, 650A);<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Iron Tager |type=normal<br />
|input=6B |name=<br />
|damage=620 |p1=90 |p2=89 |starter=Long<br />
|level=3 |cancel=SOR |attribute=B |guard=Mid |invuln=4~17 F<br />
|startup=16 |active=2 |recovery=18 |onBlock=-3 |onODR=-9<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Iron_Tager_6B.png |caption=&#32;\Good tool for calling out low attacks<br />
|hitboxes=BBCF_Iron_Tager_6B_Hitbox.png<br />
|notes=Forces crouch on standing hit;<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Iron Tager |type=normal<br />
|input=6C |name=<br />
|damage=1500 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=SORJ* |attribute=B |guard=High |invuln=<br />
|startup=28 |active=2 |recovery=33 |onBlock=-14 |onODR=-36<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=33 + GBounce |groundCH=Launch |airCH=52 + GBounce<br />
|images=BBCF_Iron_Tager_6C.png |caption=Long range overhead. SMASH!!<br />
|hitboxes=BBCF_Iron_Tager_6C_Hitbox.png<br />
|notes=Fatal Counter;Bonus Proration 110%;Jump cancel on hit only;<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Iron Tager |type=normal<br />
|input=3C |name=<br />
|damage=810 |p1=80 |p2=82 |starter=Long<br />
|level=4 |cancel=SOR |attribute=F |guard=Low |invuln=<br />
|startup=13 |active=3 |recovery=22 |onBlock=-6 |onODR=-11<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=58 |groundCH=Launch |airCH=73 + Down 16<br />
|images=BBCF_Iron_Tager_3C.png |caption=This is where the fun begins<br />
|hitboxes=BBCF_Iron_Tager_3C_Hitbox.png<br />
|notes=Bonus Proration 110%;<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Iron Tager |type=normal<br />
|input=j.A |name=<br />
|damage=400 |p1=80 |p2=80 |starter=Normal<br />
|level=2 |cancel=STOR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Iron_Tager_jA.png |caption=The best move nobody uses<br />
|hitboxes=BBCF_Iron_Tager_jA_Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Iron Tager |type=normal<br />
|input=j.B |name=<br />
|damage=700 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SOR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=16 |recovery=20 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31 + GBounce 60<br />
|images=BBCF_Iron_Tager_jB.png |caption=Go-to jump-in and decent air-to-air<br />
|hitboxes=BBCF_Iron_Tager_jB_Hitbox_1.png;BBCF_Iron_Tager_jB_Hitbox_2.png |hitboxCaption=Not disjointed, won't clash with anti-airs\Hitbox changes slightly every 4 frames<br />
|notes=<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Iron Tager |type=normal<br />
|input=j.C |name=<br />
|damage=1050 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=SOR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 |active=5 |recovery=12 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=22 |groundCH=24 |airCH=37<br />
|images=BBCF_Iron_Tager_jC.png |caption=Forward momentum, good for closing in<br />
|hitboxes=BBCF_Iron_Tager_jC_Hitbox.png |hitboxCaption=Surprisingly deep hitbox inside Tager, catches more than you think<br />
|notes=Last 2 frames of recovery are cancellable into j.C<br />
}}<br />
<br />
===j.2C===<br />
{{MoveData-BBCF |character=Iron Tager |type=normal<br />
|input=j.2C |name=<br />
|damage=1200 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=18 [5] |active=Until L+2 |recovery=18 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=32 + Down 23 |groundCH=Launch |airCH=50 + GBounce<br />
|images=BBCF_Iron_Tager_j2C.png |caption=The anti-anti-air<br />
|hitboxes=BBCF_Iron_Tager_j2C_Hitbox_1.png;BBCF_Iron_Tager_j2C_Hitbox_2.png;BBCF_Iron_Tager_j2C_Hitbox_3.png;BBCF_Iron_Tager_j2C_Hitbox_4.png |hitboxCaption=First three active frames\&#32;\Switches between 2 and 3 every 3 frames\Landing hitbox<br />
|notes=Fatal Counter;Startup is five frames if performed just prior to landing;<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Iron Tager |type=drive<br />
|input=5D |name=<br />
|damage=1100 |p1=100 |p2=84 |starter=Long<br />
|level=5 |cancel=SOR |attribute=B |guard=All |invuln=OD: 15~26 Guard BP<br />
|startup=23 |active=7 |recovery=20 |onBlock=-6 |onODR=-23<br />
|blockstun=20 |blockstop=15 |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple |airHit=40 + Slide |groundCH=Crumple |airCH=56 + Slide<br />
|images=BBCF_Iron_Tager_5D.png<br />
|hitboxes=BBCF_Iron_Tager_5D_Hitbox_1.png;BBCF_Iron_Tager_5D_Hitbox_2.png |hitboxCaption=Frames 23-26\Frames 27-29<br />
|notes=Applies 300F of magnetism (1000F in Overdrive);On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged;Maximum Slide duration: 15F, on CH 22F;Crumple Duration 31F, Crumple Fall 64F;Attractive on frames 6-23;Attraction strength starts at (1500G, 1500A) before going to (4000G, 3600A) on frame 18;<br />
|caption=Hits pretty far, especially if they're magnetised. use responsibly.<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Iron Tager |type=drive<br />
|input=2D |name=<br />
|damage=1200 |p1=90 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=F |guard=All |invuln=OD: 12~35 Guard FP<br />
|startup=26 |active=10 |recovery=18 |onBlock=+2 |onODR=-27<br />
|blockstun=20 |blockstop=15 |hitstop=+0 |CHstop=+8<br />
|groundHit=21 |airHit=32 + Slide |groundCH=30 |airCH=51 + Slide<br />
|images=BBCF_Iron_Tager_2D.png |caption=Plus on block, but slow and risky<br />
|hitboxes=BBCF_Iron_Tager_2D_Hitbox_1.png;BBCF_Iron_Tager_2D_Hitbox_2.png |hitboxCaption=Frames 26-31. Smaller than you might think\Frames 32-35<br />
|notes=Fatal Counter;Applies 300F of magnetism (1000F in Overdrive);On hit/block, Tager skips remaining active frames and goes into recovery;Guard Point ends when Tager starts recovery;On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged;Maximum Slide duration 10F;Attractive from frame 12 until start of recovery;Attraction strength starts at (800G, 800A) before going to (5000G, 4000A) on frame 26;<br />
}}<br />
<br />
===4D===<br />
{{MoveData-BBCF |character=Iron Tager |type=drive<br />
|input=4D |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=All |invuln=OD: 5~12 Guard BP<br />
|startup=13 |active=4 |recovery=14 |onBlock=-1 |onODR=-4<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=30 |groundCH=28 |airCH=44 + WBounce 50<br />
|images=BBCF_Iron_Tager_4D.png |caption=Nice blockstring ender because of its speed and frame advantage<br />
|hitboxes=BBCF_Iron_Tager_4D_Hitbox_1.png;BBCF_Iron_Tager_4D_Hitbox_2.png |hitboxCaption=Frames 13-14, can be low profiled fairly easily\Frames 15-16, lower hitbox<br />
|notes=Applies 180F of magnetism (1000F in Overdrive);On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged;Attractive on frames 9-15;Attraction strength starts at (6000G, 3000A) before going to (4000G, 2000A) on frame 13;<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Iron Tager |type=drive<br />
|input=j.D |name=<br />
|damage=1120 |p1=80 |p2=94 |starter=Long<br />
|level=5 |cancel=SOR |attribute=H |guard=High/Air |invuln=OD: 6~26 Guard HP<br />
|startup=23 |active=4 |recovery=28+7L |onBlock=<br />
|blockstun=20 |blockstop=15 |hitstop=+0 |CHstop=+8<br />
|groundHit=25 |airHit=38 |groundCH=31 |airCH=54<br />
|images=BBCF_Iron_Tager_jD.png |caption=Pulls the opponent in for big damage<br />
|hitboxes=BBCF_Iron_Tager_jD_Hitbox.png |hitboxCaption=Very large hitbox, hits when you might not expect it<br />
|notes=Applies 300F of magnetism (1000F in Overdrive);On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged;Attractive on frames 11-23;Attraction strength starts at (2500G, 2500A) before going to (5000G, 5000A) on frame 19, then going back to (2500G, 2500A) on frame 23;<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Iron Tager |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=SOR |attribute=T |guard=Throw reject |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 100|airHit= |groundCH= |airCH=<br />
|images=BBCF_Iron_Tager_5B+C.png |caption=Surprisingly useful standard grab<br />
|hitboxes=<br />
|notes=100% minimum damage (1500);125,000 Range normally<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Iron Tager |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=R |attribute=T |guard=Throw reject |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 100|airHit= |groundCH= |airCH=<br />
|images=BBCF_Iron_Tager_4B+C.png |caption=Similarly useful, but sideswitches as well<br />
|hitboxes=<br />
|notes=100% minimum damage (1500);125,000 Range normally<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Iron Tager |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=R |attribute=T |guard=Throw reject |invuln=<br />
|startup=7 |active=3 |recovery=23+3L |onBlock=<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit= |airHit=60 |groundCH= |airCH=<br />
|images=BBCF_Iron_Tager_jB+C.png |caption=Unfortunately not as useful as his ground throws<br />
|hitboxes=<br />
|notes=100% minimum damage (1500);140,000 Range<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Iron Tager |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=16 |active=2 |recovery=31 |onBlock=-14<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Iron_Tager_6B.png |caption=You're only at +1, so be careful<br />
|hitboxes=BBCF_Iron_Tager_6B_Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Iron Tager |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=60 + GBounce + Down 23 |groundCH=Launch |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Iron_Tager_5A+B_1.png;BBCF_Iron_Tager_5A+B_2.png <br />
|caption=<small>Charge</small><br>Only useful in specific situations\<small>Release</small><br />
|hitboxes=BBCF_Iron_Tager_5A+B_Hitbox.png<br />
|notes=<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Iron Tager |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~61 |active=1 |recovery=25 |onBlock=0<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=60 + GBounce + Down 23 |groundCH=Launch |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Iron_Tager_5A+B_1.png;BBCF_Iron_Tager_5A+B_2.png <br />
|caption=<small>Charge</small><br>Only useful in specific situations\<small>Release</small><br />
|hitboxes=BBCF_Iron_Tager_5A+B_Hitbox.png<br />
|notes=<br />
}}<br />
<br />
==Specials==<br />
===236A===<br />
{{MoveData-BBCF |character=Iron Tager |type=special<br />
|input=236A |name=A Sledgehammer<br />
|damage=1200 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=All |invuln=1~23 Guard P<br />
|startup=20 |active=3 |recovery=18 |onBlock=-4 |onODR=-14<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=26 |airHit=44 |groundCH=31 |airCH=58<br />
|images=BBCF_Iron_Tager_236A.png |caption=Often called "Sledge" or "A Sledge"<br>Good combo filler, not-so-good neutral tool<br />
|hitboxes=BBCF_Iron_Tager_236A_Hitbox.png<br />
|notes=Can cancel into Additional Attack on frames 23~31;On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged;Can guard point up to 20000 damage;Can guard against unblockables<br />
}}<br />
<br />
===236B===<br />
{{MoveData-BBCF |character=Iron Tager |type=special<br />
|input=236B |name=B Sledgehammer<br />
|damage=1300 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=All |invuln=1~(1F after Active) Guard P<br/>11~(6F before Active) Guard HBP<br />
|startup=35~55 |active=4 |recovery=20 |onBlock=-7 |onODR=-32~-52<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple |airHit=50 |groundCH=Crumple |airCH=64<br />
|images=BBCF_Iron_Tager_236B_Charge.png;BBCF_Iron_Tager_236A.png |caption=Often called "Sledge" or "B Sledge"<br>Charging pose\Good at closing the distance against zoners...sometimes<br />
|hitboxes=BBCF_Iron_Tager_236A_Hitbox.png |hitboxCaption=Same hitbox as {{clr|A|236A}}<br />
|notes=Can cancel into Additional Attack during first 13 frames of recovery;Crumple Duration 31F, Crumple Fall 64F;On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged;Can guard point up to 20000 damage;Delaying move also extends both guardpoint durations;<br />
}}<br />
<br />
===236[B]===<br />
{{MoveData-BBCF |character=Iron Tager |type=special<br />
|input=236[B] |name=B Sledgehammer (Charged)<br />
|damage=1500 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=All |invuln=1~64 Guard P<br/>11~50 Guard HBP<br />
|startup=60 |active=4 |recovery=20 |onBlock=-7 |onODR=-57<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple |airHit=50 |groundCH=Crumple |airCH=64<br />
|images=BBCF_Iron_Tager_236B_Charge.png;BBCF_Iron_Tager_236A.png |caption=Often called "Sledge" or "B Sledge"<br>Charging pose\Good at closing the distance against zoners...sometimes<br />
|hitboxes=BBCF_Iron_Tager_236A_Hitbox.png |hitboxCaption=Same hitbox as {{clr|A|236A}}<br />
|notes=Can cancel into Additional Attack frames 64~76;Crumple Duration 31F, Crumple Fall 64F;On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged;Can guard point up to 20000 damage<br />
}}<br />
<br />
===236X~236A===<br />
{{MoveData-BBCF |character=Iron Tager |type=special<br />
|input=236X~236A |name=236X Additional Attack<br />
|damage=1370 |p1=70 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=High |invuln=1~21 Guard HBP<br />
|startup=22 |active=6 |recovery=30 |onBlock=-17 |onODR=-31<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=54 + Down 23 |groundCH=Launch |airCH=69 + GBounce + Down 23<br />
|images=BBCF_Iron_Tager_236A~236A.png |caption=Often called "Hammer"<br>Gimmicky overhead followup<br />
|hitboxes=BBCF_Iron_Tager_236A~236A_Hitbox.png |hitboxCaption=Much higher than you might expect<br />
|notes=Considered a different move when done from each starter for Same Move proration purposes;Counterhit state for entire move;On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged;<br />
}}<br />
<br />
===360A===<br />
{{MoveData-BBCF |character=Iron Tager |type=special<br />
|input=360A |name=Gigantic Tager Driver<br />
|damage=0×2, 2500 |p1=100 |p2=60 |starter=Very Short<br />
|level=0×2, 4 |cancel= |attribute=T |guard=Purple throw reject |invuln=3~6 All<br />
|startup=6 |active=2~20 |recovery=29 (Miss), 44 (Hit) |onBlock=<br />
|blockstun= |blockstop= |hitstop=0×2, 12 |CHstop=+0<br />
|groundHit=Launch 100 + Down 23|airHit= |groundCH= |airCH=<br />
|images=BBCF_Iron_Tager_360A.png |caption='''This is not a reversal''', but still a potent defensive tool<br />
|hitboxes=<br />
|notes=100% minimum damage (2500);Hold button to extend active frames;On successful throw, can cancel into Gadget Finger last 5F;Counterhit state for entire move;Attractive from 1-end of active frames;Attraction forces: (3450G, 0A) from frame 1, (1150G, 0A) from frame 8, (2300G, 0A) during extended active frames;<br />
}}<br />
<br />
===360B===<br />
{{MoveData-BBCF |character=Iron Tager |type=special<br />
|input=360B |name=Wedge Catapault<br />
|damage=0×2, 1200 |p1=60 |p2=100 |starter=Normal<br />
|level=0×2, 4 |cancel= |attribute=T |guard=None |invuln=6~30 All<br />
|startup=30 |active=4 |recovery=30 (Miss), 41 (Hit) |onBlock=<br />
|blockstun= |blockstop= |hitstop=0×2, 6 |CHstop=+0<br />
|groundHit=Launch 200 + WBounce|airHit= |groundCH= |airCH=<br />
|images=BBCF_Iron_Tager_360B.png |caption=Punish the opponent's big buttons<br />
|hitboxes=<br />
|notes=Can be comboed into;Counterhit state for entire move;Cannot reduce health below 1;Attractive from 6-31F;Attraction forces: (1000G, 1000A) from frame 6, (10000G, 1000A) from frame 21, (2000G, 0A) from frames 24 to 31;Minimum Damage 100% when first hit of combo (1200), else Minimum Damage 0%;<br />
}}<br />
<br />
===360B~360B===<br />
{{MoveData-BBCF |character=Iron Tager |type=special<br />
|input=360B~360B |name=Impact Driver<br />
|damage=0, 1400 |p1= |p2=100 |starter=<br />
|level=4 |cancel= |attribute=T |guard=None |invuln=<br />
|startup= |active= |recovery=44 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 8 |CHstop=+0<br />
|groundHit= |airHit=100 + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Tager_ImpactDriver.png |caption=High minimum damage, good for finishing off a round<br />
|hitboxes=<br />
|notes=Minimum Damage 100% if canceled from Wedge Catapault that started the combo (1400), otherwise Mimimum Damage 50% (700);<br />
}}<br />
<br />
===j.360C===<br />
{{MoveData-BBCF |character=Iron Tager |type=special<br />
|input=j.360C |name=Air Driver<br />
|damage=0×2, 2700 |p1=100 |p2=60 |starter=Very Short<br />
|level=0×2, 4 |cancel= |attribute=T |guard=Purple Throw Reject |invuln=<br />
|startup=6 |active=3~36 |recovery=Until L+12 (Miss), 44 (Hit) |onBlock=<br />
|blockstun= |blockstop= |hitstop=0×2, 12 |CHstop=+0<br />
|groundHit= |airHit=100 + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Iron_Tager_j360C.png |caption=Try not to think about how Tager jumps up when this hits.<br />
|hitboxes=<br />
|notes=100% minimum damage (2700);On successful throw, can cancel into Gadget Finger last 5F;Catches airborne only;Counterhit state for entire move. Does not include landing;Attractive from startup until recovery;Attraction forces on Tager's body of (0G, 3450A) from frame 1, Adds an extra (0, 2500A) towards Tager's hand from frame 6 until end of active frames, After frame 8 Tager's body is set to (1150G, 0A) and then on frame 12 it is set to (575A, 0G) until end of active frames;<br />
}}<br />
<br />
===22D===<br />
{{MoveData-BBCF |character=Iron Tager |type=special<br />
|input=22D |name=Gadget Finger<br />
|damage=0, 100 |p1=100 |p2=80 |starter=Long<br />
|level=0 |cancel= |attribute=T |guard=None |invuln=<br />
|startup=7 |active=8~47 |recovery=9 (Whiff), 27 (Hit) |onBlock=<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Until L+10 |airHit=Stand |groundCH= |airCH=<br />
|images=BBCF_Iron_Tager_22D_1.png;BBCF_Iron_Tager_22D_2.png |caption=Common after combos to set up RPS oki\Drops them from up here<br />
|hitboxes=<br />
|notes=Magnetises for 360F (1000F in Overdrive);Tager is +10 on hit;Minimum Damage 100% (100);Hitstun unaffected by hitstun decay but can be extended by fatal counters;No normal heat gain for either player. Fixed 5% heat gain for Tager;Cannot hit standing or crouching opponents;Combo must include a knockdown before this move can be activated;Cannot reduce health below 1;Attractive for entire move;Attraction forces (6000G, 2000A) on frame 1 only, (4000G, 2000A) on frame 2-14 and (4000G, 3000A) thereafter<br />
}}<br />
<br />
===41236D===<br />
{{MoveData-BBCF |character=Iron Tager |type=special<br />
|input=41236D |name=Spark Bolt<br />
|damage=1500 |p1=80 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=P2 |guard=All |invuln=<br />
|startup=12 |active=Until Hit |recovery=Total: 47 |onBlock=-1 |onODR=-20<br />
|blockstun=18 |blockstop=0/+16 |hitstop=+18 |CHstop=+18<br />
|groundHit=Launch |airHit=80 + WBounce |groundCH=Launch |airCH=95 + WBounce<br />
|images=BBCF_Iron_Tager_41236D.png |caption=Combos, neutral, magnetism, this tool does it all<br />
|hitboxes=BBCF_Iron_Tager_41236D_Hitbox.png |hitboxCaption={{clr|D|41236D}}<br />
|notes=Magnetises for 480F (1000F in Overdrive);Electricity meter consumed on 1st frame;Counterhit state for entire move<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Iron Tager |type=special<br />
|input=623D |name=Diagonal Spark Bolt<br />
|damage=1500 |p1=80 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=P2 |guard=All |invuln=<br />
|startup=12 |active=Until Hit |recovery=Total 47 |onBlock=-1 |onODR=-20<br />
|blockstun=18 |blockstop=0/+16 |hitstop=+18 |CHstop=+18<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=95 + WBounce<br />
|images=BBCF_Iron_Tager_41236D.png |caption=Combos, neutral, magnetism, this tool does it all<br />
|hitboxes=BBCF_Iron_Tager_623D_Hitbox.png |hitboxCaption={{clr|D|623D}}<br />
|notes=Magnetises for 480F (1000F in Overdrive);Electricity meter consumed on 1st frame;Counterhit state for entire move;<br />
}}<br />
<br />
===j.63214A===<br />
{{MoveData-BBCF |character=Iron Tager |type=special<br />
|input=j.63214A |name=Crimson Punisher<br />
|damage=800, 1500 |p1=80 |p2=92×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=16+3L (Whiff), 34 (Hit) |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch, 19 |airHit=60 + Down 53, 19 + Down 39 |groundCH=Launch, 24 |airCH=75 + Down 53, 34 + Down 39<br />
|images=BBCF_Iron_Tager_j63214A.png |caption=Whoa! Air combo oki ender :O<br />
|hitboxes=BBCF_Iron_Tager_j63214A_Hitbox.png |hitboxCaption=Not as big as it seems, but still huge<br />
|notes=On hit, goes to followup on frame 24;Followup is only invuln until recovery (11th frame after landing)<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Iron Tager |type=special<br />
|input=214D |name=Voltic Charge<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=6~(21~95) Guard HBP<br />
|startup= |active= |recovery=39~113 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Iron_Tager_214D_1.png;BBCF_Iron_Tager_214D_2.png |caption=Hold to increase total gain\Gauge increases only on release<br />
|hitboxes=BBCF_Iron_Tager_214D_Hitbox.png<br />
|notes=Guard Point lasts until button is released;On Guard Point, hitstop for Tager is 0F. Opponent hitstop is 9F;If guard point is activated, can cancel into Additional Attack until last 18 frames of recovery;If done from neutral/jump startup, cancellable into 720C on frames 1-11 if guard point is not activated;Counterhit state for entire move;Charges spark bolt 6 units for every frame of this move's duration after the 9th frame before releasing the button<br />
}}<br />
<br />
===214D~236A===<br />
{{MoveData-BBCF |character=Iron Tager |type=special<br />
|input=214D~236A |name=214D Additional Attack<br />
|damage=1370 |p1=70 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=High |invuln=1~12 Guard HBP<br />
|startup=13 |active=6 |recovery=30 |onBlock=-17 |onODR=-22<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=54 + Down 23 |groundCH=Launch |airCH=69 + GBounce + Down 23<br />
|images=BBCF_Iron_Tager_236A~236A.png |caption=Often called "Hammer"<br>Gimmicky overhead followup<br />
|hitboxes=BBCF_Iron_Tager_236A~236A_Hitbox.png<br />
|notes=Counterhit state for entire move;Considered a different move from the versions performed after Sledgehammer for Same Move proration purposes;On Guard Point, hitstop for Tager reduced by 1F. Opponent hitstop unchanged;<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Iron Tager |type=special<br />
|input=623C |name=Atomic Collider<br />
|damage=0, 2250 |p1=100 |p2=100, 82 |starter=Long<br />
|level=0, 4 |cancel=R |attribute=T |guard=None|invuln=4~15 H<br />
|startup=17~60 |active=4 |recovery=19 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=62 + GBounce |groundCH= |airCH=77 + GBounce<br />
|images=BBCF_Iron_Tager_623C_1.png;BBCF_Iron_Tager_623C_2.png<br />
|hitboxes=<br />
|notes=If held, move goes active 2F after releasing button;Cannot hit standing or crouching state;Magnetic force of (0G, 3000A) starting from the end of minimum possible startup until end of active frames;Attracts towards Tager's hand rather than his body;<br />
|caption=Can lift magnetised opponents up on whiff to extend combos<br />
}}<br />
<br />
==Distortion Drives==<br />
===720C===<br />
{{MoveData-BBCF |character=Iron Tager |type=super<br />
|input=720C |name=Genesic Emerald Tager Buster<br />
|damage=0×3, 4620 [0×3, 5220] |p1=100 |p2=100,75,92 |starter=Long<br />
|level=0×3, 4 |cancel= |attribute=T |guard=Throw |invuln=1~6 All<br />
|startup=5+(28 Flash)+0 |active=3~58 |recovery=41 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0×3, 20 |CHstop=+0<br />
|groundHit=Launch 100 + Down 65 |airHit= |groundCH= |airCH=<br />
|images=BBCF_Iron_Tager_720C_1.png;BBCF_Iron_Tager_720C_2.png |caption=Don't be too reckless with it\This is what you want to see<br />
|hitboxes=<br />
|notes=Values in [] are during OD;Minimum Damage 100%: 4620 [5220];OD Version applies 1000F of magnetism;Counterhit state for entire move;Attractive from 1-end of active frames;Attraction forces: (26000G, 0A) from frame 1, (1200G, 0A) from frame 3 until the end of the attractive time*Ends up at 69P2 on the hit for burst gain calculation; reversal<br />
}}<br />
<br />
===236236B===<br />
{{MoveData-BBCF |character=Iron Tager |type=super<br />
|input=236236B |name=Magna Tech Wheel<br />
|damage=220×19, 1800 |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All×19, High/Air |invuln=1~24 Guard All<br/>25~58 Guard xP<br />
|startup=7+(38 Flash)+12 |active=4,2×18 (15) 3 |recovery=72 |onBlock=-56<br />
|blockstun=18 |blockstop=0×19, 28 |hitstop=+0 |CHstop=+5<br />
|groundHit=19×7, Launch |airHit=60 + Down 23×7, 80 + GBounce |groundCH=24×7, Launch |airCH=75 + Down 23×7, 95 + GBounce<br />
|images=BBCF_Iron_Tager_236236B_1.png;BBCF_Iron_Tager_236236B_2.png |caption=Tacks on a good bit of damage at the end of any combo\Everyone gets caught once by the overhead<br />
|hitboxes=BBCF_Iron_Tager_236236B_1_Hitbox.png;BBCF_Iron_Tager_236236B_2_Hitbox.png |hitboxCaption=Hitbox slightly shifts while spinning\Will hit even if they were behind Tager<br />
|notes=Minimum Damage 15%: 897;Counterhit state for entire move;Cancellable into Terra Break frames 77-110;Attractive only during active frames with force (2000G, 1500A);On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged; reversal guardpoint<br />
}}<br />
<br />
===236236B OD===<br />
{{MoveData-BBCF |character=Iron Tager |type=super<br />
|input=236236B OD |name=Magna Tech Wheel OD<br />
|damage=180×31, 1800 |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All×31, High/Air |invuln=1~24 Guard All<br/>25~58 Guard xP<br />
|startup=7+(38 Flash)+12 |active=4,2×30 (15) 3 |recovery=72 |onBlock=-56<br />
|blockstun=18 |blockstop=0×31, 28 |hitstop=+0 |CHstop=+5<br />
|groundHit=19×7, Launch |airHit=60 + Down 23×7, 80 + GBounce |groundCH=24×7, Launch |airCH=75 + Down 23×7, 95 + GBounce<br />
|images=BBCF_Iron_Tager_236236B_1.png;BBCF_Iron_Tager_236236B_2.png |caption=Tacks on a good bit of damage at the end of any combo\Everyone gets caught once by the overhead<br />
|hitboxes=BBCF_Iron_Tager_236236B_1_Hitbox.png;BBCF_Iron_Tager_236236B_2_Hitbox.png |hitboxCaption=Hitbox slightly shifts while spinning\Will hit even if they were behind Tager<br />
|notes=Minimum Damage 15%: 1107;Counterhit state for entire move;Cancellable into Terra Break frames 101-134;Attractive only during active frames with force (2000G, 1500A);On Guard Point, hitstop for Tager is 0F. Opponent hitstop unchanged;<br />
}}<br />
<br />
===236236B~236236B===<br />
{{MoveData-BBCF |character=Iron Tager |type=super<br />
|input=236236B~236236B |name=Terra Break<br />
|damage=3600 [4200] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=(R) |attribute=B |guard=All |invuln=1~13 All<br />
|startup=9+(20 Flash)+25 |active=9 |recovery=35 |onBlock=-25<br />
|blockstun=18 |blockstop=18 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=80 + WBounce [80 + WBounce + Down 23] |groundCH=Launch |airCH=95 + WBounce [95 + WBounce + Down 23]<br />
|images=BBCF_Iron_Tager_236236B~236236B.png |caption=More damage, and extends combos in Overdrive<br />
|hitboxes=BBCF_Iron_Tager_236236B~236236B_Hitbox.png |hitboxCaption=Basically will never miss after MTW if you time it vaguely correctly<br />
|notes=Values in [] are during OD;Counterhit state for entire move;Minimum Damage 20%: 720 [840];OD Version always activates if cancelled from Magna Tech Wheel OD, even if Overdrive has ended;<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Iron Tager |type=exceed accel<br />
|input=A+B+C+D |name=Charged Lightning<br />
|damage=600, 0, 70×21, 1150<br/>{600, 0, 75×30, 3300} |p1=125 |p2=80 |starter=Long<br />
|level=2 |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 8×21 {×30}, 20 |CHstop=+0<br />
|groundHit=Launch |airHit=120 + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Iron_Tager_A+B+C+D_1.png;BBCF_Iron_Tager_A+B+C+D_2.png |caption=Same animation as {{clr|C|5C}}\Good damage, but there's usually a better option<br />
|hitboxes=BBCF_Iron_Tager_A+B+C+D_Hitbox.png |hitboxCaption=Same hitbox as {{clr|C|5C}}<br />
|notesValues in [] are when canceled into or immediately after activating Overdrive;Values in {} are during Active Flow;Minimum Damage 10%: 322 {615+54};Counterhit state for entire move;<br />
}}<br />
<br />
==Astral Heat==<br />
===1080D===<br />
{{MoveData-BBCF |character=Iron Tager |type=astral<br />
|input=1080D |name=King of Tager<br />
|damage=16000 |p1= |p2= |starter=<br />
|level=5 |cancel= |attribute=T |guard=Unblockable |invuln=1~9 All<br />
|startup=5+(50 Flash)+16~84 |active=4 |recovery=76 |onBlock=<br />
|blockstun= |blockstop= |hitstop=13 |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Iron_Tager_1080D_1.png;BBCF_Iron_Tager_1080D_2.png;BBCF_Iron_Tager_1080D_3.png |caption=Fairly impractical to land, even among Astrals\&#32;\But oh boy when it lands<br />
|hitboxes=<br />
|notes=Can be comboed into;Counterhit state for entire move;Attractive force of 4500G, 3000A from end of superflash to end of delayed startup + 14F;Can hit all states except fully downed.<br />
}}<br />
<br />
==Category==<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Iron_Tager&diff=450421BBCF/Iron Tager2024-03-25T09:52:39Z<p>Manta: /* {{clr|A|A}} Sledgehammer */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Tager is Blazblue's resident '''grappler''' who uses powerful command throws and guard point moves to deal high damage combos. Tager has very '''low mobility'''; He can't forward dash, and he can't double jump or air dash. However, Tager has a couple of things going for him. For one, he's a walking tank with the '''highest health''' in the game. Additionally, he has an amazing backdash with long invulnerability and can use some of his guard point attacks to close in against certain moves. Lastly, Tager has his Drive. Tager's Drive gives him the ability to magnetize his opponents in order to pull them towards him. With it, he can drag opponents into his attacks and open up new combo options for better damage. Once in, Tager's command grabs and '''high damage''' can mix up his opponent and take rounds.<br />
<br />
As a low mobility grappler, Tager struggles against characters with strong neutral and low committal offense. His huge hurtbox also opens up unique combo options and mixups for the cast. Tager relies on reading his opponents and calling out their attacks with his command grabs. Thankfully, Tager's Distortion Drives (especially with Overdrive) can create huge momentum swings in his favor. With patient play and good fundamental defense, Tager can turn the tide on anyone and run his game.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#Genesic Emerald Tager Buster|720C]] (5F, super throw)<br/>[[#Gigantic Tager Driver|360A]] (6F, throw)<br/>[[#5A|5A]] (7F)<br />
| reversal = [[#Magna Tech Wheel|236236B]] (19F)<br/>[[#Genesic Emerald Tager Buster|720C]] (5F)<br />
| fatalStarter = [[#6C|6C]]<br/>[[#j.2C|j.2C]]<br/>[[#2D|2D]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Voltic Battler<br />
|content=Tager can magnetize opponents for a small duration by landing certain attacks on hit or block. If the opponent is already magnetized and gets hit by an attack with magnetism, the duration stacks (max 1000F). The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager's opponent is in hitstun, the rate halves to 1 point per 2 frames (when they perform a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.<br/><br />
<br/><br />
When the opponent is magnetized, certain attacks will pull in the opponent. All Drive moves, as well as {{clr|A|6A}}, {{clr|A|360A}}/{{clr|B|B}}, {{clr|C|623C}}, {{clr|C|j.360C}}, and Distortion Drives, will pull in magnetized opponents. Each move attracts differently and for different durations, and they may pull in airborne and grounded opponents differently. For example, Atomic Collider strongly attracts airborne opponents, but does not affect standing or crouching opponents at all. The forces are noted in the frame data. Typically attractive moves start their attraction early on during startup and end during the active frames. Magnetism pulls do not affect a player's ability to perform moves since it doesn't directly cause any kind of hitstun, however it can mess up spacing and force players to land earlier or later than normal, causing some unpredictable and sometimes amusing effects. <br/><br />
<br/><br />
In all cases, players performing Distortion Drives and executing throws that have successfully connected are completely unaffected by magnetism.<br/><br />
<br/><br />
Tager's magnetism cannot force enemies into an airborne state if they're currently grounded, enemies doing any kind of ground tech also cannot be pulled vertically, even though emergency techs are considered airborne and can be pulled sideways surprisingly fast<br/><br />
<br/><br />
In addition to magnetism, Tager has an extra gauge: the Electricity Meter. This gauge fills up at 1 point per frame (freezes during hitstop and superflash) and has a maximum of 1000 points. When the gauge is full, Tager can use the Spark Bolt attack.<br />
|header2=Overdrive: Voltic Field<br />
|content2=Unlike most other overdrives, Tager's focuses more on taking advantage during neutral, with much stronger methods of applying and keeping magnetism. This isn't to say that it doesn't boost his combo damage, but this is limited to just what the overdrive cancel allows and greatly enhanced distortion drives, rather than boosted normals.<br />
<br />
*All normal drive moves all gain projectile guardpoints as well as attribute specific guardpoints depending on the move <br />
*Spark Bolt Gauge fills up four times as fast<br />
*All moves that apply magnetism apply the maximum amount on hit or block<br />
*Distortion Drives are enhanced (more information below)<br />
*While grounded and not in hitstun, magnetized opponents are constantly pulled towards Tager with a velocity of 2,000u/F (about 2/5 of average backwalking speed, so basically not much).<br />
}}<br />
</div><br />
<br />
<div id="home-content" class="home-grid"><br />
{{card|width=6<br />
|header=Unique Mechanic: 360 inputs<br />
|content=While not completely unique to Tager, he has the largest number of special inputs that involve performing at least one full rotation of the direction stick before inputting a button. If you aren't familiar with these from other games, it's important to know the following:<br />
<br />
*You do not need to do a full circle. Instead what you need to do is all 8 directions in order starting from any direction and spinning in either direction. Importantly, you're allowed to skip individual directions, including the final one, so long as no two consecutive inputs are skipped. This means that you minimally only need 4 direction inputs to make a single 360 spin For example:<br />
**4268, 1397, 41368, 41397 are valid spin inputs.<br />
**416987 is not, since it misses 2 ''and'' 3, which are consecutive directions. <br />
*360 Inputs have a 30F input window, 720 has 45F and 1080 has 75F. This timer counts from the moment you ''leave'' the first input, so it's possible to hold [4] to block, and then input 268A to transition to Gigantic Tager Driver.<br />
*Moves that require multiple spins require them to be in sequence and in the same direction. 42684268 is a valid 720 motion, 42686248 is not. The rule about not missing two consecutive directions still applies.<br />
*Spin inputs have a higher input priority than 236 or 623 inputs (So try to do these motions neatly if you don't want a 360 instead). Similarly, try to do your spin inputs in the opposite way to the 236 motion when possible to prevent accidentally getting the wrong move.<br />
<br />
This may feel unintuitive, since pressing upwards will usually make Tager jump, so there are some useful tricks to know:<br />
<br />
*Jump startup may be special cancelled, therefore performing 4268A or 6248A quickly enough will allow you to perform 360A from a standing start. This can be done with a 720 spin, but it's extremely hard to do.<br />
*You can also avoid jumping by doing the spin when Tager can't jump anyway (Known as "Buffering" the move). This includes:<br />
**During Tager's own moves.<br />
**While in the air, since Tager has no double jump.<br />
**While blocking or being hit.<br />
**While recovering from a knockdown (typically best done during the "bounce" recovery to prevent accidental rolling).<br />
**During super pauses, especially overdrive activation.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
<br />
Tager's {{clr|A|5A}} is a very useful poke that hits crouching opponents, outranges most other moves of comparable speed and leads to decent damage on hit if they're close or magnetized. It can also be used to set up tick throws thanks to its large hitbox and neutral frame advantage. While it is slightly slower than the average jab it still covers a lot of scenarios in a single button press.<br />
<br />
*Cannot self cancel, even on hit.<br />
*One of Tager's few jump-cancelable normals.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
<br />
{{clr|B|5B}} is Tager's primary low for low/throw mixups and generally is a great point-blank poke. It's slightly smaller than {{clr|A|5A}}, but Tager's foot is entirely disjointed and it leads to more damage overall. While it is a low attack, it boasts surprising vertical reach and must be barrier blocked in the air, so it's great for catching opponents attempting to jump out of pressure.<br />
<br />
In combos this easily bridges into {{clr|C|5C}} and {{clr|C|3C}} to continue the combo, and while it doesn't do amazing damage, it still scales well.<br />
<br />
*One of Tager's few jump-cancelable normals.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
<br />
{{clr|C|5C}} is a very strong move with many applications. It is Tager's strongest combo starter thanks to its high proration values. It's also a very good combo filler thanks to its high damage and cancel options. At most ranges, {{clr|C|5C}} combos into {{clr|A|6A}} during short or medium-length combos, or {{clr|C|623C}} at the end of long combos. At max range, often the only followup available is {{MMC|input=41236D|label=Spark Bolt}}.<br />
<br />
{{clr|C|5C}} is a fantastic punish tool as well. On a grounded counterhit, {{clr|C|5C}} > {{clr|C|6C}}... can lead to over 5K damage.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
<br />
Slightly slower than {{clr|A|5A}}, but with a lower profile and more disjointed hitbox. {{clr|A|2A}} can be used as a ghetto anti-air, but it's a bit weak since it requires a quick reaction time for a jump cancel followup. It can also be used as a mashable button since it can self-cancel up to three times, unlike {{clr|A|5A}}<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|2A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
<br />
{{clr|B|2B}} does not reach very far, but it has very strong frame advantage and a fast total animation. It can be used to set up Wedge Catapult attempts and intentional whiffs to reset pressure or go for a throw.<br />
<br />
Thanks to the hitbox going well inside of Tager, {{clr|B|2B}} is also great for catching rolls in the corner.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|5B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
<br />
{{clr|C|2C}} is Tager's very high-risk, high-reward anti-air. Its invuln does not last into the active frames, so it will often trade, though the trade will usually be beneficial due to its high counterhit hitstun. This move has abysmal recovery on whiff, and it has a small horizontal reach, so it's very risky to throw out.<br />
<br />
{{clr|C|2C}} is mostly used in combos, most often ...{{clr|A|6A}} > {{clr|C|2C|}} > {{clr|C|623C}}.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{InputBadge|(Hold OK)}}<br />
{{BBCF Move Card<br />
|input=6A,6[A]|versioned=name<br />
|description=<br />
<br />
{{clr|A|6A}} is a good multi-purpose tool. It brings the opponent closer on hit and block, enabling close-range pressure and low/throw mixups. It's a staple combo tool as well to pull in opponents that have been pushed out. Usually in combos it gets used after {{clr|C|5C}}, a link which eventually fails during long combos. Other times include after Sledgehammer B, Back throw and, with some timing, Spark Bolt and {{clr|D|j.D}}.<br />
<br />
This move also has an effect where the opponent cannot tech the slide if they hit the floor within 2F of being hit (Basically when they're very close to the ground when hit in the air), causing a hard knockdown. This is generally referred to as "Low {{clr|A|6A}}". The combined untech time is long enough to allow combos of all kinds. The normal version will generally only combo into {{clr|C|2C}}, {{clr|B|6B}} and {{clr|A|236A}} but with low version, {{clr|A|6A}} will combo into {{clr|B|236B}}, {{clr|C|6C}}, and Crush Trigger as well, allowing a lot of combo possibilities. You'll want to learn this timing to get maximum damage combos, especially after Spark Bolt.<br />
----<br />
Charging {{clr|A|6A}} simply extends the armor frames and attractive time, and adds a bit more damage. Charging fully is generally useless, except for very big reads to guard point through attacks.<br />
<br />
*Hold button to delay.<br />
*Move is attractive to magnetized opponents throughout its startup and active frames, including if the move is delayed.<br />
*Armor is only enabled if the move is charged for at least 16 Frames.<br />
*Armor throughout the charge animation against Body, Head and Projectile attacks. Somewhat uniquely, attacks against {{clr|A|6A}}'s armor will still deal half of their base damage to Tager (And can still end the round).<br />
*Negative knockback, opponents are knocked towards Tager when it connects in any way. Floor slides at Tager's feet on air hit.<br />
*Full charge is achieved 6 frames before Tager will automatically swing anyway.<br />
*Large hitbox that encompasses the spark around Tager's hand, overall reach slightly larger than {{clr|C|5C}}.<br />
*Tager's only normal that can cancel into Gigantic Tager Driver or Wedge Catapult.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
<br />
{{clr|B|6B}} is an important tool thanks to its foot invulnerability. Since Tager's armored moves lose to foot-attribute attacks, this can be used to call out opponents attempting to beat the armor. On counterhit, {{clr|B|6B}} combos into {{clr|C|6C}}, leading to massive damage.<br />
<br />
{{clr|B|6B}} is also a very common combo filler since it forces crouching on opponents. {{clr|B|6B}} > {{clr|A|236A}} , {{clr|A|5A}}... works at the start of many combos and is a simple way to increase damage, set up magnetism, and even extend combos.<br />
<br />
*Can cancel into itself once.<br />
*Forces crouching on standing hit allowing combos into {{clr|A|236A}} (And {{clr|D|5D}} on fatal combos)<br />
*Hard knockdown on air hit. Combos into A Sledge and Gadget finger but not {{clr|C|2C}} with a few exceptions.<br />
*Moves Tager forward slightly.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
<br />
{{clr|C|6C}} is a very strong combo filler attack. In midscreen combos, it's often used as a followup to a counterhit {{clr|C|5C}} or {{clr|B|6B}}, or after a low {{clr|A|6A}}. In corner combos, it can be looped with {{clr|D|5D}} for lots of damage.<br />
<br />
Outside of combos, {{clr|C|6C}} is a relatively risky poke that's usually outclassed by {{clr|C|5C}} or {{clr|D|5D}}. It can be used as an overhead mixup, but its lengthy startup and visual tell make it less useful in this regard.<br />
<br />
*Fatal Counter.<br />
*Jump cancelable on hit, but not on block.<br />
*Ground Bounces.<br />
*110% Bonus Proration.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
<br />
A very useful move for starting magnetized combos. The untech time is long enough to combo {{clr|C|3C}} > {{clr|C|623C}} whiff > {{clr|C|5C}} and can net 3K off a simple interaction. It's a great poke as well, extending almost as far as {{clr|C|5C}} and coming out a bit faster, and it can also be used at the end of shorter combos to get magnetism with {{clr|D|22D}}.<br />
<br />
*Hitting with {{clr|C|3C}} at any point in the combo enables using Gadget Finger for that combo, even if they never hit the floor.<br />
*Hard knockdown on grounded counterhit, even if the opponent is flung into the air before reaching the ground (They'll eventually air tech after a long enough period of time).<br />
*110% Bonus Proration.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
<br />
A fantastic but often overlooked move, used to win air to air battles, particularly ones the opponent didn't expect when trying to jump in. If done early enough in a jump, a counterhit {{clr|A|j.A}} can chain into {{clr|D|j.D}} for some nice combos, though it's typically safer to go for {{clr|A|j.A}} > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|A|j.63214A}}.<br />
<br />
{{clr|A|j.A}} is also a necessary combo filler after an air hit {{clr|A|5A}} or {{clr|A|2A}}.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
<br />
{{clr|B|j.B}} is an extremely useful air button. It has very generous active frames and leads to decent damage in most combos. The hitbox and active frames also make it very useful for crossups. It has a long whiff recovery, however, so don't throw it out too carelessly.<br />
<br />
{{clr|B|j.B}} sets up a safejump after Atomic Collider, though it loses to 6-frame reversals. This safejump has benefits over Gadget Finger oki, since it keeps the opponent closer and allows for immediate pressure.<br />
<br />
*Ground bounces on counterhit against airborne opponents.<br />
**Ground bounce adjusts with height, allowing similar followups from various starting heights.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
<br />
{{clr|C|j.C}} gives Tager forward momentum, so it can be used to close the distance along with {{MMC|input=j.63214A|label={{clr|A|j.63214A}}}}. It can also be used as an anti-air since the hitbox covers most of Tager's hurtbox, though it will often clash. On counterhit, it's usually possible to land and pick up the combo with {{clr|C|5C}}.<br />
<br />
*Quite decent recovery, advantageous in air to air situations.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|j.B}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
<br />
{{clr|C|j.2C}} is the Fatal Counter you'll most likely land. It halts Tager's air momentum, so it can be used to call out anti-air attempts and punish the opponent hard. On regular hit, often the only option is to follow up with Gadget Finger or a Rapid Cancel into {{clr|B|5B}}. It is very punishable on block, though, so use it carefully.<br />
<br />
In combos, this move is very frequently used after {{clr|C|6C}} to bring the opponent back down. Ensure you hit them with Tager as low as you can to give yourself time to recover and use {{clr|B|5B}} or {{clr|C|3C}}.<br />
<br />
Uniquely, if this move is used very close to the ground, the attack will come out almost instantly. The quick startup version seems to be a bug that was deliberately left in the game where the game cancels much of the startup into the landing animation (which has some active frames). This quick version is useful for getting surprise fatal counters on jump ins, and is also quite safe. However its use is very limited due to the rather precise height meeded to activate it. Bizarrely enough it's still an overhead when done close to the ground.<br />
<br />
*Fatal Counter<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br style="clear:both;"/><br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
<br />
{{clr|D|5D}} is a massive poke that magnetizes the opponent and can lead to great damage. However, it has a fairly long startup; don't abuse this move, or you'll eat painful counter hits yourself.<br />
<br />
On counterhit, {{clr|D|5D}} can combo into {{MMC|input=360B|label={{clr|B|360B}}}} just outside of max range, or partially charged {{clr|A|6A}} at any range. It's also possible to follow up with Spark Bolt from any hit, including air hit if done fast enough. As a combo ender, it can also be canceled into {{clr|D|214D}} for a quick Spark Bolt charge or Gadget Finger to pull them back in for some shenanigans.<br />
<br />
This move particularly shines in corner combos, where it can be looped with {{MMC|input=6C|label={{clr|C|6C}}}} for massive damage.<br />
<br />
*Magnetizes for 300F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Blows opponent away on air hit, and causes floorslide.<br />
*Gains Body and Projectile guardpoint during Overdrive.<br />
**Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
<br />
Despite its enticing frame advantage, this move isn't as useful as it appears. Its slow startup and telegraphed animation means it normally won't be surprising the opponent, but on block it leaves Tager plus and close-up against a magnetized opponent, which is a very favorable position. Its best use is to close short distances or take advantage of opponents that are conditioned to not challenge during blockstun.<br />
<br />
On regular hit, this move has no cancel options besides Rapid Cancel. On Fatal Counter, Tager can follow up with either {{clr|C|3C}} > {{clr|C|623C}} (whiff) or {{clr|C|5C}} > {{clr|A|6A}} to start the combo. <br />
<br />
*Fatal Counter<br />
*Magnetises for 300F (1000F in Overdrive)<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Recovery starts immediately after the move connects, so frame advantage is always the same.<br />
*Gains Foot and Projectile guardpoint during Overdrive<br />
**Attacks do not cause hitstop<br />
**Unblockables still cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
{{BBCF Move Card<br />
|input=4D<br />
|description=<br />
<br />
{{clr|D|4D}} is a common pressure ender to apply magnetism, end with a safe frame advantage, and set up tick throws. It can also be used instead of Gadget Finger in some situations to set up tricky resets. {{clr|C|623C}} , {{clr|D|4D}} pulls the opponent directly towards Tager if they emergency tech, or hit them if they delay tech.<br />
<br />
This move does not have followups on regular hit, but on counterhit it can be followed up with {{clr|C|3C}} to lead to decent damage.<br />
<br />
*Magnetises for 180F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Gains Body and Projectile guardpoint during Overdrive.<br />
**Guarded attacks do not cause blockstop for Tager <br />
**Unblockables cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
<br />
{{clr|D|j.D}} is a somewhat situational move since Tager is usually grounded, but it can be used to control air space. More importantly, it can lead to high damage if landed close to the ground, comboing into Wedge Catapult or {{clr|C|6C}}. It's a very strong move during combos as well, most commonly after {{clr|C|6C}}, due to its long untechable time and high proration values.<br />
<br />
It's also used in the Fatal Counter loop of {{clr|C|j.C}} > {{clr|D|j.D}}. On Fatal, your goal should be to get into this loop as fast as you can to get the most damage.<br />
<br />
*Magnetizes for 300F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Gains Head and Projectile guardpoint during Overdrive.<br />
**Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored.<br />
*Hitbox extends far beyond Tager's arms.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}} or {{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C,4B+C|versioned=name<br />
|description=<br />
<br />
While technically as fast as {{clr|A|360A}}, standard throw is quicker to use on reaction than spinning the stick, and it leads to more damage, just without the invuln. For forward throw, follow up with {{clr|B|236B}}, and for back throw, follow up with {{clr|A|6A}} > {{clr|C|6C}}.<br />
<br />
Both standard throw routes end with Atomic Collider, so bear in mind which throw gives the best positioning afterwards.<br />
<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw, but with more range.]]<br />
** Has 401 pixel range compared to the standard 266 pixel range.<br />
*Forward Throw is special cancelable, but back throw is not<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
<br />
Not exactly a useful move for Tager since he doesn't have many opportunities to get close mid air, or set up airthrow traps since Air Driver does these things much better. But it does at least recover much more quickly than Air Driver if it misses and does lead to slightly more damage. Air throw can be followed up with {{clr|C|j.2C}} (Performed very close to the ground) at almost any height.<br />
<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw, but with more range.]]<br />
** Has 453 pixel range compared to the standard 344 pixel range.<br />
*Cancellable from {{clr|A|j.A}}.<br />
*Swaps sides.<br />
*Hard knockdown after a small bounce. Follow up by landing a lowest-possible {{clr|C|j.2C}}, {{clr|B|5B}}... or {{clr|C|j.C}}, {{clr|C|5C}}.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
<br />
Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of the opponent and get back to neutral. Unlike other Counter assaults, Tager's does not knock his opponent away. Instead, it grants a close-range soft knockdown on grounded hit and a close-range hard knockdown on airborne hit.<br />
<br />
*Uses {{clr|B|6B}}'s animation<br />
*Slightly slower than other Counter Assaults<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
<br />
Usually not that useful since Tager has better options during combos and pressure. However, opponents in Guard Crush can be thrown, so this can be used to set up unblockable throws if the opponent doesn't use Barrier. Overall, it's not used that much because there's usually a better option that doesn't use meter. That being said, it can be followed up with {{clr|B|5B}}, {{clr|B|6B}}, and {{clr|C|3C}}.<br />
<br />
*Gives a small floorbounce followed by a hard knockdown, essentally giving it a long knockdown time.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Gigantic Tager Driver</big>===<br />
{{InputBadge|{{clr|A|360A}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=360A<br />
|description=<br />
<br />
Tager's primary throw mixup. It has a quick startup, and can be held to pull in magnetized opponents, making it a very potent tick throw, most commonly after {{clr|A|5A}} or {{clr|D|4D}}. But don't be too predictable, since the move has a long whiff recovery and can be avoided by jumping.<br />
<br />
It can also be used to punish any pressure gap of 3 frames or more thanks to its invuln, which can be further enhanced with the use of Instant Blocking. Again, though, wary opponents can avoid this with jump cancel, frame traps, throw invuln attacks or {{keyword|meaty}} attacks, so don't overuse it.<br />
<br />
While it might seem as a Grappler that your gameplan should revolve around landing this move, it actually only leads to weak damage compared to Tager's other options. Typically this move is most useful for keeping the opponent from doing bad blockstrings on the ground and also to win out point-blank jab contests when at near-neutral frame advantage, forcing the opponent to play less aggressively.<br />
<br />
*Attractive to grounded magnetised opponents during startup and active frames.<br />
*Can be held to extend active frames.<br />
*Cannot be special cancelled into, except from {{clr|A|6A}}.<br />
*Small invulnerability window on frames 3-6. Cannot be increased by holding {{clr|A|A}}.<br />
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism).<br />
*Has 210 pixel range between bounding boxes.<br />
}}<br />
<br />
===<big>Wedge Catapult</big>===<br />
{{InputBadge|{{clr|B|360B}}}}<br />
{{BBCF Move Card<br />
|input=360B<br />
|description=<br />
<br />
A slow command grab with a lot of invlnerability at the start (but not a full reversal). Unlike his other command grabs, you cannot hold the button to extend or delay it.<br />
<br />
{{clr|B|360B}} is useful for calling out slow committal attacks and moves that are good at beating {{clr|A|360A}} and {{clr|C|720C}}, since they tend to rely on small hops or short throw invulnerability, and this move is so slow it will hit after they're vulnerable again. However, since it is very slow and has a long recovery, and is very susceptible to whiffing and getting punished hard. The invuln starts on frame 6, so it's a riskier option than {{clr|A|360A}}.<br />
<br />
As a combo starter, {{clr|B|360B}} allows for a followup {{clr|C|5C}} or {{clr|C|6C}} for around 3-3.5K damage, giving it better damage than {{clr|A|360A}} and more choice about how to set up your okizeme. If Tager's back is to the corner, it can be followed up with {{clr|D|5D}} to go into {{clr|C|6C}} > {{clr|D|5D}} corner loops.<br />
<br />
Wedge Catapult can be used in combos after long untech counterhit moves, though most importantly it can be used with {{MMC|input=22D|label=Gadget Finger}} > Rapid Cancel for high minimum damage after the end of long combos.<br />
<br />
*Disables opponent's burst on hit.<br />
*Attractive to magnetized opponents during startup.<br />
*Cannot kill.<br />
*Can only be cancelled into from {{clr|A|6A}}.<br />
*Combo throw, does not incur purple !! marks if used during blockstun or a combo But does not benefit from the 10% damage bonus on counterhits nor does it have 100% minimum damage.<br />
*Untech time always lasts until the opponent hits the floor, even in very long combos.<br />
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism).<br />
*If Tager's back is near to a wall when he hits, then he will be pushed away from the wall towards the middle of the screen to allow followups.<br />
*Has 210 pixel range between bounding boxes<br />
}}<br />
<br />
===<big>Impact Driver</big>===<br />
{{InputBadge|{{clr|B|360B}} After Wedge Catapult}}<br />
{{BBCF Move Card<br />
|input=360B~360B<br />
|description=<br />
<br />
A command followup to Wedge Catapult that can be input at any point after the opponent has rebounded off of the wall right up until Tager fully recovers. Basically turns the move into {{clr|A|360A}} with 100 more damage.<br />
<br />
Impact Driver is seldom used due to other combos from Wedge Catapult causing more damage. However it is unburstable, will always connect at any point in a combo and has good minimum damage. This makes this move mostly used as a burst-safe round ender. Impact Driver can only be followed up by Gadget Finger.<br />
<br />
*Deals 100% damage if Wedge catapult was the first hit of the combo. 50% minimum damage otherwise.<br />
*This move can be input at any time during Wedge catapult's recovery after the wallbounce and it will always connect.<br />
*Opponent is returned to the same side they were on when Wedge catapult grabbed them.<br />
<br />
}}<br />
<br />
===<big>Air Driver</big>===<br />
{{InputBadge|{{clr|C|j.360C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=j.360C<br />
|description=<br />
<br />
Gigantic Tager Driver, but in the air! (And very slightly more damage).<br />
<br />
An interesting, but pretty unreliable tool that can be used to surprise opponents at a far distance and discourage jumping. Unlike {{MMC|input=360A|label={{clr|A|360A}}}}, this move does not have any invulnerability, but since airborne players do not experience friction when being pulled by magnetism, this can grab airborne opponents from full screen amazingly quickly at times. Similar to {{MMC|input=623C|label=Atomic Collider}}, opponents that superjump or air dash may be flung too far to be grabbed, and can get a free hit due to the long recovery of this move.<br />
<br />
Can be disrespectfully used during combos as a purple throw or a tech trap to do an absurd amount of extra damage, but there's no way to do reliable Throw Reject Miss setups since it cannot be canceled from {{clr|A|j.A}}<br />
<br />
*Attractive to magnetized opponents during startup and active frames.<br />
**Strongly attractive to airborne opponents, including during moves like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=5C|label={{clr|C|5C}}}}.<br />
**Weakly attractive to grounded opponents. They'll be slowly dragged across the ground.<br />
*Can only grab airborne opponents.<br />
*Can be held to extend active frames.<br />
*Cannot be special cancelled into at all.<br />
*No invulnerability unlike {{clr|A|360A}}.<br />
*Has 210 pixel range between bounding boxes, but the hitbox tends to be the limiting factor.<br />
}}<br />
<br />
===<big>Atomic Collider</big>===<br />
{{InputBadge|{{clr|C|623C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=623C<br />
|description=<br />
Anti-air grab that swaps sides on hit and can be used during combos. Hold {{clr|C|C}} to extend the startup magnetic attraction, release to actually grab them.<br />
<br />
Atomic Collider adds good damage to any combo. In long combos, it's only possible to follow up with Gadget Finger, so it's usually the end of the combo. {{clr|B|j.B}} is also a safejump after Atomic Collider, though this loses to reversals faster than 7 frames. Keep in mind that Atomic Collider sideswaps, so it may be advantageous to end the combo with other moves to maintain positional advantage.<br />
<br />
{{clr|C|3C}} is a common button to set up the float on whiff. From there, it can be followed up with plenty of options. The most common combo is {{clr|C|3C}} > {{clr|C|623C}} (whiff) , {{clr|C|5C}} > {{clr|A|6A}} > {{clr|C|2C}} > {{clr|C|623C}}.<br />
<br />
*Attractive to airborne magnetized opponents during startup and active frames.<br />
**Strongly attractive to airborne opponents, including during moves like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=5C|label={{clr|C|5C}}}}.<br />
**No effect on grounded opponents.<br />
*Can never grab a grounded opponent, regardless of hitboxes.<br />
*Combo throw. It will not incur a purple throw if used in a combo and benefits as normal from the 10% bonus damage from counter hits. Does not have 100% minimum damage.<br />
**First hit also does 0 damage, so this move will do a maximum of 1350 damage due to combo scaling.<br />
*Can be deliberately missed to reposition magnetised opponents, very important for combos.<br />
*Can grab extended hitboxes.<br />
*Trades inconistently due to its Head invulnerability expiring on its first active frame. Who wins the trade is determined by [[BBCF/Miscellaneous#Character_Priority|Character Priority]], which is usually Tager, but not always.<br />
<br />
<br />
}}<br />
<br />
===<big>Voltec Charge</big>===<br />
{{InputBadge|{{clr|D|214D}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=214D<br />
|description=<br />
Tager stands still and charges his spark bolt guage while protected by a Body, Head and Projectile guardpoint. Hold to extend the duration. If the opponent activates the guardpoint, this move can be cancelled into {{MMC|input=214D~236A|label=Additional Attack}}. To perform this cancel, you need to input {{clr|A|236A}} while still holding {{clr|D|D}} to stop this move ending.<br />
<br />
{{clr|D|214D}} is important for maintaining {{MMC|input=41236D|label=Spark Bolt}}. It can be used after a blocked {{clr|D|5D}} to get in a quick charge, or in neutral to bait opponents into approaching. It can also be used somewhat as an anti-air with its armor with the {{MMC|input=214D~236A|label=Additional Attack}}, though this will lose to crossups, double jumps and other evasions. Keep in mind that this move does not have armor against foot attacks, so it's inadvisable to use to trap grounded attacks except for predicting reversals.<br />
<br />
*The Electric gauge charges more based on how long Tager holds the stance. Minimum of 66 of Spark meter generated, Maximum of 510. <br />
**This equates to 6 units of extra spark bolt charge for every optional frame of this stance held.<br />
**Cancelling into {{clr|A|236A}} or being interrupted during this move prevents any spark bolt charge being gained.<br />
*Blocks Head, Body and Projectile attribute moves while held. Cannot block unblockable attacks.<br />
<br />
}}<br />
<br />
===<big>{{clr|A|A}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|A|236A}}}}<br />
{{BBCF Move Card<br />
|input=236A<br />
|description=<br />
<br />
A special move that doesn't get used a lot at neutral due to other normals generally being better choices. While it has frame 1 projectile armour, it's not super useful since opponents don't typically use projectiles at such close range.<br />
<br />
{{clr|A|236A}} sees use in combos due to its good damage and scaling. On grounded hits, crouching state is required to follow it up with {{clr|A|5A}} (Hint: use {{clr|B|6B}} to force crouching beforehand). On air hits, {{clr|C|5C}} > {{clr|A|236A}}, {{clr|B|5B}} is a common way to add good damage to combos that allow it (The opponent needs to be in the air, low to the ground and in touching distance in most cases). With 50 Heat available, {{clr|C|3C}} > {{clr|A|236A}} > {{clr|A|236A}}, RC, {{clr|C|6C}}... becomes an excellent way to convert grounded hits into excellent damage.<br />
<br />
This move can be used as a decently safe poke due to its disjointed hitbox, but it isn't good for setting up tick throws and it is punishable on Instant Block.<br />
<br />
*Guardpoint prevents any hitstop from projectiles it guards.<br />
*Guardpoint can block against unblockable projectiles<br />
*Can only be followed up with Additional Attack on a standing non-counter hit.<br />
}}<br />
<br />
===<big>{{clr|B|B}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|B|236B}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=236B,236[B] |versioned=input<br />
|description=<br />
Tager pauses then slides forwarda considerable distance, ending in a strike. Guard points projectiles during start-up and active frames. Also guards Head and Body attacks during some of its startup start-up. Unlike the A version, B Sledgehammer does not guard against unblockables.<br />
<br />
Not necessarily the best way to close gaps as predictable Sledge use will usually be punished. Vary between using this, super jump {{clr|C|j.C}} and simply taking a nice stroll towards the opponent to keep them guessing. In combos it works as a great move due to its huge damage, decent scaling and can be followed with {{clr|A|6A}} > {{clr|C|6C}} fairly easily after a hard knockdown (Such as after a {{clr|C|3C}} counterhit or a {{clr|D|5D}} air hit into the corner).<br />
<br />
*Covers considerably more range than the A version, moves 33% further and deals slightly more damage when fully charged, but all other properties remain the same.<br />
*Guard point also prevents any hitstop for Tager.<br />
*Causes Crumple stun on grounded hit. On Counterhit gives a crumple stun similar to {{clr|D|5D}}'s standing counterhit, allowing all manner of followups.<br />
*Causes a launching tumble on air hit or downed hit. Allows easy followups.<br />
*Often used to close gaps and punch through reckless projectile spam, but it's far from ideal since it's the only real way to do this.<br />
*Used in corner combos after a {{clr|D|5D}} air hit.<br />
}}<br />
<br />
===<big>Additional Attack</big>===<br />
{{InputBadge|{{clr|A|236A}} after Sledgehammer or Voltec Charge guardpoint}}<br />
{{BBCF Move Card<br />
|input=236X~236A,214D~236A|versioned=input<br />
|description=<br />
<br />
A very risky move, since it can only be used after {{clr|A|236A}}/{{clr|B|B}} or {{clr|D|214D}} guardpoint and it loses to low attacks. It can be used to catch sleeping opponents or characters that don't have a fast enough {{clr|A|2A}}, but don't use it too much in pressure since it's very punishable on block. Notably, the version of the move you get cancelling from {{clr|D|214D}} is considerably faster than from either Sledgehammer.<br />
<br />
If it does land, it leads to no followup on regular hit and {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|623C}} on counterhit ({{clr|A|6A}} will whiff since it's a short starter). Hammer is more useful as a combo finisher to try to close out a round. It can also be Rapid Canceled to add a good bit of damage, especially for unmagnetized grounded combos.<br />
<br />
*Same Guard point properties as B Sledgehammer, but actually lasts until it goes active.<br />
*Doesn't guard unblockables, even when done from A Sledgehammer<br />
*Combo ender in most cases, will always connect after either Sledgehammer unless the combo has prorated severely.<br />
*Can be cancelled into on whiff on either Sledgehammer.<br />
*Counterhit state throughout<br />
*The version you get cancelling from {{clr|D|214D}} is considered a separate move to the version you get cancelling from Sledgehammer for same move proration purposes. This doesn't come up much in real combos however.<br />
}}<br />
<br />
===<big>Gadget Finger</big>===<br />
{{InputBadge|{{clr|D|22D}} on downed opponent (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=22D<br />
|description=<br />
<br />
Okizeme move, picks up the opponent off the floor or airborne near the floor and drops them in front of Tager, {{keyword|restanding|term=Re-stand}} them. Is strongly attractive during its startup and active time and can be held to extend this time.<br />
<br />
Gadget Finger is an incredibly versatile tool for Tager, used to end most combos with some magnetism and preventing recovery rolls. It's a natural followup to {{clr|A|360A}}, {{clr|C|j.360C}}, and {{clr|C|623C}}. Since it leaves Tager at +9, this allows for mixups: {{clr|C|5C}} or {{clr|C|3C}} to catch mash, {{clr|A|360A}} to catch block, and blocking or backdash to cover reversal options like DP or Overdrive.<br />
<br />
Gadget Finger whiffs can also be used to extend combos after {{clr|C|2C}} due to its magnetism pulling opponents back into range. These often function as longer, more damaging combo routes than Tager's unmagnetized combos, and they can be seen on his [[{{PAGENAME}}/Combos|Combos]] page.<br />
<br />
On some characters, particularly larger characters, the frame advantage also lets Tager follow up with {{clr|A|5A}}. This doesn't lead to many combo opportunities, but {{clr|A|5A}} > jump cancel block can bait Overdrive attempts and block the resulting Burst.<br />
*{{clr|A|5A}} after Gadget Finger works on: Amane, Arakune, Bang (only in corner and CH), Bullet (only on CH), Hakumen, Jubei, Kagura, Rachel, Ragna, Susanoo, Tager, and Tsubaki<br />
<br />
Gadget Finger can be Rapid Canceled into {{clr|B|360B}}~{{clr|B|360B}} to add at least 800 damage at the end of a combo. This is particularly useful to finish off a round with unburstable damage.<br />
<br />
It can also be Rapid Canceled to use the infamous "Timeout Tager" or "Tager Circus" strategy. After landing Gadget Finger (preferably after the opponent is thoroughly magnetized), it can be Rapid Cancel and repeatedly whiff {{clr|C|j.360C}}. This is much harder than it sounds, and must be done with great care to not launch the opponent too far. If done correctly, with 100 meter, this can be an effective strategy to win by timeout.<br />
<br />
*Magnetizes for 360F (1000F in Overdrive)<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Can be held to extend active frames.<br />
*Only usable if the combo has fully downed the opponent at some point before trying to activate Gadget Finger (floorbounce does not count). The moves that cause this are:<br />
** {{clr|A|6A}}, {{clr|D|5D}} and {{clr|D|2D}} (air hit, after floorslide begins)<br />
**Crush Trigger, {{clr|A|360A}}, {{clr|B|360B > 360B}} {{clr|C|j.360C}}, {{clr|C|j.2C}} (non-CH), and air throw.<br />
**{{Clr|B|6B}}, {{clr|C|3C}} and Atomic Collider will instantly allow the use of Gadget Finger, they do not need to touch the ground first in these cases.<br />
** And any time the opponent hits the ground and simply chooses not to Emergency Roll.<br />
*100% minimum damage, 5% fixed heat gain.<br />
*Unaffected by hitstun decay: +9 normally, +18 on counter hit. The recovery is increased by Fatal Counters and Jubei's standing hitstun penalty.<br />
}}<br />
<br />
===<big>Spark Bolt</big>===<br />
{{InputBadge|{{clr|D|41236D}}}} or {{InputBadge|{{clr|D|623D}}}}<br />
{{BBCF Move Card<br />
|input=41236D,623D|versioned=input<br />
|description=<br />
<br />
Tager launches a huge and fast projectile either horizontally or at an angle that punches through most other projectiles. On hit it wallbounces the opponent back towards Tager for easy followups and magnetises for 480F. To balance how utterly overpowered this sounds, it cannot be used without a full Electricity meter.<br />
<br />
Once its meter is charged, this is an incredibly threatening tool in Tager's arsenal. Spark Bolt can punish anything from any range with correct timing and can extend nearly any combo, especially if the opponent has been pushed out too far for a followup. The wallbounce allows for a close {{clr|C|5C}} followup for good damage, or a riskier low-hitting {{clr|A|6A}} for even more damage, especially considering the magnetism and huge upfront damage it has. The projectile is large enough to hit floorsliding opponents (such as after an air hit {{clr|D|5D}}), but it will whiff on fully downed opponents.<br />
<br />
The threat of Spark Bolt is also great for controlling the opponent's actions. You don't have to use it right away, holding onto it will affect how the opponent plays and can let you approach more easily since they'll be wary of just throwing out random attacks.<br />
<br />
If the move is stuffed, the Spark Bolt gauge will still be emptied even if the projectile doesn't come out, so be cautious of using it in close range neutral situations.<br />
<br />
*Magnetises for 480F (1000F during OD). Does not attract magnetised opponents, unlike other drive moves.<br />
*Unlike all other drive moves, this move does not attract magnetised opponents at all.<br />
*Requires a full Electricity gauge to fire and consumes all of it on the first startup frame.<br />
*Charges up in 1000 frames (16 2/3 seconds) normally.<br />
**Charges four times as fast during Overdrive (Charges in approximately 4 seconds).<br />
*Each version has a slightly different hit effect, with the diagonal version causing higher vertical force and less horizontal rebound force then the horizontal version.<br />
<br />
}}<br />
<br />
===<big>Crimson Punisher</big>===<br />
{{InputBadge|{{clr|A|j.63214A}}}}<br />
{{BBCF Move Card<br />
|input=j.63214A<br />
|description=<br />
A big swipe with Tager's arm that pushes Tager up and forwards a bit. If it hits, Tager immediately follows up with a belly flop.<br />
<br />
{{clr|A|j.63214A}} is primarily used as an air combo finisher due to its high damage. On knockdown, {{clr|A|5A}} will catch roll attempts and {{clr|B|2B}} will catch forward roll attempts. The followup hit can be Rapid Canceled for more damage, though this is only really advisable at the start of a combo.<br />
<br />
{{clr|A|j.63214A}} also grants Tager forward momentum, so it can be used as an approach tool along with {{clr|C|j.C}}. Mix this up to vary your approach angles.<br />
<br />
The followup is almost always guaranteed outside of very rare cases (for example, at the end of a very long combo or due to another Tager's magnetism).<br />
<br />
*Huge hitbox underneath Tager.<br />
*First hit disables bursts on hit.<br />
*Can only be used once per jump.<br />
*During the initial arm sweep, Tager is launched slightly upwards and forwards and loses all previous jumping momentum, enabling it to easily hit enemies slightly above him, but also makes hitting it on standing opponents very tricky. Also not an overhead.<br />
}}<br />
<br />
==Distortion Drives==<br />
<br />
===<big>Magna Tech Wheel</big>===<br />
{{InputBadge|{{clr|B|236236B}}}}<br />
{{BBCF Move Card<br />
|input=236236B, 236236B OD |versioned=name<br />
|description=<br />
<br />
The big damage super used at the end of combos. It has good minimum damage, but it is often better to use Rapid Cancels in combos combined with strong normal attacks like Atomic Collider. Still, this gives good unburstable damage to close out rounds and cash in meter.<br />
<br />
MTW also has guardpoint early on, making it viable as a wakeup reversal. However, opponents can Rapid Cancel their attack in response to the superflash, making it somewhat unreliable. If you plan to use is as a reversal, it's safest to have 100 meter so you can Rapid Cancel the attack to remain safe, otherwise you'll eat a big punish.<br />
<br />
MTW can be Rapid Canceled during any hit of the attack. Since the last hit is an overhead, this Rapid Cancel be be used to mix up the opponent with a low-hitting attack or even a command grab.<br />
<br />
In Overdrive, this move and its followup gain far more damage and will also force Active Flow if Tager hasn't activated it that round. If you wish to use it in this way, use MTW as early as you can in the combo to maximize damage.<br />
<br />
*Minimum damage: 864 OD: 1080<br />
*Strongly attractive to magnetised opponents.<br />
*Guard point against everything until the third hit, then blocks anything that includes the projectile attribute for the rest. Can guardpoint through unblockables.<br />
*Only possible to follow up with Terra Break or Rapid cancel, Opponent otherwise can tech before Tager even recovers.<br />
*Has a higher input priority than 360B, so be mindful when spinning the input.<br />
<br />
}}<br />
<br />
===<big>Terra Break</big>===<br />
{{InputBadge|{{clr|B|236236B}} after Magna Tech Wheel}}<br />
{{BBCF Move Card<br />
|input=236236B~236236B<br />
|description=<br />
<br />
'''To get the best results, continously roll the 236 motion during {{MMC|input=236236B|label=MTW}}. Then, input {{clr|B|B}} right as the opponent reaches the apex of the launch.'''<br />
<br />
Only really useful as an ender to long combos thanks to its high minimum damage. At the beginning of combos, using a Rapid Cancel will lead to more damage than Terra Break. If MTW is blocked, '''do not use this''', since it's still massively punishable and essentially a waste of 50 meter. Rapid Cancel instead to remain safe.<br />
<br />
In Overdrive, this move is much more useful. After the wallbounces, it can be followed up with {{clr|C|6C}} or {{clr|B|236B}} to keep the combo going. If MTW was done during Overdrive, Terra Break will always be the Overdrive version as well, even if Overdrive has expired.<br />
<br />
*Minimum damage: 720 OD: 840<br />
*Followup to Magna Tech Wheel to add even more damage.<br />
*Blows opponent away on hit and wallbounds.<br />
*Overdrive version causes wallbounce and hard knockdown that allows for folloup with various moves, the higher up they are when you hit them, the more time you will get.<br />
}}<br />
<br />
===<big>Genesic Emerald Tager Buster</big>===<br />
{{InputBadge|{{clr|C|720C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=720C<br />
|description=<br />
<br />
Tager's signature super. Instantly invulnerable, meaning it's a true reversal (though it will still whiff on airborne opponents). This move can pull in magnetized opponents extremely far during its startup (though the pull is significantly weaker during held frames), and it is unavoidable after superflash. It becomes even more potent when combined with Instant Blocking and Overdrive Cancel. GETB can also be used in tick throw situations, though it is much higher risk than other throw options.<br />
<br />
Be wary of when to use it, though. Because of its power, opponents will often bait it out with jump cancels and throw safe moves, which can lead to a wasted 50 meter and a counterhit punish. It's best used in guaranteed situations such as after an Overdrive Raid or punishable gap.<br />
<br />
*Hold C to extend active frames, but Tager is not invulnerable during this time<br />
*Has minimum distance check larger than its hitbox, which is unusual for throws, meaning that it's possible to be in range but miss since no hitboxes line up. Be aware that throws actually measure to the front of a player's collision box which gets pushed forward during some moves, such as Ragna's {{clr|B|5B}}<br />
*Moves forward and swaps sides after a successful hit, meaning it's impossible to corner someone with this<br />
*No followups possible, including Rapid Cancel<br />
*Overdrive version magnetizes opponent for the maximum duration of 1000F in addition to dealing more damage<br />
*100% minimum damage<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Charged Lightning</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
<br />
An expensive reversal that does not apply magnetism and launches the opponent away, but it is still useful for granting Active Flow. If it's available, a {{clr|C|720C}} punish is usually a better option during Overdrive flash. It's also not particularly strong in combos, but it can be used as an unburstable combo ender.<br />
<br />
*Ends the faster Spark Bolt gauge gain from OD the instant the move hits, so it can't be used to pad out this gain.<br />
*[[BBCF/Mechanics#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]]<br />
*322/639 Minimum Damage<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>King of Tager</big>===<br />
{{InputBadge|{{clr|D|1080D}} (Hold OK) when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=1080D<br />
|description=<br />
<br />
{{clr|D|1080D}} can hit an opponent during a combo regardless of their position (except for fully downed opponents) as long as their hitbox is in front of Tager. It primarily combos after {{MMC|input=360B|label=Wedge Catapult}} and {{MMC|input=623D|label={{clr|D|623D}} Spark Bolt}}, but other than that the long startup makes it very hard to combo into.<br />
<br />
{{clr|D|1080D}} is unique in that it requires a different response from opponents. It has an initial invuln, but this does not last into the active frames so opponents can mash out of it or use a reversal. As mentioned before, though, it can hit airborne opponents so it cannot be jumped. This means it has a use over {{clr|C|720C}}, though due to its motion it is often much more telegraphed and difficult to use in general.<br />
<br />
*Cannot be cancelled into from anything.<br />
*Startup is extendable by holding the {{clr|D|D}} button, attack will only happen 10F after it is released or max hold is performed.<br />
*Extremely attractive towards magnetised opponents, including during extended startup.<br />
*Horizontal distance check of 670px, which is longer than the actual hitbox (657px from Tager's origin). Thus, it can grab some extended hurtboxes, but not all of them.<br />
}}<br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Tager}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Iron Tager|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Iron_Tager&diff=450420BBCF/Iron Tager2024-03-25T09:44:30Z<p>Manta: /* Atomic Collider */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Tager is Blazblue's resident '''grappler''' who uses powerful command throws and guard point moves to deal high damage combos. Tager has very '''low mobility'''; He can't forward dash, and he can't double jump or air dash. However, Tager has a couple of things going for him. For one, he's a walking tank with the '''highest health''' in the game. Additionally, he has an amazing backdash with long invulnerability and can use some of his guard point attacks to close in against certain moves. Lastly, Tager has his Drive. Tager's Drive gives him the ability to magnetize his opponents in order to pull them towards him. With it, he can drag opponents into his attacks and open up new combo options for better damage. Once in, Tager's command grabs and '''high damage''' can mix up his opponent and take rounds.<br />
<br />
As a low mobility grappler, Tager struggles against characters with strong neutral and low committal offense. His huge hurtbox also opens up unique combo options and mixups for the cast. Tager relies on reading his opponents and calling out their attacks with his command grabs. Thankfully, Tager's Distortion Drives (especially with Overdrive) can create huge momentum swings in his favor. With patient play and good fundamental defense, Tager can turn the tide on anyone and run his game.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#Genesic Emerald Tager Buster|720C]] (5F, super throw)<br/>[[#Gigantic Tager Driver|360A]] (6F, throw)<br/>[[#5A|5A]] (7F)<br />
| reversal = [[#Magna Tech Wheel|236236B]] (19F)<br/>[[#Genesic Emerald Tager Buster|720C]] (5F)<br />
| fatalStarter = [[#6C|6C]]<br/>[[#j.2C|j.2C]]<br/>[[#2D|2D]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Voltic Battler<br />
|content=Tager can magnetize opponents for a small duration by landing certain attacks on hit or block. If the opponent is already magnetized and gets hit by an attack with magnetism, the duration stacks (max 1000F). The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager's opponent is in hitstun, the rate halves to 1 point per 2 frames (when they perform a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.<br/><br />
<br/><br />
When the opponent is magnetized, certain attacks will pull in the opponent. All Drive moves, as well as {{clr|A|6A}}, {{clr|A|360A}}/{{clr|B|B}}, {{clr|C|623C}}, {{clr|C|j.360C}}, and Distortion Drives, will pull in magnetized opponents. Each move attracts differently and for different durations, and they may pull in airborne and grounded opponents differently. For example, Atomic Collider strongly attracts airborne opponents, but does not affect standing or crouching opponents at all. The forces are noted in the frame data. Typically attractive moves start their attraction early on during startup and end during the active frames. Magnetism pulls do not affect a player's ability to perform moves since it doesn't directly cause any kind of hitstun, however it can mess up spacing and force players to land earlier or later than normal, causing some unpredictable and sometimes amusing effects. <br/><br />
<br/><br />
In all cases, players performing Distortion Drives and executing throws that have successfully connected are completely unaffected by magnetism.<br/><br />
<br/><br />
Tager's magnetism cannot force enemies into an airborne state if they're currently grounded, enemies doing any kind of ground tech also cannot be pulled vertically, even though emergency techs are considered airborne and can be pulled sideways surprisingly fast<br/><br />
<br/><br />
In addition to magnetism, Tager has an extra gauge: the Electricity Meter. This gauge fills up at 1 point per frame (freezes during hitstop and superflash) and has a maximum of 1000 points. When the gauge is full, Tager can use the Spark Bolt attack.<br />
|header2=Overdrive: Voltic Field<br />
|content2=Unlike most other overdrives, Tager's focuses more on taking advantage during neutral, with much stronger methods of applying and keeping magnetism. This isn't to say that it doesn't boost his combo damage, but this is limited to just what the overdrive cancel allows and greatly enhanced distortion drives, rather than boosted normals.<br />
<br />
*All normal drive moves all gain projectile guardpoints as well as attribute specific guardpoints depending on the move <br />
*Spark Bolt Gauge fills up four times as fast<br />
*All moves that apply magnetism apply the maximum amount on hit or block<br />
*Distortion Drives are enhanced (more information below)<br />
*While grounded and not in hitstun, magnetized opponents are constantly pulled towards Tager with a velocity of 2,000u/F (about 2/5 of average backwalking speed, so basically not much).<br />
}}<br />
</div><br />
<br />
<div id="home-content" class="home-grid"><br />
{{card|width=6<br />
|header=Unique Mechanic: 360 inputs<br />
|content=While not completely unique to Tager, he has the largest number of special inputs that involve performing at least one full rotation of the direction stick before inputting a button. If you aren't familiar with these from other games, it's important to know the following:<br />
<br />
*You do not need to do a full circle. Instead what you need to do is all 8 directions in order starting from any direction and spinning in either direction. Importantly, you're allowed to skip individual directions, including the final one, so long as no two consecutive inputs are skipped. This means that you minimally only need 4 direction inputs to make a single 360 spin For example:<br />
**4268, 1397, 41368, 41397 are valid spin inputs.<br />
**416987 is not, since it misses 2 ''and'' 3, which are consecutive directions. <br />
*360 Inputs have a 30F input window, 720 has 45F and 1080 has 75F. This timer counts from the moment you ''leave'' the first input, so it's possible to hold [4] to block, and then input 268A to transition to Gigantic Tager Driver.<br />
*Moves that require multiple spins require them to be in sequence and in the same direction. 42684268 is a valid 720 motion, 42686248 is not. The rule about not missing two consecutive directions still applies.<br />
*Spin inputs have a higher input priority than 236 or 623 inputs (So try to do these motions neatly if you don't want a 360 instead). Similarly, try to do your spin inputs in the opposite way to the 236 motion when possible to prevent accidentally getting the wrong move.<br />
<br />
This may feel unintuitive, since pressing upwards will usually make Tager jump, so there are some useful tricks to know:<br />
<br />
*Jump startup may be special cancelled, therefore performing 4268A or 6248A quickly enough will allow you to perform 360A from a standing start. This can be done with a 720 spin, but it's extremely hard to do.<br />
*You can also avoid jumping by doing the spin when Tager can't jump anyway (Known as "Buffering" the move). This includes:<br />
**During Tager's own moves.<br />
**While in the air, since Tager has no double jump.<br />
**While blocking or being hit.<br />
**While recovering from a knockdown (typically best done during the "bounce" recovery to prevent accidental rolling).<br />
**During super pauses, especially overdrive activation.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
<br />
Tager's {{clr|A|5A}} is a very useful poke that hits crouching opponents, outranges most other moves of comparable speed and leads to decent damage on hit if they're close or magnetized. It can also be used to set up tick throws thanks to its large hitbox and neutral frame advantage. While it is slightly slower than the average jab it still covers a lot of scenarios in a single button press.<br />
<br />
*Cannot self cancel, even on hit.<br />
*One of Tager's few jump-cancelable normals.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
<br />
{{clr|B|5B}} is Tager's primary low for low/throw mixups and generally is a great point-blank poke. It's slightly smaller than {{clr|A|5A}}, but Tager's foot is entirely disjointed and it leads to more damage overall. While it is a low attack, it boasts surprising vertical reach and must be barrier blocked in the air, so it's great for catching opponents attempting to jump out of pressure.<br />
<br />
In combos this easily bridges into {{clr|C|5C}} and {{clr|C|3C}} to continue the combo, and while it doesn't do amazing damage, it still scales well.<br />
<br />
*One of Tager's few jump-cancelable normals.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
<br />
{{clr|C|5C}} is a very strong move with many applications. It is Tager's strongest combo starter thanks to its high proration values. It's also a very good combo filler thanks to its high damage and cancel options. At most ranges, {{clr|C|5C}} combos into {{clr|A|6A}} during short or medium-length combos, or {{clr|C|623C}} at the end of long combos. At max range, often the only followup available is {{MMC|input=41236D|label=Spark Bolt}}.<br />
<br />
{{clr|C|5C}} is a fantastic punish tool as well. On a grounded counterhit, {{clr|C|5C}} > {{clr|C|6C}}... can lead to over 5K damage.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
<br />
Slightly slower than {{clr|A|5A}}, but with a lower profile and more disjointed hitbox. {{clr|A|2A}} can be used as a ghetto anti-air, but it's a bit weak since it requires a quick reaction time for a jump cancel followup. It can also be used as a mashable button since it can self-cancel up to three times, unlike {{clr|A|5A}}<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|2A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
<br />
{{clr|B|2B}} does not reach very far, but it has very strong frame advantage and a fast total animation. It can be used to set up Wedge Catapult attempts and intentional whiffs to reset pressure or go for a throw.<br />
<br />
Thanks to the hitbox going well inside of Tager, {{clr|B|2B}} is also great for catching rolls in the corner.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|5B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
<br />
{{clr|C|2C}} is Tager's very high-risk, high-reward anti-air. Its invuln does not last into the active frames, so it will often trade, though the trade will usually be beneficial due to its high counterhit hitstun. This move has abysmal recovery on whiff, and it has a small horizontal reach, so it's very risky to throw out.<br />
<br />
{{clr|C|2C}} is mostly used in combos, most often ...{{clr|A|6A}} > {{clr|C|2C|}} > {{clr|C|623C}}.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{InputBadge|(Hold OK)}}<br />
{{BBCF Move Card<br />
|input=6A,6[A]|versioned=name<br />
|description=<br />
<br />
{{clr|A|6A}} is a good multi-purpose tool. It brings the opponent closer on hit and block, enabling close-range pressure and low/throw mixups. It's a staple combo tool as well to pull in opponents that have been pushed out. Usually in combos it gets used after {{clr|C|5C}}, a link which eventually fails during long combos. Other times include after Sledgehammer B, Back throw and, with some timing, Spark Bolt and {{clr|D|j.D}}.<br />
<br />
This move also has an effect where the opponent cannot tech the slide if they hit the floor within 2F of being hit (Basically when they're very close to the ground when hit in the air), causing a hard knockdown. This is generally referred to as "Low {{clr|A|6A}}". The combined untech time is long enough to allow combos of all kinds. The normal version will generally only combo into {{clr|C|2C}}, {{clr|B|6B}} and {{clr|A|236A}} but with low version, {{clr|A|6A}} will combo into {{clr|B|236B}}, {{clr|C|6C}}, and Crush Trigger as well, allowing a lot of combo possibilities. You'll want to learn this timing to get maximum damage combos, especially after Spark Bolt.<br />
----<br />
Charging {{clr|A|6A}} simply extends the armor frames and attractive time, and adds a bit more damage. Charging fully is generally useless, except for very big reads to guard point through attacks.<br />
<br />
*Hold button to delay.<br />
*Move is attractive to magnetized opponents throughout its startup and active frames, including if the move is delayed.<br />
*Armor is only enabled if the move is charged for at least 16 Frames.<br />
*Armor throughout the charge animation against Body, Head and Projectile attacks. Somewhat uniquely, attacks against {{clr|A|6A}}'s armor will still deal half of their base damage to Tager (And can still end the round).<br />
*Negative knockback, opponents are knocked towards Tager when it connects in any way. Floor slides at Tager's feet on air hit.<br />
*Full charge is achieved 6 frames before Tager will automatically swing anyway.<br />
*Large hitbox that encompasses the spark around Tager's hand, overall reach slightly larger than {{clr|C|5C}}.<br />
*Tager's only normal that can cancel into Gigantic Tager Driver or Wedge Catapult.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
<br />
{{clr|B|6B}} is an important tool thanks to its foot invulnerability. Since Tager's armored moves lose to foot-attribute attacks, this can be used to call out opponents attempting to beat the armor. On counterhit, {{clr|B|6B}} combos into {{clr|C|6C}}, leading to massive damage.<br />
<br />
{{clr|B|6B}} is also a very common combo filler since it forces crouching on opponents. {{clr|B|6B}} > {{clr|A|236A}} , {{clr|A|5A}}... works at the start of many combos and is a simple way to increase damage, set up magnetism, and even extend combos.<br />
<br />
*Can cancel into itself once.<br />
*Forces crouching on standing hit allowing combos into {{clr|A|236A}} (And {{clr|D|5D}} on fatal combos)<br />
*Hard knockdown on air hit. Combos into A Sledge and Gadget finger but not {{clr|C|2C}} with a few exceptions.<br />
*Moves Tager forward slightly.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
<br />
{{clr|C|6C}} is a very strong combo filler attack. In midscreen combos, it's often used as a followup to a counterhit {{clr|C|5C}} or {{clr|B|6B}}, or after a low {{clr|A|6A}}. In corner combos, it can be looped with {{clr|D|5D}} for lots of damage.<br />
<br />
Outside of combos, {{clr|C|6C}} is a relatively risky poke that's usually outclassed by {{clr|C|5C}} or {{clr|D|5D}}. It can be used as an overhead mixup, but its lengthy startup and visual tell make it less useful in this regard.<br />
<br />
*Fatal Counter.<br />
*Jump cancelable on hit, but not on block.<br />
*Ground Bounces.<br />
*110% Bonus Proration.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
<br />
A very useful move for starting magnetized combos. The untech time is long enough to combo {{clr|C|3C}} > {{clr|C|623C}} whiff > {{clr|C|5C}} and can net 3K off a simple interaction. It's a great poke as well, extending almost as far as {{clr|C|5C}} and coming out a bit faster, and it can also be used at the end of shorter combos to get magnetism with {{clr|D|22D}}.<br />
<br />
*Hitting with {{clr|C|3C}} at any point in the combo enables using Gadget Finger for that combo, even if they never hit the floor.<br />
*Hard knockdown on grounded counterhit, even if the opponent is flung into the air before reaching the ground (They'll eventually air tech after a long enough period of time).<br />
*110% Bonus Proration.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
<br />
A fantastic but often overlooked move, used to win air to air battles, particularly ones the opponent didn't expect when trying to jump in. If done early enough in a jump, a counterhit {{clr|A|j.A}} can chain into {{clr|D|j.D}} for some nice combos, though it's typically safer to go for {{clr|A|j.A}} > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|A|j.63214A}}.<br />
<br />
{{clr|A|j.A}} is also a necessary combo filler after an air hit {{clr|A|5A}} or {{clr|A|2A}}.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
<br />
{{clr|B|j.B}} is an extremely useful air button. It has very generous active frames and leads to decent damage in most combos. The hitbox and active frames also make it very useful for crossups. It has a long whiff recovery, however, so don't throw it out too carelessly.<br />
<br />
{{clr|B|j.B}} sets up a safejump after Atomic Collider, though it loses to 6-frame reversals. This safejump has benefits over Gadget Finger oki, since it keeps the opponent closer and allows for immediate pressure.<br />
<br />
*Ground bounces on counterhit against airborne opponents.<br />
**Ground bounce adjusts with height, allowing similar followups from various starting heights.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
<br />
{{clr|C|j.C}} gives Tager forward momentum, so it can be used to close the distance along with {{MMC|input=j.63214A|label={{clr|A|j.63214A}}}}. It can also be used as an anti-air since the hitbox covers most of Tager's hurtbox, though it will often clash. On counterhit, it's usually possible to land and pick up the combo with {{clr|C|5C}}.<br />
<br />
*Quite decent recovery, advantageous in air to air situations.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|j.B}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
<br />
{{clr|C|j.2C}} is the Fatal Counter you'll most likely land. It halts Tager's air momentum, so it can be used to call out anti-air attempts and punish the opponent hard. On regular hit, often the only option is to follow up with Gadget Finger or a Rapid Cancel into {{clr|B|5B}}. It is very punishable on block, though, so use it carefully.<br />
<br />
In combos, this move is very frequently used after {{clr|C|6C}} to bring the opponent back down. Ensure you hit them with Tager as low as you can to give yourself time to recover and use {{clr|B|5B}} or {{clr|C|3C}}.<br />
<br />
Uniquely, if this move is used very close to the ground, the attack will come out almost instantly. The quick startup version seems to be a bug that was deliberately left in the game where the game cancels much of the startup into the landing animation (which has some active frames). This quick version is useful for getting surprise fatal counters on jump ins, and is also quite safe. However its use is very limited due to the rather precise height meeded to activate it. Bizarrely enough it's still an overhead when done close to the ground.<br />
<br />
*Fatal Counter<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br style="clear:both;"/><br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
<br />
{{clr|D|5D}} is a massive poke that magnetizes the opponent and can lead to great damage. However, it has a fairly long startup; don't abuse this move, or you'll eat painful counter hits yourself.<br />
<br />
On counterhit, {{clr|D|5D}} can combo into {{MMC|input=360B|label={{clr|B|360B}}}} just outside of max range, or partially charged {{clr|A|6A}} at any range. It's also possible to follow up with Spark Bolt from any hit, including air hit if done fast enough. As a combo ender, it can also be canceled into {{clr|D|214D}} for a quick Spark Bolt charge or Gadget Finger to pull them back in for some shenanigans.<br />
<br />
This move particularly shines in corner combos, where it can be looped with {{MMC|input=6C|label={{clr|C|6C}}}} for massive damage.<br />
<br />
*Magnetizes for 300F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Blows opponent away on air hit, and causes floorslide.<br />
*Gains Body and Projectile guardpoint during Overdrive.<br />
**Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
<br />
Despite its enticing frame advantage, this move isn't as useful as it appears. Its slow startup and telegraphed animation means it normally won't be surprising the opponent, but on block it leaves Tager plus and close-up against a magnetized opponent, which is a very favorable position. Its best use is to close short distances or take advantage of opponents that are conditioned to not challenge during blockstun.<br />
<br />
On regular hit, this move has no cancel options besides Rapid Cancel. On Fatal Counter, Tager can follow up with either {{clr|C|3C}} > {{clr|C|623C}} (whiff) or {{clr|C|5C}} > {{clr|A|6A}} to start the combo. <br />
<br />
*Fatal Counter<br />
*Magnetises for 300F (1000F in Overdrive)<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Recovery starts immediately after the move connects, so frame advantage is always the same.<br />
*Gains Foot and Projectile guardpoint during Overdrive<br />
**Attacks do not cause hitstop<br />
**Unblockables still cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
{{BBCF Move Card<br />
|input=4D<br />
|description=<br />
<br />
{{clr|D|4D}} is a common pressure ender to apply magnetism, end with a safe frame advantage, and set up tick throws. It can also be used instead of Gadget Finger in some situations to set up tricky resets. {{clr|C|623C}} , {{clr|D|4D}} pulls the opponent directly towards Tager if they emergency tech, or hit them if they delay tech.<br />
<br />
This move does not have followups on regular hit, but on counterhit it can be followed up with {{clr|C|3C}} to lead to decent damage.<br />
<br />
*Magnetises for 180F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Gains Body and Projectile guardpoint during Overdrive.<br />
**Guarded attacks do not cause blockstop for Tager <br />
**Unblockables cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
<br />
{{clr|D|j.D}} is a somewhat situational move since Tager is usually grounded, but it can be used to control air space. More importantly, it can lead to high damage if landed close to the ground, comboing into Wedge Catapult or {{clr|C|6C}}. It's a very strong move during combos as well, most commonly after {{clr|C|6C}}, due to its long untechable time and high proration values.<br />
<br />
It's also used in the Fatal Counter loop of {{clr|C|j.C}} > {{clr|D|j.D}}. On Fatal, your goal should be to get into this loop as fast as you can to get the most damage.<br />
<br />
*Magnetizes for 300F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Gains Head and Projectile guardpoint during Overdrive.<br />
**Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored.<br />
*Hitbox extends far beyond Tager's arms.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}} or {{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C,4B+C|versioned=name<br />
|description=<br />
<br />
While technically as fast as {{clr|A|360A}}, standard throw is quicker to use on reaction than spinning the stick, and it leads to more damage, just without the invuln. For forward throw, follow up with {{clr|B|236B}}, and for back throw, follow up with {{clr|A|6A}} > {{clr|C|6C}}.<br />
<br />
Both standard throw routes end with Atomic Collider, so bear in mind which throw gives the best positioning afterwards.<br />
<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw, but with more range.]]<br />
** Has 401 pixel range compared to the standard 266 pixel range.<br />
*Forward Throw is special cancelable, but back throw is not<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
<br />
Not exactly a useful move for Tager since he doesn't have many opportunities to get close mid air, or set up airthrow traps since Air Driver does these things much better. But it does at least recover much more quickly than Air Driver if it misses and does lead to slightly more damage. Air throw can be followed up with {{clr|C|j.2C}} (Performed very close to the ground) at almost any height.<br />
<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw, but with more range.]]<br />
** Has 453 pixel range compared to the standard 344 pixel range.<br />
*Cancellable from {{clr|A|j.A}}.<br />
*Swaps sides.<br />
*Hard knockdown after a small bounce. Follow up by landing a lowest-possible {{clr|C|j.2C}}, {{clr|B|5B}}... or {{clr|C|j.C}}, {{clr|C|5C}}.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
<br />
Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of the opponent and get back to neutral. Unlike other Counter assaults, Tager's does not knock his opponent away. Instead, it grants a close-range soft knockdown on grounded hit and a close-range hard knockdown on airborne hit.<br />
<br />
*Uses {{clr|B|6B}}'s animation<br />
*Slightly slower than other Counter Assaults<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
<br />
Usually not that useful since Tager has better options during combos and pressure. However, opponents in Guard Crush can be thrown, so this can be used to set up unblockable throws if the opponent doesn't use Barrier. Overall, it's not used that much because there's usually a better option that doesn't use meter. That being said, it can be followed up with {{clr|B|5B}}, {{clr|B|6B}}, and {{clr|C|3C}}.<br />
<br />
*Gives a small floorbounce followed by a hard knockdown, essentally giving it a long knockdown time.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Gigantic Tager Driver</big>===<br />
{{InputBadge|{{clr|A|360A}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=360A<br />
|description=<br />
<br />
Tager's primary throw mixup. It has a quick startup, and can be held to pull in magnetized opponents, making it a very potent tick throw, most commonly after {{clr|A|5A}} or {{clr|D|4D}}. But don't be too predictable, since the move has a long whiff recovery and can be avoided by jumping.<br />
<br />
It can also be used to punish any pressure gap of 3 frames or more thanks to its invuln, which can be further enhanced with the use of Instant Blocking. Again, though, wary opponents can avoid this with jump cancel, frame traps, throw invuln attacks or {{keyword|meaty}} attacks, so don't overuse it.<br />
<br />
While it might seem as a Grappler that your gameplan should revolve around landing this move, it actually only leads to weak damage compared to Tager's other options. Typically this move is most useful for keeping the opponent from doing bad blockstrings on the ground and also to win out point-blank jab contests when at near-neutral frame advantage, forcing the opponent to play less aggressively.<br />
<br />
*Attractive to grounded magnetised opponents during startup and active frames.<br />
*Can be held to extend active frames.<br />
*Cannot be special cancelled into, except from {{clr|A|6A}}.<br />
*Small invulnerability window on frames 3-6. Cannot be increased by holding {{clr|A|A}}.<br />
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism).<br />
*Has 210 pixel range between bounding boxes.<br />
}}<br />
<br />
===<big>Wedge Catapult</big>===<br />
{{InputBadge|{{clr|B|360B}}}}<br />
{{BBCF Move Card<br />
|input=360B<br />
|description=<br />
<br />
A slow command grab with a lot of invlnerability at the start (but not a full reversal). Unlike his other command grabs, you cannot hold the button to extend or delay it.<br />
<br />
{{clr|B|360B}} is useful for calling out slow committal attacks and moves that are good at beating {{clr|A|360A}} and {{clr|C|720C}}, since they tend to rely on small hops or short throw invulnerability, and this move is so slow it will hit after they're vulnerable again. However, since it is very slow and has a long recovery, and is very susceptible to whiffing and getting punished hard. The invuln starts on frame 6, so it's a riskier option than {{clr|A|360A}}.<br />
<br />
As a combo starter, {{clr|B|360B}} allows for a followup {{clr|C|5C}} or {{clr|C|6C}} for around 3-3.5K damage, giving it better damage than {{clr|A|360A}} and more choice about how to set up your okizeme. If Tager's back is to the corner, it can be followed up with {{clr|D|5D}} to go into {{clr|C|6C}} > {{clr|D|5D}} corner loops.<br />
<br />
Wedge Catapult can be used in combos after long untech counterhit moves, though most importantly it can be used with {{MMC|input=22D|label=Gadget Finger}} > Rapid Cancel for high minimum damage after the end of long combos.<br />
<br />
*Disables opponent's burst on hit.<br />
*Attractive to magnetized opponents during startup.<br />
*Cannot kill.<br />
*Can only be cancelled into from {{clr|A|6A}}.<br />
*Combo throw, does not incur purple !! marks if used during blockstun or a combo But does not benefit from the 10% damage bonus on counterhits nor does it have 100% minimum damage.<br />
*Untech time always lasts until the opponent hits the floor, even in very long combos.<br />
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism).<br />
*If Tager's back is near to a wall when he hits, then he will be pushed away from the wall towards the middle of the screen to allow followups.<br />
*Has 210 pixel range between bounding boxes<br />
}}<br />
<br />
===<big>Impact Driver</big>===<br />
{{InputBadge|{{clr|B|360B}} After Wedge Catapult}}<br />
{{BBCF Move Card<br />
|input=360B~360B<br />
|description=<br />
<br />
A command followup to Wedge Catapult that can be input at any point after the opponent has rebounded off of the wall right up until Tager fully recovers. Basically turns the move into {{clr|A|360A}} with 100 more damage.<br />
<br />
Impact Driver is seldom used due to other combos from Wedge Catapult causing more damage. However it is unburstable, will always connect at any point in a combo and has good minimum damage. This makes this move mostly used as a burst-safe round ender. Impact Driver can only be followed up by Gadget Finger.<br />
<br />
*Deals 100% damage if Wedge catapult was the first hit of the combo. 50% minimum damage otherwise.<br />
*This move can be input at any time during Wedge catapult's recovery after the wallbounce and it will always connect.<br />
*Opponent is returned to the same side they were on when Wedge catapult grabbed them.<br />
<br />
}}<br />
<br />
===<big>Air Driver</big>===<br />
{{InputBadge|{{clr|C|j.360C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=j.360C<br />
|description=<br />
<br />
Gigantic Tager Driver, but in the air! (And very slightly more damage).<br />
<br />
An interesting, but pretty unreliable tool that can be used to surprise opponents at a far distance and discourage jumping. Unlike {{MMC|input=360A|label={{clr|A|360A}}}}, this move does not have any invulnerability, but since airborne players do not experience friction when being pulled by magnetism, this can grab airborne opponents from full screen amazingly quickly at times. Similar to {{MMC|input=623C|label=Atomic Collider}}, opponents that superjump or air dash may be flung too far to be grabbed, and can get a free hit due to the long recovery of this move.<br />
<br />
Can be disrespectfully used during combos as a purple throw or a tech trap to do an absurd amount of extra damage, but there's no way to do reliable Throw Reject Miss setups since it cannot be canceled from {{clr|A|j.A}}<br />
<br />
*Attractive to magnetized opponents during startup and active frames.<br />
**Strongly attractive to airborne opponents, including during moves like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=5C|label={{clr|C|5C}}}}.<br />
**Weakly attractive to grounded opponents. They'll be slowly dragged across the ground.<br />
*Can only grab airborne opponents.<br />
*Can be held to extend active frames.<br />
*Cannot be special cancelled into at all.<br />
*No invulnerability unlike {{clr|A|360A}}.<br />
*Has 210 pixel range between bounding boxes, but the hitbox tends to be the limiting factor.<br />
}}<br />
<br />
===<big>Atomic Collider</big>===<br />
{{InputBadge|{{clr|C|623C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=623C<br />
|description=<br />
Anti-air grab that swaps sides on hit and can be used during combos. Hold {{clr|C|C}} to extend the startup magnetic attraction, release to actually grab them.<br />
<br />
Atomic Collider adds good damage to any combo. In long combos, it's only possible to follow up with Gadget Finger, so it's usually the end of the combo. {{clr|B|j.B}} is also a safejump after Atomic Collider, though this loses to reversals faster than 7 frames. Keep in mind that Atomic Collider sideswaps, so it may be advantageous to end the combo with other moves to maintain positional advantage.<br />
<br />
{{clr|C|3C}} is a common button to set up the float on whiff. From there, it can be followed up with plenty of options. The most common combo is {{clr|C|3C}} > {{clr|C|623C}} (whiff) , {{clr|C|5C}} > {{clr|A|6A}} > {{clr|C|2C}} > {{clr|C|623C}}.<br />
<br />
*Attractive to airborne magnetized opponents during startup and active frames.<br />
**Strongly attractive to airborne opponents, including during moves like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=5C|label={{clr|C|5C}}}}.<br />
**No effect on grounded opponents.<br />
*Can never grab a grounded opponent, regardless of hitboxes.<br />
*Combo throw. It will not incur a purple throw if used in a combo and benefits as normal from the 10% bonus damage from counter hits. Does not have 100% minimum damage.<br />
**First hit also does 0 damage, so this move will do a maximum of 1350 damage due to combo scaling.<br />
*Can be deliberately missed to reposition magnetised opponents, very important for combos.<br />
*Can grab extended hitboxes.<br />
*Trades inconistently due to its Head invulnerability expiring on its first active frame. Who wins the trade is determined by [[BBCF/Miscellaneous#Character_Priority|Character Priority]], which is usually Tager, but not always.<br />
<br />
<br />
}}<br />
<br />
===<big>Voltec Charge</big>===<br />
{{InputBadge|{{clr|D|214D}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=214D<br />
|description=<br />
Tager stands still and charges his spark bolt guage while protected by a Body, Head and Projectile guardpoint. Hold to extend the duration. If the opponent activates the guardpoint, this move can be cancelled into {{MMC|input=214D~236A|label=Additional Attack}}. To perform this cancel, you need to input {{clr|A|236A}} while still holding {{clr|D|D}} to stop this move ending.<br />
<br />
{{clr|D|214D}} is important for maintaining {{MMC|input=41236D|label=Spark Bolt}}. It can be used after a blocked {{clr|D|5D}} to get in a quick charge, or in neutral to bait opponents into approaching. It can also be used somewhat as an anti-air with its armor with the {{MMC|input=214D~236A|label=Additional Attack}}, though this will lose to crossups, double jumps and other evasions. Keep in mind that this move does not have armor against foot attacks, so it's inadvisable to use to trap grounded attacks except for predicting reversals.<br />
<br />
*The Electric gauge charges more based on how long Tager holds the stance. Minimum of 66 of Spark meter generated, Maximum of 510. <br />
**This equates to 6 units of extra spark bolt charge for every optional frame of this stance held.<br />
**Cancelling into {{clr|A|236A}} or being interrupted during this move prevents any spark bolt charge being gained.<br />
*Blocks Head, Body and Projectile attribute moves while held. Cannot block unblockable attacks.<br />
<br />
}}<br />
<br />
===<big>{{clr|A|A}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|A|236A}}}}<br />
{{BBCF Move Card<br />
|input=236A<br />
|description=<br />
<br />
A special move that doesn't get used a lot at neutral due to other normals generally being better choices. While it has frame 1 projectile armour, it's not super useful since opponents don't typically use projectiles at such close range.<br />
<br />
{{clr|A|236A}} sees use in grounded combos, mostly after {{clr|B|6B}} to force crouching. It can be followed up with {{clr|A|5A}} on crouching opponents for a short combo and end with Gadget Finger to apply magnetism.<br />
<br />
This move can be used as a decently safe poke due to its disjointed hitbox, but it isn't good for setting up tick throws and it is punishable on Instant Block.<br />
<br />
*Guardpoint prevents any hitstop from projectiles it guards.<br />
*Guardpoint can block against unblockable projectiles<br />
*Can only be followed up with Additional Attack on a standing non-counter hit.<br />
}}<br />
<br />
===<big>{{clr|B|B}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|B|236B}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=236B,236[B] |versioned=input<br />
|description=<br />
Tager pauses then slides forwarda considerable distance, ending in a strike. Guard points projectiles during start-up and active frames. Also guards Head and Body attacks during some of its startup start-up. Unlike the A version, B Sledgehammer does not guard against unblockables.<br />
<br />
Not necessarily the best way to close gaps as predictable Sledge use will usually be punished. Vary between using this, super jump {{clr|C|j.C}} and simply taking a nice stroll towards the opponent to keep them guessing. In combos it works as a great move due to its huge damage, decent scaling and can be followed with {{clr|A|6A}} > {{clr|C|6C}} fairly easily after a hard knockdown (Such as after a {{clr|C|3C}} counterhit or a {{clr|D|5D}} air hit into the corner).<br />
<br />
*Covers considerably more range than the A version, moves 33% further and deals slightly more damage when fully charged, but all other properties remain the same.<br />
*Guard point also prevents any hitstop for Tager.<br />
*Causes Crumple stun on grounded hit. On Counterhit gives a crumple stun similar to {{clr|D|5D}}'s standing counterhit, allowing all manner of followups.<br />
*Causes a launching tumble on air hit or downed hit. Allows easy followups.<br />
*Often used to close gaps and punch through reckless projectile spam, but it's far from ideal since it's the only real way to do this.<br />
*Used in corner combos after a {{clr|D|5D}} air hit.<br />
}}<br />
<br />
===<big>Additional Attack</big>===<br />
{{InputBadge|{{clr|A|236A}} after Sledgehammer or Voltec Charge guardpoint}}<br />
{{BBCF Move Card<br />
|input=236X~236A,214D~236A|versioned=input<br />
|description=<br />
<br />
A very risky move, since it can only be used after {{clr|A|236A}}/{{clr|B|B}} or {{clr|D|214D}} guardpoint and it loses to low attacks. It can be used to catch sleeping opponents or characters that don't have a fast enough {{clr|A|2A}}, but don't use it too much in pressure since it's very punishable on block. Notably, the version of the move you get cancelling from {{clr|D|214D}} is considerably faster than from either Sledgehammer.<br />
<br />
If it does land, it leads to no followup on regular hit and {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|623C}} on counterhit ({{clr|A|6A}} will whiff since it's a short starter). Hammer is more useful as a combo finisher to try to close out a round. It can also be Rapid Canceled to add a good bit of damage, especially for unmagnetized grounded combos.<br />
<br />
*Same Guard point properties as B Sledgehammer, but actually lasts until it goes active.<br />
*Doesn't guard unblockables, even when done from A Sledgehammer<br />
*Combo ender in most cases, will always connect after either Sledgehammer unless the combo has prorated severely.<br />
*Can be cancelled into on whiff on either Sledgehammer.<br />
*Counterhit state throughout<br />
*The version you get cancelling from {{clr|D|214D}} is considered a separate move to the version you get cancelling from Sledgehammer for same move proration purposes. This doesn't come up much in real combos however.<br />
}}<br />
<br />
===<big>Gadget Finger</big>===<br />
{{InputBadge|{{clr|D|22D}} on downed opponent (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=22D<br />
|description=<br />
<br />
Okizeme move, picks up the opponent off the floor or airborne near the floor and drops them in front of Tager, {{keyword|restanding|term=Re-stand}} them. Is strongly attractive during its startup and active time and can be held to extend this time.<br />
<br />
Gadget Finger is an incredibly versatile tool for Tager, used to end most combos with some magnetism and preventing recovery rolls. It's a natural followup to {{clr|A|360A}}, {{clr|C|j.360C}}, and {{clr|C|623C}}. Since it leaves Tager at +9, this allows for mixups: {{clr|C|5C}} or {{clr|C|3C}} to catch mash, {{clr|A|360A}} to catch block, and blocking or backdash to cover reversal options like DP or Overdrive.<br />
<br />
Gadget Finger whiffs can also be used to extend combos after {{clr|C|2C}} due to its magnetism pulling opponents back into range. These often function as longer, more damaging combo routes than Tager's unmagnetized combos, and they can be seen on his [[{{PAGENAME}}/Combos|Combos]] page.<br />
<br />
On some characters, particularly larger characters, the frame advantage also lets Tager follow up with {{clr|A|5A}}. This doesn't lead to many combo opportunities, but {{clr|A|5A}} > jump cancel block can bait Overdrive attempts and block the resulting Burst.<br />
*{{clr|A|5A}} after Gadget Finger works on: Amane, Arakune, Bang (only in corner and CH), Bullet (only on CH), Hakumen, Jubei, Kagura, Rachel, Ragna, Susanoo, Tager, and Tsubaki<br />
<br />
Gadget Finger can be Rapid Canceled into {{clr|B|360B}}~{{clr|B|360B}} to add at least 800 damage at the end of a combo. This is particularly useful to finish off a round with unburstable damage.<br />
<br />
It can also be Rapid Canceled to use the infamous "Timeout Tager" or "Tager Circus" strategy. After landing Gadget Finger (preferably after the opponent is thoroughly magnetized), it can be Rapid Cancel and repeatedly whiff {{clr|C|j.360C}}. This is much harder than it sounds, and must be done with great care to not launch the opponent too far. If done correctly, with 100 meter, this can be an effective strategy to win by timeout.<br />
<br />
*Magnetizes for 360F (1000F in Overdrive)<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Can be held to extend active frames.<br />
*Only usable if the combo has fully downed the opponent at some point before trying to activate Gadget Finger (floorbounce does not count). The moves that cause this are:<br />
** {{clr|A|6A}}, {{clr|D|5D}} and {{clr|D|2D}} (air hit, after floorslide begins)<br />
**Crush Trigger, {{clr|A|360A}}, {{clr|B|360B > 360B}} {{clr|C|j.360C}}, {{clr|C|j.2C}} (non-CH), and air throw.<br />
**{{Clr|B|6B}}, {{clr|C|3C}} and Atomic Collider will instantly allow the use of Gadget Finger, they do not need to touch the ground first in these cases.<br />
** And any time the opponent hits the ground and simply chooses not to Emergency Roll.<br />
*100% minimum damage, 5% fixed heat gain.<br />
*Unaffected by hitstun decay: +9 normally, +18 on counter hit. The recovery is increased by Fatal Counters and Jubei's standing hitstun penalty.<br />
}}<br />
<br />
===<big>Spark Bolt</big>===<br />
{{InputBadge|{{clr|D|41236D}}}} or {{InputBadge|{{clr|D|623D}}}}<br />
{{BBCF Move Card<br />
|input=41236D,623D|versioned=input<br />
|description=<br />
<br />
Tager launches a huge and fast projectile either horizontally or at an angle that punches through most other projectiles. On hit it wallbounces the opponent back towards Tager for easy followups and magnetises for 480F. To balance how utterly overpowered this sounds, it cannot be used without a full Electricity meter.<br />
<br />
Once its meter is charged, this is an incredibly threatening tool in Tager's arsenal. Spark Bolt can punish anything from any range with correct timing and can extend nearly any combo, especially if the opponent has been pushed out too far for a followup. The wallbounce allows for a close {{clr|C|5C}} followup for good damage, or a riskier low-hitting {{clr|A|6A}} for even more damage, especially considering the magnetism and huge upfront damage it has. The projectile is large enough to hit floorsliding opponents (such as after an air hit {{clr|D|5D}}), but it will whiff on fully downed opponents.<br />
<br />
The threat of Spark Bolt is also great for controlling the opponent's actions. You don't have to use it right away, holding onto it will affect how the opponent plays and can let you approach more easily since they'll be wary of just throwing out random attacks.<br />
<br />
If the move is stuffed, the Spark Bolt gauge will still be emptied even if the projectile doesn't come out, so be cautious of using it in close range neutral situations.<br />
<br />
*Magnetises for 480F (1000F during OD). Does not attract magnetised opponents, unlike other drive moves.<br />
*Unlike all other drive moves, this move does not attract magnetised opponents at all.<br />
*Requires a full Electricity gauge to fire and consumes all of it on the first startup frame.<br />
*Charges up in 1000 frames (16 2/3 seconds) normally.<br />
**Charges four times as fast during Overdrive (Charges in approximately 4 seconds).<br />
*Each version has a slightly different hit effect, with the diagonal version causing higher vertical force and less horizontal rebound force then the horizontal version.<br />
<br />
}}<br />
<br />
===<big>Crimson Punisher</big>===<br />
{{InputBadge|{{clr|A|j.63214A}}}}<br />
{{BBCF Move Card<br />
|input=j.63214A<br />
|description=<br />
A big swipe with Tager's arm that pushes Tager up and forwards a bit. If it hits, Tager immediately follows up with a belly flop.<br />
<br />
{{clr|A|j.63214A}} is primarily used as an air combo finisher due to its high damage. On knockdown, {{clr|A|5A}} will catch roll attempts and {{clr|B|2B}} will catch forward roll attempts. The followup hit can be Rapid Canceled for more damage, though this is only really advisable at the start of a combo.<br />
<br />
{{clr|A|j.63214A}} also grants Tager forward momentum, so it can be used as an approach tool along with {{clr|C|j.C}}. Mix this up to vary your approach angles.<br />
<br />
The followup is almost always guaranteed outside of very rare cases (for example, at the end of a very long combo or due to another Tager's magnetism).<br />
<br />
*Huge hitbox underneath Tager.<br />
*First hit disables bursts on hit.<br />
*Can only be used once per jump.<br />
*During the initial arm sweep, Tager is launched slightly upwards and forwards and loses all previous jumping momentum, enabling it to easily hit enemies slightly above him, but also makes hitting it on standing opponents very tricky. Also not an overhead.<br />
}}<br />
<br />
==Distortion Drives==<br />
<br />
===<big>Magna Tech Wheel</big>===<br />
{{InputBadge|{{clr|B|236236B}}}}<br />
{{BBCF Move Card<br />
|input=236236B, 236236B OD |versioned=name<br />
|description=<br />
<br />
The big damage super used at the end of combos. It has good minimum damage, but it is often better to use Rapid Cancels in combos combined with strong normal attacks like Atomic Collider. Still, this gives good unburstable damage to close out rounds and cash in meter.<br />
<br />
MTW also has guardpoint early on, making it viable as a wakeup reversal. However, opponents can Rapid Cancel their attack in response to the superflash, making it somewhat unreliable. If you plan to use is as a reversal, it's safest to have 100 meter so you can Rapid Cancel the attack to remain safe, otherwise you'll eat a big punish.<br />
<br />
MTW can be Rapid Canceled during any hit of the attack. Since the last hit is an overhead, this Rapid Cancel be be used to mix up the opponent with a low-hitting attack or even a command grab.<br />
<br />
In Overdrive, this move and its followup gain far more damage and will also force Active Flow if Tager hasn't activated it that round. If you wish to use it in this way, use MTW as early as you can in the combo to maximize damage.<br />
<br />
*Minimum damage: 864 OD: 1080<br />
*Strongly attractive to magnetised opponents.<br />
*Guard point against everything until the third hit, then blocks anything that includes the projectile attribute for the rest. Can guardpoint through unblockables.<br />
*Only possible to follow up with Terra Break or Rapid cancel, Opponent otherwise can tech before Tager even recovers.<br />
*Has a higher input priority than 360B, so be mindful when spinning the input.<br />
<br />
}}<br />
<br />
===<big>Terra Break</big>===<br />
{{InputBadge|{{clr|B|236236B}} after Magna Tech Wheel}}<br />
{{BBCF Move Card<br />
|input=236236B~236236B<br />
|description=<br />
<br />
'''To get the best results, continously roll the 236 motion during {{MMC|input=236236B|label=MTW}}. Then, input {{clr|B|B}} right as the opponent reaches the apex of the launch.'''<br />
<br />
Only really useful as an ender to long combos thanks to its high minimum damage. At the beginning of combos, using a Rapid Cancel will lead to more damage than Terra Break. If MTW is blocked, '''do not use this''', since it's still massively punishable and essentially a waste of 50 meter. Rapid Cancel instead to remain safe.<br />
<br />
In Overdrive, this move is much more useful. After the wallbounces, it can be followed up with {{clr|C|6C}} or {{clr|B|236B}} to keep the combo going. If MTW was done during Overdrive, Terra Break will always be the Overdrive version as well, even if Overdrive has expired.<br />
<br />
*Minimum damage: 720 OD: 840<br />
*Followup to Magna Tech Wheel to add even more damage.<br />
*Blows opponent away on hit and wallbounds.<br />
*Overdrive version causes wallbounce and hard knockdown that allows for folloup with various moves, the higher up they are when you hit them, the more time you will get.<br />
}}<br />
<br />
===<big>Genesic Emerald Tager Buster</big>===<br />
{{InputBadge|{{clr|C|720C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=720C<br />
|description=<br />
<br />
Tager's signature super. Instantly invulnerable, meaning it's a true reversal (though it will still whiff on airborne opponents). This move can pull in magnetized opponents extremely far during its startup (though the pull is significantly weaker during held frames), and it is unavoidable after superflash. It becomes even more potent when combined with Instant Blocking and Overdrive Cancel. GETB can also be used in tick throw situations, though it is much higher risk than other throw options.<br />
<br />
Be wary of when to use it, though. Because of its power, opponents will often bait it out with jump cancels and throw safe moves, which can lead to a wasted 50 meter and a counterhit punish. It's best used in guaranteed situations such as after an Overdrive Raid or punishable gap.<br />
<br />
*Hold C to extend active frames, but Tager is not invulnerable during this time<br />
*Has minimum distance check larger than its hitbox, which is unusual for throws, meaning that it's possible to be in range but miss since no hitboxes line up. Be aware that throws actually measure to the front of a player's collision box which gets pushed forward during some moves, such as Ragna's {{clr|B|5B}}<br />
*Moves forward and swaps sides after a successful hit, meaning it's impossible to corner someone with this<br />
*No followups possible, including Rapid Cancel<br />
*Overdrive version magnetizes opponent for the maximum duration of 1000F in addition to dealing more damage<br />
*100% minimum damage<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Charged Lightning</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
<br />
An expensive reversal that does not apply magnetism and launches the opponent away, but it is still useful for granting Active Flow. If it's available, a {{clr|C|720C}} punish is usually a better option during Overdrive flash. It's also not particularly strong in combos, but it can be used as an unburstable combo ender.<br />
<br />
*Ends the faster Spark Bolt gauge gain from OD the instant the move hits, so it can't be used to pad out this gain.<br />
*[[BBCF/Mechanics#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]]<br />
*322/639 Minimum Damage<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>King of Tager</big>===<br />
{{InputBadge|{{clr|D|1080D}} (Hold OK) when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=1080D<br />
|description=<br />
<br />
{{clr|D|1080D}} can hit an opponent during a combo regardless of their position (except for fully downed opponents) as long as their hitbox is in front of Tager. It primarily combos after {{MMC|input=360B|label=Wedge Catapult}} and {{MMC|input=623D|label={{clr|D|623D}} Spark Bolt}}, but other than that the long startup makes it very hard to combo into.<br />
<br />
{{clr|D|1080D}} is unique in that it requires a different response from opponents. It has an initial invuln, but this does not last into the active frames so opponents can mash out of it or use a reversal. As mentioned before, though, it can hit airborne opponents so it cannot be jumped. This means it has a use over {{clr|C|720C}}, though due to its motion it is often much more telegraphed and difficult to use in general.<br />
<br />
*Cannot be cancelled into from anything.<br />
*Startup is extendable by holding the {{clr|D|D}} button, attack will only happen 10F after it is released or max hold is performed.<br />
*Extremely attractive towards magnetised opponents, including during extended startup.<br />
*Horizontal distance check of 670px, which is longer than the actual hitbox (657px from Tager's origin). Thus, it can grab some extended hurtboxes, but not all of them.<br />
}}<br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Tager}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Iron Tager|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Iron_Tager&diff=450419BBCF/Iron Tager2024-03-25T09:43:26Z<p>Manta: /* Air Driver */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Tager is Blazblue's resident '''grappler''' who uses powerful command throws and guard point moves to deal high damage combos. Tager has very '''low mobility'''; He can't forward dash, and he can't double jump or air dash. However, Tager has a couple of things going for him. For one, he's a walking tank with the '''highest health''' in the game. Additionally, he has an amazing backdash with long invulnerability and can use some of his guard point attacks to close in against certain moves. Lastly, Tager has his Drive. Tager's Drive gives him the ability to magnetize his opponents in order to pull them towards him. With it, he can drag opponents into his attacks and open up new combo options for better damage. Once in, Tager's command grabs and '''high damage''' can mix up his opponent and take rounds.<br />
<br />
As a low mobility grappler, Tager struggles against characters with strong neutral and low committal offense. His huge hurtbox also opens up unique combo options and mixups for the cast. Tager relies on reading his opponents and calling out their attacks with his command grabs. Thankfully, Tager's Distortion Drives (especially with Overdrive) can create huge momentum swings in his favor. With patient play and good fundamental defense, Tager can turn the tide on anyone and run his game.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#Genesic Emerald Tager Buster|720C]] (5F, super throw)<br/>[[#Gigantic Tager Driver|360A]] (6F, throw)<br/>[[#5A|5A]] (7F)<br />
| reversal = [[#Magna Tech Wheel|236236B]] (19F)<br/>[[#Genesic Emerald Tager Buster|720C]] (5F)<br />
| fatalStarter = [[#6C|6C]]<br/>[[#j.2C|j.2C]]<br/>[[#2D|2D]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Voltic Battler<br />
|content=Tager can magnetize opponents for a small duration by landing certain attacks on hit or block. If the opponent is already magnetized and gets hit by an attack with magnetism, the duration stacks (max 1000F). The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager's opponent is in hitstun, the rate halves to 1 point per 2 frames (when they perform a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.<br/><br />
<br/><br />
When the opponent is magnetized, certain attacks will pull in the opponent. All Drive moves, as well as {{clr|A|6A}}, {{clr|A|360A}}/{{clr|B|B}}, {{clr|C|623C}}, {{clr|C|j.360C}}, and Distortion Drives, will pull in magnetized opponents. Each move attracts differently and for different durations, and they may pull in airborne and grounded opponents differently. For example, Atomic Collider strongly attracts airborne opponents, but does not affect standing or crouching opponents at all. The forces are noted in the frame data. Typically attractive moves start their attraction early on during startup and end during the active frames. Magnetism pulls do not affect a player's ability to perform moves since it doesn't directly cause any kind of hitstun, however it can mess up spacing and force players to land earlier or later than normal, causing some unpredictable and sometimes amusing effects. <br/><br />
<br/><br />
In all cases, players performing Distortion Drives and executing throws that have successfully connected are completely unaffected by magnetism.<br/><br />
<br/><br />
Tager's magnetism cannot force enemies into an airborne state if they're currently grounded, enemies doing any kind of ground tech also cannot be pulled vertically, even though emergency techs are considered airborne and can be pulled sideways surprisingly fast<br/><br />
<br/><br />
In addition to magnetism, Tager has an extra gauge: the Electricity Meter. This gauge fills up at 1 point per frame (freezes during hitstop and superflash) and has a maximum of 1000 points. When the gauge is full, Tager can use the Spark Bolt attack.<br />
|header2=Overdrive: Voltic Field<br />
|content2=Unlike most other overdrives, Tager's focuses more on taking advantage during neutral, with much stronger methods of applying and keeping magnetism. This isn't to say that it doesn't boost his combo damage, but this is limited to just what the overdrive cancel allows and greatly enhanced distortion drives, rather than boosted normals.<br />
<br />
*All normal drive moves all gain projectile guardpoints as well as attribute specific guardpoints depending on the move <br />
*Spark Bolt Gauge fills up four times as fast<br />
*All moves that apply magnetism apply the maximum amount on hit or block<br />
*Distortion Drives are enhanced (more information below)<br />
*While grounded and not in hitstun, magnetized opponents are constantly pulled towards Tager with a velocity of 2,000u/F (about 2/5 of average backwalking speed, so basically not much).<br />
}}<br />
</div><br />
<br />
<div id="home-content" class="home-grid"><br />
{{card|width=6<br />
|header=Unique Mechanic: 360 inputs<br />
|content=While not completely unique to Tager, he has the largest number of special inputs that involve performing at least one full rotation of the direction stick before inputting a button. If you aren't familiar with these from other games, it's important to know the following:<br />
<br />
*You do not need to do a full circle. Instead what you need to do is all 8 directions in order starting from any direction and spinning in either direction. Importantly, you're allowed to skip individual directions, including the final one, so long as no two consecutive inputs are skipped. This means that you minimally only need 4 direction inputs to make a single 360 spin For example:<br />
**4268, 1397, 41368, 41397 are valid spin inputs.<br />
**416987 is not, since it misses 2 ''and'' 3, which are consecutive directions. <br />
*360 Inputs have a 30F input window, 720 has 45F and 1080 has 75F. This timer counts from the moment you ''leave'' the first input, so it's possible to hold [4] to block, and then input 268A to transition to Gigantic Tager Driver.<br />
*Moves that require multiple spins require them to be in sequence and in the same direction. 42684268 is a valid 720 motion, 42686248 is not. The rule about not missing two consecutive directions still applies.<br />
*Spin inputs have a higher input priority than 236 or 623 inputs (So try to do these motions neatly if you don't want a 360 instead). Similarly, try to do your spin inputs in the opposite way to the 236 motion when possible to prevent accidentally getting the wrong move.<br />
<br />
This may feel unintuitive, since pressing upwards will usually make Tager jump, so there are some useful tricks to know:<br />
<br />
*Jump startup may be special cancelled, therefore performing 4268A or 6248A quickly enough will allow you to perform 360A from a standing start. This can be done with a 720 spin, but it's extremely hard to do.<br />
*You can also avoid jumping by doing the spin when Tager can't jump anyway (Known as "Buffering" the move). This includes:<br />
**During Tager's own moves.<br />
**While in the air, since Tager has no double jump.<br />
**While blocking or being hit.<br />
**While recovering from a knockdown (typically best done during the "bounce" recovery to prevent accidental rolling).<br />
**During super pauses, especially overdrive activation.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
<br />
Tager's {{clr|A|5A}} is a very useful poke that hits crouching opponents, outranges most other moves of comparable speed and leads to decent damage on hit if they're close or magnetized. It can also be used to set up tick throws thanks to its large hitbox and neutral frame advantage. While it is slightly slower than the average jab it still covers a lot of scenarios in a single button press.<br />
<br />
*Cannot self cancel, even on hit.<br />
*One of Tager's few jump-cancelable normals.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
<br />
{{clr|B|5B}} is Tager's primary low for low/throw mixups and generally is a great point-blank poke. It's slightly smaller than {{clr|A|5A}}, but Tager's foot is entirely disjointed and it leads to more damage overall. While it is a low attack, it boasts surprising vertical reach and must be barrier blocked in the air, so it's great for catching opponents attempting to jump out of pressure.<br />
<br />
In combos this easily bridges into {{clr|C|5C}} and {{clr|C|3C}} to continue the combo, and while it doesn't do amazing damage, it still scales well.<br />
<br />
*One of Tager's few jump-cancelable normals.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
<br />
{{clr|C|5C}} is a very strong move with many applications. It is Tager's strongest combo starter thanks to its high proration values. It's also a very good combo filler thanks to its high damage and cancel options. At most ranges, {{clr|C|5C}} combos into {{clr|A|6A}} during short or medium-length combos, or {{clr|C|623C}} at the end of long combos. At max range, often the only followup available is {{MMC|input=41236D|label=Spark Bolt}}.<br />
<br />
{{clr|C|5C}} is a fantastic punish tool as well. On a grounded counterhit, {{clr|C|5C}} > {{clr|C|6C}}... can lead to over 5K damage.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
<br />
Slightly slower than {{clr|A|5A}}, but with a lower profile and more disjointed hitbox. {{clr|A|2A}} can be used as a ghetto anti-air, but it's a bit weak since it requires a quick reaction time for a jump cancel followup. It can also be used as a mashable button since it can self-cancel up to three times, unlike {{clr|A|5A}}<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|2A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
<br />
{{clr|B|2B}} does not reach very far, but it has very strong frame advantage and a fast total animation. It can be used to set up Wedge Catapult attempts and intentional whiffs to reset pressure or go for a throw.<br />
<br />
Thanks to the hitbox going well inside of Tager, {{clr|B|2B}} is also great for catching rolls in the corner.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|5B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
<br />
{{clr|C|2C}} is Tager's very high-risk, high-reward anti-air. Its invuln does not last into the active frames, so it will often trade, though the trade will usually be beneficial due to its high counterhit hitstun. This move has abysmal recovery on whiff, and it has a small horizontal reach, so it's very risky to throw out.<br />
<br />
{{clr|C|2C}} is mostly used in combos, most often ...{{clr|A|6A}} > {{clr|C|2C|}} > {{clr|C|623C}}.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{InputBadge|(Hold OK)}}<br />
{{BBCF Move Card<br />
|input=6A,6[A]|versioned=name<br />
|description=<br />
<br />
{{clr|A|6A}} is a good multi-purpose tool. It brings the opponent closer on hit and block, enabling close-range pressure and low/throw mixups. It's a staple combo tool as well to pull in opponents that have been pushed out. Usually in combos it gets used after {{clr|C|5C}}, a link which eventually fails during long combos. Other times include after Sledgehammer B, Back throw and, with some timing, Spark Bolt and {{clr|D|j.D}}.<br />
<br />
This move also has an effect where the opponent cannot tech the slide if they hit the floor within 2F of being hit (Basically when they're very close to the ground when hit in the air), causing a hard knockdown. This is generally referred to as "Low {{clr|A|6A}}". The combined untech time is long enough to allow combos of all kinds. The normal version will generally only combo into {{clr|C|2C}}, {{clr|B|6B}} and {{clr|A|236A}} but with low version, {{clr|A|6A}} will combo into {{clr|B|236B}}, {{clr|C|6C}}, and Crush Trigger as well, allowing a lot of combo possibilities. You'll want to learn this timing to get maximum damage combos, especially after Spark Bolt.<br />
----<br />
Charging {{clr|A|6A}} simply extends the armor frames and attractive time, and adds a bit more damage. Charging fully is generally useless, except for very big reads to guard point through attacks.<br />
<br />
*Hold button to delay.<br />
*Move is attractive to magnetized opponents throughout its startup and active frames, including if the move is delayed.<br />
*Armor is only enabled if the move is charged for at least 16 Frames.<br />
*Armor throughout the charge animation against Body, Head and Projectile attacks. Somewhat uniquely, attacks against {{clr|A|6A}}'s armor will still deal half of their base damage to Tager (And can still end the round).<br />
*Negative knockback, opponents are knocked towards Tager when it connects in any way. Floor slides at Tager's feet on air hit.<br />
*Full charge is achieved 6 frames before Tager will automatically swing anyway.<br />
*Large hitbox that encompasses the spark around Tager's hand, overall reach slightly larger than {{clr|C|5C}}.<br />
*Tager's only normal that can cancel into Gigantic Tager Driver or Wedge Catapult.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
<br />
{{clr|B|6B}} is an important tool thanks to its foot invulnerability. Since Tager's armored moves lose to foot-attribute attacks, this can be used to call out opponents attempting to beat the armor. On counterhit, {{clr|B|6B}} combos into {{clr|C|6C}}, leading to massive damage.<br />
<br />
{{clr|B|6B}} is also a very common combo filler since it forces crouching on opponents. {{clr|B|6B}} > {{clr|A|236A}} , {{clr|A|5A}}... works at the start of many combos and is a simple way to increase damage, set up magnetism, and even extend combos.<br />
<br />
*Can cancel into itself once.<br />
*Forces crouching on standing hit allowing combos into {{clr|A|236A}} (And {{clr|D|5D}} on fatal combos)<br />
*Hard knockdown on air hit. Combos into A Sledge and Gadget finger but not {{clr|C|2C}} with a few exceptions.<br />
*Moves Tager forward slightly.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
<br />
{{clr|C|6C}} is a very strong combo filler attack. In midscreen combos, it's often used as a followup to a counterhit {{clr|C|5C}} or {{clr|B|6B}}, or after a low {{clr|A|6A}}. In corner combos, it can be looped with {{clr|D|5D}} for lots of damage.<br />
<br />
Outside of combos, {{clr|C|6C}} is a relatively risky poke that's usually outclassed by {{clr|C|5C}} or {{clr|D|5D}}. It can be used as an overhead mixup, but its lengthy startup and visual tell make it less useful in this regard.<br />
<br />
*Fatal Counter.<br />
*Jump cancelable on hit, but not on block.<br />
*Ground Bounces.<br />
*110% Bonus Proration.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
<br />
A very useful move for starting magnetized combos. The untech time is long enough to combo {{clr|C|3C}} > {{clr|C|623C}} whiff > {{clr|C|5C}} and can net 3K off a simple interaction. It's a great poke as well, extending almost as far as {{clr|C|5C}} and coming out a bit faster, and it can also be used at the end of shorter combos to get magnetism with {{clr|D|22D}}.<br />
<br />
*Hitting with {{clr|C|3C}} at any point in the combo enables using Gadget Finger for that combo, even if they never hit the floor.<br />
*Hard knockdown on grounded counterhit, even if the opponent is flung into the air before reaching the ground (They'll eventually air tech after a long enough period of time).<br />
*110% Bonus Proration.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
<br />
A fantastic but often overlooked move, used to win air to air battles, particularly ones the opponent didn't expect when trying to jump in. If done early enough in a jump, a counterhit {{clr|A|j.A}} can chain into {{clr|D|j.D}} for some nice combos, though it's typically safer to go for {{clr|A|j.A}} > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|A|j.63214A}}.<br />
<br />
{{clr|A|j.A}} is also a necessary combo filler after an air hit {{clr|A|5A}} or {{clr|A|2A}}.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
<br />
{{clr|B|j.B}} is an extremely useful air button. It has very generous active frames and leads to decent damage in most combos. The hitbox and active frames also make it very useful for crossups. It has a long whiff recovery, however, so don't throw it out too carelessly.<br />
<br />
{{clr|B|j.B}} sets up a safejump after Atomic Collider, though it loses to 6-frame reversals. This safejump has benefits over Gadget Finger oki, since it keeps the opponent closer and allows for immediate pressure.<br />
<br />
*Ground bounces on counterhit against airborne opponents.<br />
**Ground bounce adjusts with height, allowing similar followups from various starting heights.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
<br />
{{clr|C|j.C}} gives Tager forward momentum, so it can be used to close the distance along with {{MMC|input=j.63214A|label={{clr|A|j.63214A}}}}. It can also be used as an anti-air since the hitbox covers most of Tager's hurtbox, though it will often clash. On counterhit, it's usually possible to land and pick up the combo with {{clr|C|5C}}.<br />
<br />
*Quite decent recovery, advantageous in air to air situations.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|j.B}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
<br />
{{clr|C|j.2C}} is the Fatal Counter you'll most likely land. It halts Tager's air momentum, so it can be used to call out anti-air attempts and punish the opponent hard. On regular hit, often the only option is to follow up with Gadget Finger or a Rapid Cancel into {{clr|B|5B}}. It is very punishable on block, though, so use it carefully.<br />
<br />
In combos, this move is very frequently used after {{clr|C|6C}} to bring the opponent back down. Ensure you hit them with Tager as low as you can to give yourself time to recover and use {{clr|B|5B}} or {{clr|C|3C}}.<br />
<br />
Uniquely, if this move is used very close to the ground, the attack will come out almost instantly. The quick startup version seems to be a bug that was deliberately left in the game where the game cancels much of the startup into the landing animation (which has some active frames). This quick version is useful for getting surprise fatal counters on jump ins, and is also quite safe. However its use is very limited due to the rather precise height meeded to activate it. Bizarrely enough it's still an overhead when done close to the ground.<br />
<br />
*Fatal Counter<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br style="clear:both;"/><br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
<br />
{{clr|D|5D}} is a massive poke that magnetizes the opponent and can lead to great damage. However, it has a fairly long startup; don't abuse this move, or you'll eat painful counter hits yourself.<br />
<br />
On counterhit, {{clr|D|5D}} can combo into {{MMC|input=360B|label={{clr|B|360B}}}} just outside of max range, or partially charged {{clr|A|6A}} at any range. It's also possible to follow up with Spark Bolt from any hit, including air hit if done fast enough. As a combo ender, it can also be canceled into {{clr|D|214D}} for a quick Spark Bolt charge or Gadget Finger to pull them back in for some shenanigans.<br />
<br />
This move particularly shines in corner combos, where it can be looped with {{MMC|input=6C|label={{clr|C|6C}}}} for massive damage.<br />
<br />
*Magnetizes for 300F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Blows opponent away on air hit, and causes floorslide.<br />
*Gains Body and Projectile guardpoint during Overdrive.<br />
**Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
<br />
Despite its enticing frame advantage, this move isn't as useful as it appears. Its slow startup and telegraphed animation means it normally won't be surprising the opponent, but on block it leaves Tager plus and close-up against a magnetized opponent, which is a very favorable position. Its best use is to close short distances or take advantage of opponents that are conditioned to not challenge during blockstun.<br />
<br />
On regular hit, this move has no cancel options besides Rapid Cancel. On Fatal Counter, Tager can follow up with either {{clr|C|3C}} > {{clr|C|623C}} (whiff) or {{clr|C|5C}} > {{clr|A|6A}} to start the combo. <br />
<br />
*Fatal Counter<br />
*Magnetises for 300F (1000F in Overdrive)<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Recovery starts immediately after the move connects, so frame advantage is always the same.<br />
*Gains Foot and Projectile guardpoint during Overdrive<br />
**Attacks do not cause hitstop<br />
**Unblockables still cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
{{BBCF Move Card<br />
|input=4D<br />
|description=<br />
<br />
{{clr|D|4D}} is a common pressure ender to apply magnetism, end with a safe frame advantage, and set up tick throws. It can also be used instead of Gadget Finger in some situations to set up tricky resets. {{clr|C|623C}} , {{clr|D|4D}} pulls the opponent directly towards Tager if they emergency tech, or hit them if they delay tech.<br />
<br />
This move does not have followups on regular hit, but on counterhit it can be followed up with {{clr|C|3C}} to lead to decent damage.<br />
<br />
*Magnetises for 180F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Gains Body and Projectile guardpoint during Overdrive.<br />
**Guarded attacks do not cause blockstop for Tager <br />
**Unblockables cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
<br />
{{clr|D|j.D}} is a somewhat situational move since Tager is usually grounded, but it can be used to control air space. More importantly, it can lead to high damage if landed close to the ground, comboing into Wedge Catapult or {{clr|C|6C}}. It's a very strong move during combos as well, most commonly after {{clr|C|6C}}, due to its long untechable time and high proration values.<br />
<br />
It's also used in the Fatal Counter loop of {{clr|C|j.C}} > {{clr|D|j.D}}. On Fatal, your goal should be to get into this loop as fast as you can to get the most damage.<br />
<br />
*Magnetizes for 300F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Gains Head and Projectile guardpoint during Overdrive.<br />
**Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored.<br />
*Hitbox extends far beyond Tager's arms.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}} or {{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C,4B+C|versioned=name<br />
|description=<br />
<br />
While technically as fast as {{clr|A|360A}}, standard throw is quicker to use on reaction than spinning the stick, and it leads to more damage, just without the invuln. For forward throw, follow up with {{clr|B|236B}}, and for back throw, follow up with {{clr|A|6A}} > {{clr|C|6C}}.<br />
<br />
Both standard throw routes end with Atomic Collider, so bear in mind which throw gives the best positioning afterwards.<br />
<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw, but with more range.]]<br />
** Has 401 pixel range compared to the standard 266 pixel range.<br />
*Forward Throw is special cancelable, but back throw is not<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
<br />
Not exactly a useful move for Tager since he doesn't have many opportunities to get close mid air, or set up airthrow traps since Air Driver does these things much better. But it does at least recover much more quickly than Air Driver if it misses and does lead to slightly more damage. Air throw can be followed up with {{clr|C|j.2C}} (Performed very close to the ground) at almost any height.<br />
<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw, but with more range.]]<br />
** Has 453 pixel range compared to the standard 344 pixel range.<br />
*Cancellable from {{clr|A|j.A}}.<br />
*Swaps sides.<br />
*Hard knockdown after a small bounce. Follow up by landing a lowest-possible {{clr|C|j.2C}}, {{clr|B|5B}}... or {{clr|C|j.C}}, {{clr|C|5C}}.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
<br />
Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of the opponent and get back to neutral. Unlike other Counter assaults, Tager's does not knock his opponent away. Instead, it grants a close-range soft knockdown on grounded hit and a close-range hard knockdown on airborne hit.<br />
<br />
*Uses {{clr|B|6B}}'s animation<br />
*Slightly slower than other Counter Assaults<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
<br />
Usually not that useful since Tager has better options during combos and pressure. However, opponents in Guard Crush can be thrown, so this can be used to set up unblockable throws if the opponent doesn't use Barrier. Overall, it's not used that much because there's usually a better option that doesn't use meter. That being said, it can be followed up with {{clr|B|5B}}, {{clr|B|6B}}, and {{clr|C|3C}}.<br />
<br />
*Gives a small floorbounce followed by a hard knockdown, essentally giving it a long knockdown time.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Gigantic Tager Driver</big>===<br />
{{InputBadge|{{clr|A|360A}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=360A<br />
|description=<br />
<br />
Tager's primary throw mixup. It has a quick startup, and can be held to pull in magnetized opponents, making it a very potent tick throw, most commonly after {{clr|A|5A}} or {{clr|D|4D}}. But don't be too predictable, since the move has a long whiff recovery and can be avoided by jumping.<br />
<br />
It can also be used to punish any pressure gap of 3 frames or more thanks to its invuln, which can be further enhanced with the use of Instant Blocking. Again, though, wary opponents can avoid this with jump cancel, frame traps, throw invuln attacks or {{keyword|meaty}} attacks, so don't overuse it.<br />
<br />
While it might seem as a Grappler that your gameplan should revolve around landing this move, it actually only leads to weak damage compared to Tager's other options. Typically this move is most useful for keeping the opponent from doing bad blockstrings on the ground and also to win out point-blank jab contests when at near-neutral frame advantage, forcing the opponent to play less aggressively.<br />
<br />
*Attractive to grounded magnetised opponents during startup and active frames.<br />
*Can be held to extend active frames.<br />
*Cannot be special cancelled into, except from {{clr|A|6A}}.<br />
*Small invulnerability window on frames 3-6. Cannot be increased by holding {{clr|A|A}}.<br />
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism).<br />
*Has 210 pixel range between bounding boxes.<br />
}}<br />
<br />
===<big>Wedge Catapult</big>===<br />
{{InputBadge|{{clr|B|360B}}}}<br />
{{BBCF Move Card<br />
|input=360B<br />
|description=<br />
<br />
A slow command grab with a lot of invlnerability at the start (but not a full reversal). Unlike his other command grabs, you cannot hold the button to extend or delay it.<br />
<br />
{{clr|B|360B}} is useful for calling out slow committal attacks and moves that are good at beating {{clr|A|360A}} and {{clr|C|720C}}, since they tend to rely on small hops or short throw invulnerability, and this move is so slow it will hit after they're vulnerable again. However, since it is very slow and has a long recovery, and is very susceptible to whiffing and getting punished hard. The invuln starts on frame 6, so it's a riskier option than {{clr|A|360A}}.<br />
<br />
As a combo starter, {{clr|B|360B}} allows for a followup {{clr|C|5C}} or {{clr|C|6C}} for around 3-3.5K damage, giving it better damage than {{clr|A|360A}} and more choice about how to set up your okizeme. If Tager's back is to the corner, it can be followed up with {{clr|D|5D}} to go into {{clr|C|6C}} > {{clr|D|5D}} corner loops.<br />
<br />
Wedge Catapult can be used in combos after long untech counterhit moves, though most importantly it can be used with {{MMC|input=22D|label=Gadget Finger}} > Rapid Cancel for high minimum damage after the end of long combos.<br />
<br />
*Disables opponent's burst on hit.<br />
*Attractive to magnetized opponents during startup.<br />
*Cannot kill.<br />
*Can only be cancelled into from {{clr|A|6A}}.<br />
*Combo throw, does not incur purple !! marks if used during blockstun or a combo But does not benefit from the 10% damage bonus on counterhits nor does it have 100% minimum damage.<br />
*Untech time always lasts until the opponent hits the floor, even in very long combos.<br />
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism).<br />
*If Tager's back is near to a wall when he hits, then he will be pushed away from the wall towards the middle of the screen to allow followups.<br />
*Has 210 pixel range between bounding boxes<br />
}}<br />
<br />
===<big>Impact Driver</big>===<br />
{{InputBadge|{{clr|B|360B}} After Wedge Catapult}}<br />
{{BBCF Move Card<br />
|input=360B~360B<br />
|description=<br />
<br />
A command followup to Wedge Catapult that can be input at any point after the opponent has rebounded off of the wall right up until Tager fully recovers. Basically turns the move into {{clr|A|360A}} with 100 more damage.<br />
<br />
Impact Driver is seldom used due to other combos from Wedge Catapult causing more damage. However it is unburstable, will always connect at any point in a combo and has good minimum damage. This makes this move mostly used as a burst-safe round ender. Impact Driver can only be followed up by Gadget Finger.<br />
<br />
*Deals 100% damage if Wedge catapult was the first hit of the combo. 50% minimum damage otherwise.<br />
*This move can be input at any time during Wedge catapult's recovery after the wallbounce and it will always connect.<br />
*Opponent is returned to the same side they were on when Wedge catapult grabbed them.<br />
<br />
}}<br />
<br />
===<big>Air Driver</big>===<br />
{{InputBadge|{{clr|C|j.360C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=j.360C<br />
|description=<br />
<br />
Gigantic Tager Driver, but in the air! (And very slightly more damage).<br />
<br />
An interesting, but pretty unreliable tool that can be used to surprise opponents at a far distance and discourage jumping. Unlike {{MMC|input=360A|label={{clr|A|360A}}}}, this move does not have any invulnerability, but since airborne players do not experience friction when being pulled by magnetism, this can grab airborne opponents from full screen amazingly quickly at times. Similar to {{MMC|input=623C|label=Atomic Collider}}, opponents that superjump or air dash may be flung too far to be grabbed, and can get a free hit due to the long recovery of this move.<br />
<br />
Can be disrespectfully used during combos as a purple throw or a tech trap to do an absurd amount of extra damage, but there's no way to do reliable Throw Reject Miss setups since it cannot be canceled from {{clr|A|j.A}}<br />
<br />
*Attractive to magnetized opponents during startup and active frames.<br />
**Strongly attractive to airborne opponents, including during moves like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=5C|label={{clr|C|5C}}}}.<br />
**Weakly attractive to grounded opponents. They'll be slowly dragged across the ground.<br />
*Can only grab airborne opponents.<br />
*Can be held to extend active frames.<br />
*Cannot be special cancelled into at all.<br />
*No invulnerability unlike {{clr|A|360A}}.<br />
*Has 210 pixel range between bounding boxes, but the hitbox tends to be the limiting factor.<br />
}}<br />
<br />
===<big>Atomic Collider</big>===<br />
{{InputBadge|{{clr|C|623C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=623C<br />
|description=<br />
Anti-air grab that swaps sides on hit and can be used during combos. Hold {{clr|C|C}} to extend the startup magnetic attraction, release to actually grab them.<br />
<br />
Atomic Collider adds good damage to any combo. In long combos, it's only possible to follow up with Gadget Finger, so it's usually the end of the combo. {{clr|B|j.B}} is also a safejump after Atomic Collider, though this loses to reversals faster than 7 frames. Keep in mind that Atomic Collider sideswaps, so it may be advantageous to end the combo with other moves to maintain positional advantage.<br />
<br />
{{clr|C|3C}} is a common button to set up the float on whiff. From there, it can be followed up with plenty of options. The most common combo is {{clr|C|3C}} > {{clr|C|623C}} (whiff) , {{clr|C|5C}} > {{clr|A|6A}} > {{clr|C|2C}} > {{clr|C|623C}}.<br />
<br />
*Attractive to airborne magnetized opponents during startup and active frames.<br />
**Strongly attractive to airborne opponents, including during moves like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=5C|label={{clr|C|5C}}}}.<br />
**No effect on grounded opponents.<br />
*Can never grab a grounded opponent, regardless of hitboxes.<br />
*Combo throw. It will not incur a purple throw if used in a combo and will benefit from the 10% bonus damage from counter hits. Does not have 100% minimum damage.<br />
**First hit also does 0 damage, so this move will do a maximum of 1350 damage due to combo scaling.<br />
*Can be deliberately missed to reposition magnetised opponents, very important for combos.<br />
*Can grab extended hitboxes.<br />
*Trades inconistently due to its Head invulnerability expiring on its first active frame. Who wins the trade is determined by [[BBCF/Miscellaneous#Character_Priority|Character Priority]], which is usually Tager, but not always.<br />
<br />
<br />
}}<br />
<br />
===<big>Voltec Charge</big>===<br />
{{InputBadge|{{clr|D|214D}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=214D<br />
|description=<br />
Tager stands still and charges his spark bolt guage while protected by a Body, Head and Projectile guardpoint. Hold to extend the duration. If the opponent activates the guardpoint, this move can be cancelled into {{MMC|input=214D~236A|label=Additional Attack}}. To perform this cancel, you need to input {{clr|A|236A}} while still holding {{clr|D|D}} to stop this move ending.<br />
<br />
{{clr|D|214D}} is important for maintaining {{MMC|input=41236D|label=Spark Bolt}}. It can be used after a blocked {{clr|D|5D}} to get in a quick charge, or in neutral to bait opponents into approaching. It can also be used somewhat as an anti-air with its armor with the {{MMC|input=214D~236A|label=Additional Attack}}, though this will lose to crossups, double jumps and other evasions. Keep in mind that this move does not have armor against foot attacks, so it's inadvisable to use to trap grounded attacks except for predicting reversals.<br />
<br />
*The Electric gauge charges more based on how long Tager holds the stance. Minimum of 66 of Spark meter generated, Maximum of 510. <br />
**This equates to 6 units of extra spark bolt charge for every optional frame of this stance held.<br />
**Cancelling into {{clr|A|236A}} or being interrupted during this move prevents any spark bolt charge being gained.<br />
*Blocks Head, Body and Projectile attribute moves while held. Cannot block unblockable attacks.<br />
<br />
}}<br />
<br />
===<big>{{clr|A|A}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|A|236A}}}}<br />
{{BBCF Move Card<br />
|input=236A<br />
|description=<br />
<br />
A special move that doesn't get used a lot at neutral due to other normals generally being better choices. While it has frame 1 projectile armour, it's not super useful since opponents don't typically use projectiles at such close range.<br />
<br />
{{clr|A|236A}} sees use in grounded combos, mostly after {{clr|B|6B}} to force crouching. It can be followed up with {{clr|A|5A}} on crouching opponents for a short combo and end with Gadget Finger to apply magnetism.<br />
<br />
This move can be used as a decently safe poke due to its disjointed hitbox, but it isn't good for setting up tick throws and it is punishable on Instant Block.<br />
<br />
*Guardpoint prevents any hitstop from projectiles it guards.<br />
*Guardpoint can block against unblockable projectiles<br />
*Can only be followed up with Additional Attack on a standing non-counter hit.<br />
}}<br />
<br />
===<big>{{clr|B|B}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|B|236B}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=236B,236[B] |versioned=input<br />
|description=<br />
Tager pauses then slides forwarda considerable distance, ending in a strike. Guard points projectiles during start-up and active frames. Also guards Head and Body attacks during some of its startup start-up. Unlike the A version, B Sledgehammer does not guard against unblockables.<br />
<br />
Not necessarily the best way to close gaps as predictable Sledge use will usually be punished. Vary between using this, super jump {{clr|C|j.C}} and simply taking a nice stroll towards the opponent to keep them guessing. In combos it works as a great move due to its huge damage, decent scaling and can be followed with {{clr|A|6A}} > {{clr|C|6C}} fairly easily after a hard knockdown (Such as after a {{clr|C|3C}} counterhit or a {{clr|D|5D}} air hit into the corner).<br />
<br />
*Covers considerably more range than the A version, moves 33% further and deals slightly more damage when fully charged, but all other properties remain the same.<br />
*Guard point also prevents any hitstop for Tager.<br />
*Causes Crumple stun on grounded hit. On Counterhit gives a crumple stun similar to {{clr|D|5D}}'s standing counterhit, allowing all manner of followups.<br />
*Causes a launching tumble on air hit or downed hit. Allows easy followups.<br />
*Often used to close gaps and punch through reckless projectile spam, but it's far from ideal since it's the only real way to do this.<br />
*Used in corner combos after a {{clr|D|5D}} air hit.<br />
}}<br />
<br />
===<big>Additional Attack</big>===<br />
{{InputBadge|{{clr|A|236A}} after Sledgehammer or Voltec Charge guardpoint}}<br />
{{BBCF Move Card<br />
|input=236X~236A,214D~236A|versioned=input<br />
|description=<br />
<br />
A very risky move, since it can only be used after {{clr|A|236A}}/{{clr|B|B}} or {{clr|D|214D}} guardpoint and it loses to low attacks. It can be used to catch sleeping opponents or characters that don't have a fast enough {{clr|A|2A}}, but don't use it too much in pressure since it's very punishable on block. Notably, the version of the move you get cancelling from {{clr|D|214D}} is considerably faster than from either Sledgehammer.<br />
<br />
If it does land, it leads to no followup on regular hit and {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|623C}} on counterhit ({{clr|A|6A}} will whiff since it's a short starter). Hammer is more useful as a combo finisher to try to close out a round. It can also be Rapid Canceled to add a good bit of damage, especially for unmagnetized grounded combos.<br />
<br />
*Same Guard point properties as B Sledgehammer, but actually lasts until it goes active.<br />
*Doesn't guard unblockables, even when done from A Sledgehammer<br />
*Combo ender in most cases, will always connect after either Sledgehammer unless the combo has prorated severely.<br />
*Can be cancelled into on whiff on either Sledgehammer.<br />
*Counterhit state throughout<br />
*The version you get cancelling from {{clr|D|214D}} is considered a separate move to the version you get cancelling from Sledgehammer for same move proration purposes. This doesn't come up much in real combos however.<br />
}}<br />
<br />
===<big>Gadget Finger</big>===<br />
{{InputBadge|{{clr|D|22D}} on downed opponent (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=22D<br />
|description=<br />
<br />
Okizeme move, picks up the opponent off the floor or airborne near the floor and drops them in front of Tager, {{keyword|restanding|term=Re-stand}} them. Is strongly attractive during its startup and active time and can be held to extend this time.<br />
<br />
Gadget Finger is an incredibly versatile tool for Tager, used to end most combos with some magnetism and preventing recovery rolls. It's a natural followup to {{clr|A|360A}}, {{clr|C|j.360C}}, and {{clr|C|623C}}. Since it leaves Tager at +9, this allows for mixups: {{clr|C|5C}} or {{clr|C|3C}} to catch mash, {{clr|A|360A}} to catch block, and blocking or backdash to cover reversal options like DP or Overdrive.<br />
<br />
Gadget Finger whiffs can also be used to extend combos after {{clr|C|2C}} due to its magnetism pulling opponents back into range. These often function as longer, more damaging combo routes than Tager's unmagnetized combos, and they can be seen on his [[{{PAGENAME}}/Combos|Combos]] page.<br />
<br />
On some characters, particularly larger characters, the frame advantage also lets Tager follow up with {{clr|A|5A}}. This doesn't lead to many combo opportunities, but {{clr|A|5A}} > jump cancel block can bait Overdrive attempts and block the resulting Burst.<br />
*{{clr|A|5A}} after Gadget Finger works on: Amane, Arakune, Bang (only in corner and CH), Bullet (only on CH), Hakumen, Jubei, Kagura, Rachel, Ragna, Susanoo, Tager, and Tsubaki<br />
<br />
Gadget Finger can be Rapid Canceled into {{clr|B|360B}}~{{clr|B|360B}} to add at least 800 damage at the end of a combo. This is particularly useful to finish off a round with unburstable damage.<br />
<br />
It can also be Rapid Canceled to use the infamous "Timeout Tager" or "Tager Circus" strategy. After landing Gadget Finger (preferably after the opponent is thoroughly magnetized), it can be Rapid Cancel and repeatedly whiff {{clr|C|j.360C}}. This is much harder than it sounds, and must be done with great care to not launch the opponent too far. If done correctly, with 100 meter, this can be an effective strategy to win by timeout.<br />
<br />
*Magnetizes for 360F (1000F in Overdrive)<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Can be held to extend active frames.<br />
*Only usable if the combo has fully downed the opponent at some point before trying to activate Gadget Finger (floorbounce does not count). The moves that cause this are:<br />
** {{clr|A|6A}}, {{clr|D|5D}} and {{clr|D|2D}} (air hit, after floorslide begins)<br />
**Crush Trigger, {{clr|A|360A}}, {{clr|B|360B > 360B}} {{clr|C|j.360C}}, {{clr|C|j.2C}} (non-CH), and air throw.<br />
**{{Clr|B|6B}}, {{clr|C|3C}} and Atomic Collider will instantly allow the use of Gadget Finger, they do not need to touch the ground first in these cases.<br />
** And any time the opponent hits the ground and simply chooses not to Emergency Roll.<br />
*100% minimum damage, 5% fixed heat gain.<br />
*Unaffected by hitstun decay: +9 normally, +18 on counter hit. The recovery is increased by Fatal Counters and Jubei's standing hitstun penalty.<br />
}}<br />
<br />
===<big>Spark Bolt</big>===<br />
{{InputBadge|{{clr|D|41236D}}}} or {{InputBadge|{{clr|D|623D}}}}<br />
{{BBCF Move Card<br />
|input=41236D,623D|versioned=input<br />
|description=<br />
<br />
Tager launches a huge and fast projectile either horizontally or at an angle that punches through most other projectiles. On hit it wallbounces the opponent back towards Tager for easy followups and magnetises for 480F. To balance how utterly overpowered this sounds, it cannot be used without a full Electricity meter.<br />
<br />
Once its meter is charged, this is an incredibly threatening tool in Tager's arsenal. Spark Bolt can punish anything from any range with correct timing and can extend nearly any combo, especially if the opponent has been pushed out too far for a followup. The wallbounce allows for a close {{clr|C|5C}} followup for good damage, or a riskier low-hitting {{clr|A|6A}} for even more damage, especially considering the magnetism and huge upfront damage it has. The projectile is large enough to hit floorsliding opponents (such as after an air hit {{clr|D|5D}}), but it will whiff on fully downed opponents.<br />
<br />
The threat of Spark Bolt is also great for controlling the opponent's actions. You don't have to use it right away, holding onto it will affect how the opponent plays and can let you approach more easily since they'll be wary of just throwing out random attacks.<br />
<br />
If the move is stuffed, the Spark Bolt gauge will still be emptied even if the projectile doesn't come out, so be cautious of using it in close range neutral situations.<br />
<br />
*Magnetises for 480F (1000F during OD). Does not attract magnetised opponents, unlike other drive moves.<br />
*Unlike all other drive moves, this move does not attract magnetised opponents at all.<br />
*Requires a full Electricity gauge to fire and consumes all of it on the first startup frame.<br />
*Charges up in 1000 frames (16 2/3 seconds) normally.<br />
**Charges four times as fast during Overdrive (Charges in approximately 4 seconds).<br />
*Each version has a slightly different hit effect, with the diagonal version causing higher vertical force and less horizontal rebound force then the horizontal version.<br />
<br />
}}<br />
<br />
===<big>Crimson Punisher</big>===<br />
{{InputBadge|{{clr|A|j.63214A}}}}<br />
{{BBCF Move Card<br />
|input=j.63214A<br />
|description=<br />
A big swipe with Tager's arm that pushes Tager up and forwards a bit. If it hits, Tager immediately follows up with a belly flop.<br />
<br />
{{clr|A|j.63214A}} is primarily used as an air combo finisher due to its high damage. On knockdown, {{clr|A|5A}} will catch roll attempts and {{clr|B|2B}} will catch forward roll attempts. The followup hit can be Rapid Canceled for more damage, though this is only really advisable at the start of a combo.<br />
<br />
{{clr|A|j.63214A}} also grants Tager forward momentum, so it can be used as an approach tool along with {{clr|C|j.C}}. Mix this up to vary your approach angles.<br />
<br />
The followup is almost always guaranteed outside of very rare cases (for example, at the end of a very long combo or due to another Tager's magnetism).<br />
<br />
*Huge hitbox underneath Tager.<br />
*First hit disables bursts on hit.<br />
*Can only be used once per jump.<br />
*During the initial arm sweep, Tager is launched slightly upwards and forwards and loses all previous jumping momentum, enabling it to easily hit enemies slightly above him, but also makes hitting it on standing opponents very tricky. Also not an overhead.<br />
}}<br />
<br />
==Distortion Drives==<br />
<br />
===<big>Magna Tech Wheel</big>===<br />
{{InputBadge|{{clr|B|236236B}}}}<br />
{{BBCF Move Card<br />
|input=236236B, 236236B OD |versioned=name<br />
|description=<br />
<br />
The big damage super used at the end of combos. It has good minimum damage, but it is often better to use Rapid Cancels in combos combined with strong normal attacks like Atomic Collider. Still, this gives good unburstable damage to close out rounds and cash in meter.<br />
<br />
MTW also has guardpoint early on, making it viable as a wakeup reversal. However, opponents can Rapid Cancel their attack in response to the superflash, making it somewhat unreliable. If you plan to use is as a reversal, it's safest to have 100 meter so you can Rapid Cancel the attack to remain safe, otherwise you'll eat a big punish.<br />
<br />
MTW can be Rapid Canceled during any hit of the attack. Since the last hit is an overhead, this Rapid Cancel be be used to mix up the opponent with a low-hitting attack or even a command grab.<br />
<br />
In Overdrive, this move and its followup gain far more damage and will also force Active Flow if Tager hasn't activated it that round. If you wish to use it in this way, use MTW as early as you can in the combo to maximize damage.<br />
<br />
*Minimum damage: 864 OD: 1080<br />
*Strongly attractive to magnetised opponents.<br />
*Guard point against everything until the third hit, then blocks anything that includes the projectile attribute for the rest. Can guardpoint through unblockables.<br />
*Only possible to follow up with Terra Break or Rapid cancel, Opponent otherwise can tech before Tager even recovers.<br />
*Has a higher input priority than 360B, so be mindful when spinning the input.<br />
<br />
}}<br />
<br />
===<big>Terra Break</big>===<br />
{{InputBadge|{{clr|B|236236B}} after Magna Tech Wheel}}<br />
{{BBCF Move Card<br />
|input=236236B~236236B<br />
|description=<br />
<br />
'''To get the best results, continously roll the 236 motion during {{MMC|input=236236B|label=MTW}}. Then, input {{clr|B|B}} right as the opponent reaches the apex of the launch.'''<br />
<br />
Only really useful as an ender to long combos thanks to its high minimum damage. At the beginning of combos, using a Rapid Cancel will lead to more damage than Terra Break. If MTW is blocked, '''do not use this''', since it's still massively punishable and essentially a waste of 50 meter. Rapid Cancel instead to remain safe.<br />
<br />
In Overdrive, this move is much more useful. After the wallbounces, it can be followed up with {{clr|C|6C}} or {{clr|B|236B}} to keep the combo going. If MTW was done during Overdrive, Terra Break will always be the Overdrive version as well, even if Overdrive has expired.<br />
<br />
*Minimum damage: 720 OD: 840<br />
*Followup to Magna Tech Wheel to add even more damage.<br />
*Blows opponent away on hit and wallbounds.<br />
*Overdrive version causes wallbounce and hard knockdown that allows for folloup with various moves, the higher up they are when you hit them, the more time you will get.<br />
}}<br />
<br />
===<big>Genesic Emerald Tager Buster</big>===<br />
{{InputBadge|{{clr|C|720C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=720C<br />
|description=<br />
<br />
Tager's signature super. Instantly invulnerable, meaning it's a true reversal (though it will still whiff on airborne opponents). This move can pull in magnetized opponents extremely far during its startup (though the pull is significantly weaker during held frames), and it is unavoidable after superflash. It becomes even more potent when combined with Instant Blocking and Overdrive Cancel. GETB can also be used in tick throw situations, though it is much higher risk than other throw options.<br />
<br />
Be wary of when to use it, though. Because of its power, opponents will often bait it out with jump cancels and throw safe moves, which can lead to a wasted 50 meter and a counterhit punish. It's best used in guaranteed situations such as after an Overdrive Raid or punishable gap.<br />
<br />
*Hold C to extend active frames, but Tager is not invulnerable during this time<br />
*Has minimum distance check larger than its hitbox, which is unusual for throws, meaning that it's possible to be in range but miss since no hitboxes line up. Be aware that throws actually measure to the front of a player's collision box which gets pushed forward during some moves, such as Ragna's {{clr|B|5B}}<br />
*Moves forward and swaps sides after a successful hit, meaning it's impossible to corner someone with this<br />
*No followups possible, including Rapid Cancel<br />
*Overdrive version magnetizes opponent for the maximum duration of 1000F in addition to dealing more damage<br />
*100% minimum damage<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Charged Lightning</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
<br />
An expensive reversal that does not apply magnetism and launches the opponent away, but it is still useful for granting Active Flow. If it's available, a {{clr|C|720C}} punish is usually a better option during Overdrive flash. It's also not particularly strong in combos, but it can be used as an unburstable combo ender.<br />
<br />
*Ends the faster Spark Bolt gauge gain from OD the instant the move hits, so it can't be used to pad out this gain.<br />
*[[BBCF/Mechanics#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]]<br />
*322/639 Minimum Damage<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>King of Tager</big>===<br />
{{InputBadge|{{clr|D|1080D}} (Hold OK) when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=1080D<br />
|description=<br />
<br />
{{clr|D|1080D}} can hit an opponent during a combo regardless of their position (except for fully downed opponents) as long as their hitbox is in front of Tager. It primarily combos after {{MMC|input=360B|label=Wedge Catapult}} and {{MMC|input=623D|label={{clr|D|623D}} Spark Bolt}}, but other than that the long startup makes it very hard to combo into.<br />
<br />
{{clr|D|1080D}} is unique in that it requires a different response from opponents. It has an initial invuln, but this does not last into the active frames so opponents can mash out of it or use a reversal. As mentioned before, though, it can hit airborne opponents so it cannot be jumped. This means it has a use over {{clr|C|720C}}, though due to its motion it is often much more telegraphed and difficult to use in general.<br />
<br />
*Cannot be cancelled into from anything.<br />
*Startup is extendable by holding the {{clr|D|D}} button, attack will only happen 10F after it is released or max hold is performed.<br />
*Extremely attractive towards magnetised opponents, including during extended startup.<br />
*Horizontal distance check of 670px, which is longer than the actual hitbox (657px from Tager's origin). Thus, it can grab some extended hurtboxes, but not all of them.<br />
}}<br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Tager}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Iron Tager|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Iron_Tager&diff=450418BBCF/Iron Tager2024-03-25T09:39:13Z<p>Manta: /* Impact Driver */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Tager is Blazblue's resident '''grappler''' who uses powerful command throws and guard point moves to deal high damage combos. Tager has very '''low mobility'''; He can't forward dash, and he can't double jump or air dash. However, Tager has a couple of things going for him. For one, he's a walking tank with the '''highest health''' in the game. Additionally, he has an amazing backdash with long invulnerability and can use some of his guard point attacks to close in against certain moves. Lastly, Tager has his Drive. Tager's Drive gives him the ability to magnetize his opponents in order to pull them towards him. With it, he can drag opponents into his attacks and open up new combo options for better damage. Once in, Tager's command grabs and '''high damage''' can mix up his opponent and take rounds.<br />
<br />
As a low mobility grappler, Tager struggles against characters with strong neutral and low committal offense. His huge hurtbox also opens up unique combo options and mixups for the cast. Tager relies on reading his opponents and calling out their attacks with his command grabs. Thankfully, Tager's Distortion Drives (especially with Overdrive) can create huge momentum swings in his favor. With patient play and good fundamental defense, Tager can turn the tide on anyone and run his game.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#Genesic Emerald Tager Buster|720C]] (5F, super throw)<br/>[[#Gigantic Tager Driver|360A]] (6F, throw)<br/>[[#5A|5A]] (7F)<br />
| reversal = [[#Magna Tech Wheel|236236B]] (19F)<br/>[[#Genesic Emerald Tager Buster|720C]] (5F)<br />
| fatalStarter = [[#6C|6C]]<br/>[[#j.2C|j.2C]]<br/>[[#2D|2D]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Voltic Battler<br />
|content=Tager can magnetize opponents for a small duration by landing certain attacks on hit or block. If the opponent is already magnetized and gets hit by an attack with magnetism, the duration stacks (max 1000F). The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager's opponent is in hitstun, the rate halves to 1 point per 2 frames (when they perform a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.<br/><br />
<br/><br />
When the opponent is magnetized, certain attacks will pull in the opponent. All Drive moves, as well as {{clr|A|6A}}, {{clr|A|360A}}/{{clr|B|B}}, {{clr|C|623C}}, {{clr|C|j.360C}}, and Distortion Drives, will pull in magnetized opponents. Each move attracts differently and for different durations, and they may pull in airborne and grounded opponents differently. For example, Atomic Collider strongly attracts airborne opponents, but does not affect standing or crouching opponents at all. The forces are noted in the frame data. Typically attractive moves start their attraction early on during startup and end during the active frames. Magnetism pulls do not affect a player's ability to perform moves since it doesn't directly cause any kind of hitstun, however it can mess up spacing and force players to land earlier or later than normal, causing some unpredictable and sometimes amusing effects. <br/><br />
<br/><br />
In all cases, players performing Distortion Drives and executing throws that have successfully connected are completely unaffected by magnetism.<br/><br />
<br/><br />
Tager's magnetism cannot force enemies into an airborne state if they're currently grounded, enemies doing any kind of ground tech also cannot be pulled vertically, even though emergency techs are considered airborne and can be pulled sideways surprisingly fast<br/><br />
<br/><br />
In addition to magnetism, Tager has an extra gauge: the Electricity Meter. This gauge fills up at 1 point per frame (freezes during hitstop and superflash) and has a maximum of 1000 points. When the gauge is full, Tager can use the Spark Bolt attack.<br />
|header2=Overdrive: Voltic Field<br />
|content2=Unlike most other overdrives, Tager's focuses more on taking advantage during neutral, with much stronger methods of applying and keeping magnetism. This isn't to say that it doesn't boost his combo damage, but this is limited to just what the overdrive cancel allows and greatly enhanced distortion drives, rather than boosted normals.<br />
<br />
*All normal drive moves all gain projectile guardpoints as well as attribute specific guardpoints depending on the move <br />
*Spark Bolt Gauge fills up four times as fast<br />
*All moves that apply magnetism apply the maximum amount on hit or block<br />
*Distortion Drives are enhanced (more information below)<br />
*While grounded and not in hitstun, magnetized opponents are constantly pulled towards Tager with a velocity of 2,000u/F (about 2/5 of average backwalking speed, so basically not much).<br />
}}<br />
</div><br />
<br />
<div id="home-content" class="home-grid"><br />
{{card|width=6<br />
|header=Unique Mechanic: 360 inputs<br />
|content=While not completely unique to Tager, he has the largest number of special inputs that involve performing at least one full rotation of the direction stick before inputting a button. If you aren't familiar with these from other games, it's important to know the following:<br />
<br />
*You do not need to do a full circle. Instead what you need to do is all 8 directions in order starting from any direction and spinning in either direction. Importantly, you're allowed to skip individual directions, including the final one, so long as no two consecutive inputs are skipped. This means that you minimally only need 4 direction inputs to make a single 360 spin For example:<br />
**4268, 1397, 41368, 41397 are valid spin inputs.<br />
**416987 is not, since it misses 2 ''and'' 3, which are consecutive directions. <br />
*360 Inputs have a 30F input window, 720 has 45F and 1080 has 75F. This timer counts from the moment you ''leave'' the first input, so it's possible to hold [4] to block, and then input 268A to transition to Gigantic Tager Driver.<br />
*Moves that require multiple spins require them to be in sequence and in the same direction. 42684268 is a valid 720 motion, 42686248 is not. The rule about not missing two consecutive directions still applies.<br />
*Spin inputs have a higher input priority than 236 or 623 inputs (So try to do these motions neatly if you don't want a 360 instead). Similarly, try to do your spin inputs in the opposite way to the 236 motion when possible to prevent accidentally getting the wrong move.<br />
<br />
This may feel unintuitive, since pressing upwards will usually make Tager jump, so there are some useful tricks to know:<br />
<br />
*Jump startup may be special cancelled, therefore performing 4268A or 6248A quickly enough will allow you to perform 360A from a standing start. This can be done with a 720 spin, but it's extremely hard to do.<br />
*You can also avoid jumping by doing the spin when Tager can't jump anyway (Known as "Buffering" the move). This includes:<br />
**During Tager's own moves.<br />
**While in the air, since Tager has no double jump.<br />
**While blocking or being hit.<br />
**While recovering from a knockdown (typically best done during the "bounce" recovery to prevent accidental rolling).<br />
**During super pauses, especially overdrive activation.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
<br />
Tager's {{clr|A|5A}} is a very useful poke that hits crouching opponents, outranges most other moves of comparable speed and leads to decent damage on hit if they're close or magnetized. It can also be used to set up tick throws thanks to its large hitbox and neutral frame advantage. While it is slightly slower than the average jab it still covers a lot of scenarios in a single button press.<br />
<br />
*Cannot self cancel, even on hit.<br />
*One of Tager's few jump-cancelable normals.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
<br />
{{clr|B|5B}} is Tager's primary low for low/throw mixups and generally is a great point-blank poke. It's slightly smaller than {{clr|A|5A}}, but Tager's foot is entirely disjointed and it leads to more damage overall. While it is a low attack, it boasts surprising vertical reach and must be barrier blocked in the air, so it's great for catching opponents attempting to jump out of pressure.<br />
<br />
In combos this easily bridges into {{clr|C|5C}} and {{clr|C|3C}} to continue the combo, and while it doesn't do amazing damage, it still scales well.<br />
<br />
*One of Tager's few jump-cancelable normals.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
<br />
{{clr|C|5C}} is a very strong move with many applications. It is Tager's strongest combo starter thanks to its high proration values. It's also a very good combo filler thanks to its high damage and cancel options. At most ranges, {{clr|C|5C}} combos into {{clr|A|6A}} during short or medium-length combos, or {{clr|C|623C}} at the end of long combos. At max range, often the only followup available is {{MMC|input=41236D|label=Spark Bolt}}.<br />
<br />
{{clr|C|5C}} is a fantastic punish tool as well. On a grounded counterhit, {{clr|C|5C}} > {{clr|C|6C}}... can lead to over 5K damage.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
<br />
Slightly slower than {{clr|A|5A}}, but with a lower profile and more disjointed hitbox. {{clr|A|2A}} can be used as a ghetto anti-air, but it's a bit weak since it requires a quick reaction time for a jump cancel followup. It can also be used as a mashable button since it can self-cancel up to three times, unlike {{clr|A|5A}}<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|2A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
<br />
{{clr|B|2B}} does not reach very far, but it has very strong frame advantage and a fast total animation. It can be used to set up Wedge Catapult attempts and intentional whiffs to reset pressure or go for a throw.<br />
<br />
Thanks to the hitbox going well inside of Tager, {{clr|B|2B}} is also great for catching rolls in the corner.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|5B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
<br />
{{clr|C|2C}} is Tager's very high-risk, high-reward anti-air. Its invuln does not last into the active frames, so it will often trade, though the trade will usually be beneficial due to its high counterhit hitstun. This move has abysmal recovery on whiff, and it has a small horizontal reach, so it's very risky to throw out.<br />
<br />
{{clr|C|2C}} is mostly used in combos, most often ...{{clr|A|6A}} > {{clr|C|2C|}} > {{clr|C|623C}}.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{InputBadge|(Hold OK)}}<br />
{{BBCF Move Card<br />
|input=6A,6[A]|versioned=name<br />
|description=<br />
<br />
{{clr|A|6A}} is a good multi-purpose tool. It brings the opponent closer on hit and block, enabling close-range pressure and low/throw mixups. It's a staple combo tool as well to pull in opponents that have been pushed out. Usually in combos it gets used after {{clr|C|5C}}, a link which eventually fails during long combos. Other times include after Sledgehammer B, Back throw and, with some timing, Spark Bolt and {{clr|D|j.D}}.<br />
<br />
This move also has an effect where the opponent cannot tech the slide if they hit the floor within 2F of being hit (Basically when they're very close to the ground when hit in the air), causing a hard knockdown. This is generally referred to as "Low {{clr|A|6A}}". The combined untech time is long enough to allow combos of all kinds. The normal version will generally only combo into {{clr|C|2C}}, {{clr|B|6B}} and {{clr|A|236A}} but with low version, {{clr|A|6A}} will combo into {{clr|B|236B}}, {{clr|C|6C}}, and Crush Trigger as well, allowing a lot of combo possibilities. You'll want to learn this timing to get maximum damage combos, especially after Spark Bolt.<br />
----<br />
Charging {{clr|A|6A}} simply extends the armor frames and attractive time, and adds a bit more damage. Charging fully is generally useless, except for very big reads to guard point through attacks.<br />
<br />
*Hold button to delay.<br />
*Move is attractive to magnetized opponents throughout its startup and active frames, including if the move is delayed.<br />
*Armor is only enabled if the move is charged for at least 16 Frames.<br />
*Armor throughout the charge animation against Body, Head and Projectile attacks. Somewhat uniquely, attacks against {{clr|A|6A}}'s armor will still deal half of their base damage to Tager (And can still end the round).<br />
*Negative knockback, opponents are knocked towards Tager when it connects in any way. Floor slides at Tager's feet on air hit.<br />
*Full charge is achieved 6 frames before Tager will automatically swing anyway.<br />
*Large hitbox that encompasses the spark around Tager's hand, overall reach slightly larger than {{clr|C|5C}}.<br />
*Tager's only normal that can cancel into Gigantic Tager Driver or Wedge Catapult.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
<br />
{{clr|B|6B}} is an important tool thanks to its foot invulnerability. Since Tager's armored moves lose to foot-attribute attacks, this can be used to call out opponents attempting to beat the armor. On counterhit, {{clr|B|6B}} combos into {{clr|C|6C}}, leading to massive damage.<br />
<br />
{{clr|B|6B}} is also a very common combo filler since it forces crouching on opponents. {{clr|B|6B}} > {{clr|A|236A}} , {{clr|A|5A}}... works at the start of many combos and is a simple way to increase damage, set up magnetism, and even extend combos.<br />
<br />
*Can cancel into itself once.<br />
*Forces crouching on standing hit allowing combos into {{clr|A|236A}} (And {{clr|D|5D}} on fatal combos)<br />
*Hard knockdown on air hit. Combos into A Sledge and Gadget finger but not {{clr|C|2C}} with a few exceptions.<br />
*Moves Tager forward slightly.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
<br />
{{clr|C|6C}} is a very strong combo filler attack. In midscreen combos, it's often used as a followup to a counterhit {{clr|C|5C}} or {{clr|B|6B}}, or after a low {{clr|A|6A}}. In corner combos, it can be looped with {{clr|D|5D}} for lots of damage.<br />
<br />
Outside of combos, {{clr|C|6C}} is a relatively risky poke that's usually outclassed by {{clr|C|5C}} or {{clr|D|5D}}. It can be used as an overhead mixup, but its lengthy startup and visual tell make it less useful in this regard.<br />
<br />
*Fatal Counter.<br />
*Jump cancelable on hit, but not on block.<br />
*Ground Bounces.<br />
*110% Bonus Proration.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
<br />
A very useful move for starting magnetized combos. The untech time is long enough to combo {{clr|C|3C}} > {{clr|C|623C}} whiff > {{clr|C|5C}} and can net 3K off a simple interaction. It's a great poke as well, extending almost as far as {{clr|C|5C}} and coming out a bit faster, and it can also be used at the end of shorter combos to get magnetism with {{clr|D|22D}}.<br />
<br />
*Hitting with {{clr|C|3C}} at any point in the combo enables using Gadget Finger for that combo, even if they never hit the floor.<br />
*Hard knockdown on grounded counterhit, even if the opponent is flung into the air before reaching the ground (They'll eventually air tech after a long enough period of time).<br />
*110% Bonus Proration.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
<br />
A fantastic but often overlooked move, used to win air to air battles, particularly ones the opponent didn't expect when trying to jump in. If done early enough in a jump, a counterhit {{clr|A|j.A}} can chain into {{clr|D|j.D}} for some nice combos, though it's typically safer to go for {{clr|A|j.A}} > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|A|j.63214A}}.<br />
<br />
{{clr|A|j.A}} is also a necessary combo filler after an air hit {{clr|A|5A}} or {{clr|A|2A}}.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
<br />
{{clr|B|j.B}} is an extremely useful air button. It has very generous active frames and leads to decent damage in most combos. The hitbox and active frames also make it very useful for crossups. It has a long whiff recovery, however, so don't throw it out too carelessly.<br />
<br />
{{clr|B|j.B}} sets up a safejump after Atomic Collider, though it loses to 6-frame reversals. This safejump has benefits over Gadget Finger oki, since it keeps the opponent closer and allows for immediate pressure.<br />
<br />
*Ground bounces on counterhit against airborne opponents.<br />
**Ground bounce adjusts with height, allowing similar followups from various starting heights.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
<br />
{{clr|C|j.C}} gives Tager forward momentum, so it can be used to close the distance along with {{MMC|input=j.63214A|label={{clr|A|j.63214A}}}}. It can also be used as an anti-air since the hitbox covers most of Tager's hurtbox, though it will often clash. On counterhit, it's usually possible to land and pick up the combo with {{clr|C|5C}}.<br />
<br />
*Quite decent recovery, advantageous in air to air situations.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|j.B}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
<br />
{{clr|C|j.2C}} is the Fatal Counter you'll most likely land. It halts Tager's air momentum, so it can be used to call out anti-air attempts and punish the opponent hard. On regular hit, often the only option is to follow up with Gadget Finger or a Rapid Cancel into {{clr|B|5B}}. It is very punishable on block, though, so use it carefully.<br />
<br />
In combos, this move is very frequently used after {{clr|C|6C}} to bring the opponent back down. Ensure you hit them with Tager as low as you can to give yourself time to recover and use {{clr|B|5B}} or {{clr|C|3C}}.<br />
<br />
Uniquely, if this move is used very close to the ground, the attack will come out almost instantly. The quick startup version seems to be a bug that was deliberately left in the game where the game cancels much of the startup into the landing animation (which has some active frames). This quick version is useful for getting surprise fatal counters on jump ins, and is also quite safe. However its use is very limited due to the rather precise height meeded to activate it. Bizarrely enough it's still an overhead when done close to the ground.<br />
<br />
*Fatal Counter<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br style="clear:both;"/><br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
<br />
{{clr|D|5D}} is a massive poke that magnetizes the opponent and can lead to great damage. However, it has a fairly long startup; don't abuse this move, or you'll eat painful counter hits yourself.<br />
<br />
On counterhit, {{clr|D|5D}} can combo into {{MMC|input=360B|label={{clr|B|360B}}}} just outside of max range, or partially charged {{clr|A|6A}} at any range. It's also possible to follow up with Spark Bolt from any hit, including air hit if done fast enough. As a combo ender, it can also be canceled into {{clr|D|214D}} for a quick Spark Bolt charge or Gadget Finger to pull them back in for some shenanigans.<br />
<br />
This move particularly shines in corner combos, where it can be looped with {{MMC|input=6C|label={{clr|C|6C}}}} for massive damage.<br />
<br />
*Magnetizes for 300F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Blows opponent away on air hit, and causes floorslide.<br />
*Gains Body and Projectile guardpoint during Overdrive.<br />
**Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
<br />
Despite its enticing frame advantage, this move isn't as useful as it appears. Its slow startup and telegraphed animation means it normally won't be surprising the opponent, but on block it leaves Tager plus and close-up against a magnetized opponent, which is a very favorable position. Its best use is to close short distances or take advantage of opponents that are conditioned to not challenge during blockstun.<br />
<br />
On regular hit, this move has no cancel options besides Rapid Cancel. On Fatal Counter, Tager can follow up with either {{clr|C|3C}} > {{clr|C|623C}} (whiff) or {{clr|C|5C}} > {{clr|A|6A}} to start the combo. <br />
<br />
*Fatal Counter<br />
*Magnetises for 300F (1000F in Overdrive)<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Recovery starts immediately after the move connects, so frame advantage is always the same.<br />
*Gains Foot and Projectile guardpoint during Overdrive<br />
**Attacks do not cause hitstop<br />
**Unblockables still cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
{{BBCF Move Card<br />
|input=4D<br />
|description=<br />
<br />
{{clr|D|4D}} is a common pressure ender to apply magnetism, end with a safe frame advantage, and set up tick throws. It can also be used instead of Gadget Finger in some situations to set up tricky resets. {{clr|C|623C}} , {{clr|D|4D}} pulls the opponent directly towards Tager if they emergency tech, or hit them if they delay tech.<br />
<br />
This move does not have followups on regular hit, but on counterhit it can be followed up with {{clr|C|3C}} to lead to decent damage.<br />
<br />
*Magnetises for 180F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Gains Body and Projectile guardpoint during Overdrive.<br />
**Guarded attacks do not cause blockstop for Tager <br />
**Unblockables cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
<br />
{{clr|D|j.D}} is a somewhat situational move since Tager is usually grounded, but it can be used to control air space. More importantly, it can lead to high damage if landed close to the ground, comboing into Wedge Catapult or {{clr|C|6C}}. It's a very strong move during combos as well, most commonly after {{clr|C|6C}}, due to its long untechable time and high proration values.<br />
<br />
It's also used in the Fatal Counter loop of {{clr|C|j.C}} > {{clr|D|j.D}}. On Fatal, your goal should be to get into this loop as fast as you can to get the most damage.<br />
<br />
*Magnetizes for 300F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Gains Head and Projectile guardpoint during Overdrive.<br />
**Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored.<br />
*Hitbox extends far beyond Tager's arms.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}} or {{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C,4B+C|versioned=name<br />
|description=<br />
<br />
While technically as fast as {{clr|A|360A}}, standard throw is quicker to use on reaction than spinning the stick, and it leads to more damage, just without the invuln. For forward throw, follow up with {{clr|B|236B}}, and for back throw, follow up with {{clr|A|6A}} > {{clr|C|6C}}.<br />
<br />
Both standard throw routes end with Atomic Collider, so bear in mind which throw gives the best positioning afterwards.<br />
<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw, but with more range.]]<br />
** Has 401 pixel range compared to the standard 266 pixel range.<br />
*Forward Throw is special cancelable, but back throw is not<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
<br />
Not exactly a useful move for Tager since he doesn't have many opportunities to get close mid air, or set up airthrow traps since Air Driver does these things much better. But it does at least recover much more quickly than Air Driver if it misses and does lead to slightly more damage. Air throw can be followed up with {{clr|C|j.2C}} (Performed very close to the ground) at almost any height.<br />
<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw, but with more range.]]<br />
** Has 453 pixel range compared to the standard 344 pixel range.<br />
*Cancellable from {{clr|A|j.A}}.<br />
*Swaps sides.<br />
*Hard knockdown after a small bounce. Follow up by landing a lowest-possible {{clr|C|j.2C}}, {{clr|B|5B}}... or {{clr|C|j.C}}, {{clr|C|5C}}.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
<br />
Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of the opponent and get back to neutral. Unlike other Counter assaults, Tager's does not knock his opponent away. Instead, it grants a close-range soft knockdown on grounded hit and a close-range hard knockdown on airborne hit.<br />
<br />
*Uses {{clr|B|6B}}'s animation<br />
*Slightly slower than other Counter Assaults<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
<br />
Usually not that useful since Tager has better options during combos and pressure. However, opponents in Guard Crush can be thrown, so this can be used to set up unblockable throws if the opponent doesn't use Barrier. Overall, it's not used that much because there's usually a better option that doesn't use meter. That being said, it can be followed up with {{clr|B|5B}}, {{clr|B|6B}}, and {{clr|C|3C}}.<br />
<br />
*Gives a small floorbounce followed by a hard knockdown, essentally giving it a long knockdown time.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Gigantic Tager Driver</big>===<br />
{{InputBadge|{{clr|A|360A}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=360A<br />
|description=<br />
<br />
Tager's primary throw mixup. It has a quick startup, and can be held to pull in magnetized opponents, making it a very potent tick throw, most commonly after {{clr|A|5A}} or {{clr|D|4D}}. But don't be too predictable, since the move has a long whiff recovery and can be avoided by jumping.<br />
<br />
It can also be used to punish any pressure gap of 3 frames or more thanks to its invuln, which can be further enhanced with the use of Instant Blocking. Again, though, wary opponents can avoid this with jump cancel, frame traps, throw invuln attacks or {{keyword|meaty}} attacks, so don't overuse it.<br />
<br />
While it might seem as a Grappler that your gameplan should revolve around landing this move, it actually only leads to weak damage compared to Tager's other options. Typically this move is most useful for keeping the opponent from doing bad blockstrings on the ground and also to win out point-blank jab contests when at near-neutral frame advantage, forcing the opponent to play less aggressively.<br />
<br />
*Attractive to grounded magnetised opponents during startup and active frames.<br />
*Can be held to extend active frames.<br />
*Cannot be special cancelled into, except from {{clr|A|6A}}.<br />
*Small invulnerability window on frames 3-6. Cannot be increased by holding {{clr|A|A}}.<br />
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism).<br />
*Has 210 pixel range between bounding boxes.<br />
}}<br />
<br />
===<big>Wedge Catapult</big>===<br />
{{InputBadge|{{clr|B|360B}}}}<br />
{{BBCF Move Card<br />
|input=360B<br />
|description=<br />
<br />
A slow command grab with a lot of invlnerability at the start (but not a full reversal). Unlike his other command grabs, you cannot hold the button to extend or delay it.<br />
<br />
{{clr|B|360B}} is useful for calling out slow committal attacks and moves that are good at beating {{clr|A|360A}} and {{clr|C|720C}}, since they tend to rely on small hops or short throw invulnerability, and this move is so slow it will hit after they're vulnerable again. However, since it is very slow and has a long recovery, and is very susceptible to whiffing and getting punished hard. The invuln starts on frame 6, so it's a riskier option than {{clr|A|360A}}.<br />
<br />
As a combo starter, {{clr|B|360B}} allows for a followup {{clr|C|5C}} or {{clr|C|6C}} for around 3-3.5K damage, giving it better damage than {{clr|A|360A}} and more choice about how to set up your okizeme. If Tager's back is to the corner, it can be followed up with {{clr|D|5D}} to go into {{clr|C|6C}} > {{clr|D|5D}} corner loops.<br />
<br />
Wedge Catapult can be used in combos after long untech counterhit moves, though most importantly it can be used with {{MMC|input=22D|label=Gadget Finger}} > Rapid Cancel for high minimum damage after the end of long combos.<br />
<br />
*Disables opponent's burst on hit.<br />
*Attractive to magnetized opponents during startup.<br />
*Cannot kill.<br />
*Can only be cancelled into from {{clr|A|6A}}.<br />
*Combo throw, does not incur purple !! marks if used during blockstun or a combo But does not benefit from the 10% damage bonus on counterhits nor does it have 100% minimum damage.<br />
*Untech time always lasts until the opponent hits the floor, even in very long combos.<br />
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism).<br />
*If Tager's back is near to a wall when he hits, then he will be pushed away from the wall towards the middle of the screen to allow followups.<br />
*Has 210 pixel range between bounding boxes<br />
}}<br />
<br />
===<big>Impact Driver</big>===<br />
{{InputBadge|{{clr|B|360B}} After Wedge Catapult}}<br />
{{BBCF Move Card<br />
|input=360B~360B<br />
|description=<br />
<br />
A command followup to Wedge Catapult that can be input at any point after the opponent has rebounded off of the wall right up until Tager fully recovers. Basically turns the move into {{clr|A|360A}} with 100 more damage.<br />
<br />
Impact Driver is seldom used due to other combos from Wedge Catapult causing more damage. However it is unburstable, will always connect at any point in a combo and has good minimum damage. This makes this move mostly used as a burst-safe round ender. Impact Driver can only be followed up by Gadget Finger.<br />
<br />
*Deals 100% damage if Wedge catapult was the first hit of the combo. 50% minimum damage otherwise.<br />
*This move can be input at any time during Wedge catapult's recovery after the wallbounce and it will always connect.<br />
*Opponent is returned to the same side they were on when Wedge catapult grabbed them.<br />
<br />
}}<br />
<br />
===<big>Air Driver</big>===<br />
{{InputBadge|{{clr|C|j.360C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=j.360C<br />
|description=<br />
<br />
An interesting, but pretty unreliable tool that can be used to surprise opponents at a far distance and discourage jumping. Unlike {{MMC|input=360A|label={{clr|A|360A}}}}, this move does not have any invulnerability. Similar to {{MMC|input=623C|label=Atomic Collider}}, opponents that superjump or air dash may be flung too far to be grabbed, and can get a free hit due to the long recovery of this move.<br />
<br />
Can be disrespectfully used during combos as a purple throw or a tech trap to do an absurd amount of extra damage, but there's no way to do reliable Throw Reject Miss setups since it cannot be canceled from {{clr|A|j.A}}<br />
<br />
*Attractive to magnetized opponents during startup and active frames.<br />
**Strongly attractive to airborne opponents, including during moves like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=5C|label={{clr|C|5C}}}}.<br />
**Weakly attractive to grounded opponents. They'll be slowly dragged across the ground.<br />
*Can be held to extend active frames.<br />
*Cannot be special cancelled into at all.<br />
*No invulnerability unlike {{clr|A|360A}}.<br />
*Has 210 pixel range between bounding boxes, but the hitbox tends to be the limiting factor.<br />
}}<br />
<br />
===<big>Atomic Collider</big>===<br />
{{InputBadge|{{clr|C|623C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=623C<br />
|description=<br />
Anti-air grab that swaps sides on hit and can be used during combos. Hold {{clr|C|C}} to extend the startup magnetic attraction, release to actually grab them.<br />
<br />
Atomic Collider adds good damage to any combo. In long combos, it's only possible to follow up with Gadget Finger, so it's usually the end of the combo. {{clr|B|j.B}} is also a safejump after Atomic Collider, though this loses to reversals faster than 7 frames. Keep in mind that Atomic Collider sideswaps, so it may be advantageous to end the combo with other moves to maintain positional advantage.<br />
<br />
{{clr|C|3C}} is a common button to set up the float on whiff. From there, it can be followed up with plenty of options. The most common combo is {{clr|C|3C}} > {{clr|C|623C}} (whiff) , {{clr|C|5C}} > {{clr|A|6A}} > {{clr|C|2C}} > {{clr|C|623C}}.<br />
<br />
*Attractive to airborne magnetized opponents during startup and active frames.<br />
**Strongly attractive to airborne opponents, including during moves like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=5C|label={{clr|C|5C}}}}.<br />
**No effect on grounded opponents.<br />
*Can never grab a grounded opponent, regardless of hitboxes.<br />
*Combo throw. It will not incur a purple throw if used in a combo and will benefit from the 10% bonus damage from counter hits. Does not have 100% minimum damage.<br />
**First hit also does 0 damage, so this move will do a maximum of 1350 damage due to combo scaling.<br />
*Can be deliberately missed to reposition magnetised opponents, very important for combos.<br />
*Can grab extended hitboxes.<br />
*Trades inconistently due to its Head invulnerability expiring on its first active frame. Who wins the trade is determined by [[BBCF/Miscellaneous#Character_Priority|Character Priority]], which is usually Tager, but not always.<br />
<br />
<br />
}}<br />
<br />
===<big>Voltec Charge</big>===<br />
{{InputBadge|{{clr|D|214D}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=214D<br />
|description=<br />
Tager stands still and charges his spark bolt guage while protected by a Body, Head and Projectile guardpoint. Hold to extend the duration. If the opponent activates the guardpoint, this move can be cancelled into {{MMC|input=214D~236A|label=Additional Attack}}. To perform this cancel, you need to input {{clr|A|236A}} while still holding {{clr|D|D}} to stop this move ending.<br />
<br />
{{clr|D|214D}} is important for maintaining {{MMC|input=41236D|label=Spark Bolt}}. It can be used after a blocked {{clr|D|5D}} to get in a quick charge, or in neutral to bait opponents into approaching. It can also be used somewhat as an anti-air with its armor with the {{MMC|input=214D~236A|label=Additional Attack}}, though this will lose to crossups, double jumps and other evasions. Keep in mind that this move does not have armor against foot attacks, so it's inadvisable to use to trap grounded attacks except for predicting reversals.<br />
<br />
*The Electric gauge charges more based on how long Tager holds the stance. Minimum of 66 of Spark meter generated, Maximum of 510. <br />
**This equates to 6 units of extra spark bolt charge for every optional frame of this stance held.<br />
**Cancelling into {{clr|A|236A}} or being interrupted during this move prevents any spark bolt charge being gained.<br />
*Blocks Head, Body and Projectile attribute moves while held. Cannot block unblockable attacks.<br />
<br />
}}<br />
<br />
===<big>{{clr|A|A}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|A|236A}}}}<br />
{{BBCF Move Card<br />
|input=236A<br />
|description=<br />
<br />
A special move that doesn't get used a lot at neutral due to other normals generally being better choices. While it has frame 1 projectile armour, it's not super useful since opponents don't typically use projectiles at such close range.<br />
<br />
{{clr|A|236A}} sees use in grounded combos, mostly after {{clr|B|6B}} to force crouching. It can be followed up with {{clr|A|5A}} on crouching opponents for a short combo and end with Gadget Finger to apply magnetism.<br />
<br />
This move can be used as a decently safe poke due to its disjointed hitbox, but it isn't good for setting up tick throws and it is punishable on Instant Block.<br />
<br />
*Guardpoint prevents any hitstop from projectiles it guards.<br />
*Guardpoint can block against unblockable projectiles<br />
*Can only be followed up with Additional Attack on a standing non-counter hit.<br />
}}<br />
<br />
===<big>{{clr|B|B}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|B|236B}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=236B,236[B] |versioned=input<br />
|description=<br />
Tager pauses then slides forwarda considerable distance, ending in a strike. Guard points projectiles during start-up and active frames. Also guards Head and Body attacks during some of its startup start-up. Unlike the A version, B Sledgehammer does not guard against unblockables.<br />
<br />
Not necessarily the best way to close gaps as predictable Sledge use will usually be punished. Vary between using this, super jump {{clr|C|j.C}} and simply taking a nice stroll towards the opponent to keep them guessing. In combos it works as a great move due to its huge damage, decent scaling and can be followed with {{clr|A|6A}} > {{clr|C|6C}} fairly easily after a hard knockdown (Such as after a {{clr|C|3C}} counterhit or a {{clr|D|5D}} air hit into the corner).<br />
<br />
*Covers considerably more range than the A version, moves 33% further and deals slightly more damage when fully charged, but all other properties remain the same.<br />
*Guard point also prevents any hitstop for Tager.<br />
*Causes Crumple stun on grounded hit. On Counterhit gives a crumple stun similar to {{clr|D|5D}}'s standing counterhit, allowing all manner of followups.<br />
*Causes a launching tumble on air hit or downed hit. Allows easy followups.<br />
*Often used to close gaps and punch through reckless projectile spam, but it's far from ideal since it's the only real way to do this.<br />
*Used in corner combos after a {{clr|D|5D}} air hit.<br />
}}<br />
<br />
===<big>Additional Attack</big>===<br />
{{InputBadge|{{clr|A|236A}} after Sledgehammer or Voltec Charge guardpoint}}<br />
{{BBCF Move Card<br />
|input=236X~236A,214D~236A|versioned=input<br />
|description=<br />
<br />
A very risky move, since it can only be used after {{clr|A|236A}}/{{clr|B|B}} or {{clr|D|214D}} guardpoint and it loses to low attacks. It can be used to catch sleeping opponents or characters that don't have a fast enough {{clr|A|2A}}, but don't use it too much in pressure since it's very punishable on block. Notably, the version of the move you get cancelling from {{clr|D|214D}} is considerably faster than from either Sledgehammer.<br />
<br />
If it does land, it leads to no followup on regular hit and {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|623C}} on counterhit ({{clr|A|6A}} will whiff since it's a short starter). Hammer is more useful as a combo finisher to try to close out a round. It can also be Rapid Canceled to add a good bit of damage, especially for unmagnetized grounded combos.<br />
<br />
*Same Guard point properties as B Sledgehammer, but actually lasts until it goes active.<br />
*Doesn't guard unblockables, even when done from A Sledgehammer<br />
*Combo ender in most cases, will always connect after either Sledgehammer unless the combo has prorated severely.<br />
*Can be cancelled into on whiff on either Sledgehammer.<br />
*Counterhit state throughout<br />
*The version you get cancelling from {{clr|D|214D}} is considered a separate move to the version you get cancelling from Sledgehammer for same move proration purposes. This doesn't come up much in real combos however.<br />
}}<br />
<br />
===<big>Gadget Finger</big>===<br />
{{InputBadge|{{clr|D|22D}} on downed opponent (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=22D<br />
|description=<br />
<br />
Okizeme move, picks up the opponent off the floor or airborne near the floor and drops them in front of Tager, {{keyword|restanding|term=Re-stand}} them. Is strongly attractive during its startup and active time and can be held to extend this time.<br />
<br />
Gadget Finger is an incredibly versatile tool for Tager, used to end most combos with some magnetism and preventing recovery rolls. It's a natural followup to {{clr|A|360A}}, {{clr|C|j.360C}}, and {{clr|C|623C}}. Since it leaves Tager at +9, this allows for mixups: {{clr|C|5C}} or {{clr|C|3C}} to catch mash, {{clr|A|360A}} to catch block, and blocking or backdash to cover reversal options like DP or Overdrive.<br />
<br />
Gadget Finger whiffs can also be used to extend combos after {{clr|C|2C}} due to its magnetism pulling opponents back into range. These often function as longer, more damaging combo routes than Tager's unmagnetized combos, and they can be seen on his [[{{PAGENAME}}/Combos|Combos]] page.<br />
<br />
On some characters, particularly larger characters, the frame advantage also lets Tager follow up with {{clr|A|5A}}. This doesn't lead to many combo opportunities, but {{clr|A|5A}} > jump cancel block can bait Overdrive attempts and block the resulting Burst.<br />
*{{clr|A|5A}} after Gadget Finger works on: Amane, Arakune, Bang (only in corner and CH), Bullet (only on CH), Hakumen, Jubei, Kagura, Rachel, Ragna, Susanoo, Tager, and Tsubaki<br />
<br />
Gadget Finger can be Rapid Canceled into {{clr|B|360B}}~{{clr|B|360B}} to add at least 800 damage at the end of a combo. This is particularly useful to finish off a round with unburstable damage.<br />
<br />
It can also be Rapid Canceled to use the infamous "Timeout Tager" or "Tager Circus" strategy. After landing Gadget Finger (preferably after the opponent is thoroughly magnetized), it can be Rapid Cancel and repeatedly whiff {{clr|C|j.360C}}. This is much harder than it sounds, and must be done with great care to not launch the opponent too far. If done correctly, with 100 meter, this can be an effective strategy to win by timeout.<br />
<br />
*Magnetizes for 360F (1000F in Overdrive)<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Can be held to extend active frames.<br />
*Only usable if the combo has fully downed the opponent at some point before trying to activate Gadget Finger (floorbounce does not count). The moves that cause this are:<br />
** {{clr|A|6A}}, {{clr|D|5D}} and {{clr|D|2D}} (air hit, after floorslide begins)<br />
**Crush Trigger, {{clr|A|360A}}, {{clr|B|360B > 360B}} {{clr|C|j.360C}}, {{clr|C|j.2C}} (non-CH), and air throw.<br />
**{{Clr|B|6B}}, {{clr|C|3C}} and Atomic Collider will instantly allow the use of Gadget Finger, they do not need to touch the ground first in these cases.<br />
** And any time the opponent hits the ground and simply chooses not to Emergency Roll.<br />
*100% minimum damage, 5% fixed heat gain.<br />
*Unaffected by hitstun decay: +9 normally, +18 on counter hit. The recovery is increased by Fatal Counters and Jubei's standing hitstun penalty.<br />
}}<br />
<br />
===<big>Spark Bolt</big>===<br />
{{InputBadge|{{clr|D|41236D}}}} or {{InputBadge|{{clr|D|623D}}}}<br />
{{BBCF Move Card<br />
|input=41236D,623D|versioned=input<br />
|description=<br />
<br />
Tager launches a huge and fast projectile either horizontally or at an angle that punches through most other projectiles. On hit it wallbounces the opponent back towards Tager for easy followups and magnetises for 480F. To balance how utterly overpowered this sounds, it cannot be used without a full Electricity meter.<br />
<br />
Once its meter is charged, this is an incredibly threatening tool in Tager's arsenal. Spark Bolt can punish anything from any range with correct timing and can extend nearly any combo, especially if the opponent has been pushed out too far for a followup. The wallbounce allows for a close {{clr|C|5C}} followup for good damage, or a riskier low-hitting {{clr|A|6A}} for even more damage, especially considering the magnetism and huge upfront damage it has. The projectile is large enough to hit floorsliding opponents (such as after an air hit {{clr|D|5D}}), but it will whiff on fully downed opponents.<br />
<br />
The threat of Spark Bolt is also great for controlling the opponent's actions. You don't have to use it right away, holding onto it will affect how the opponent plays and can let you approach more easily since they'll be wary of just throwing out random attacks.<br />
<br />
If the move is stuffed, the Spark Bolt gauge will still be emptied even if the projectile doesn't come out, so be cautious of using it in close range neutral situations.<br />
<br />
*Magnetises for 480F (1000F during OD). Does not attract magnetised opponents, unlike other drive moves.<br />
*Unlike all other drive moves, this move does not attract magnetised opponents at all.<br />
*Requires a full Electricity gauge to fire and consumes all of it on the first startup frame.<br />
*Charges up in 1000 frames (16 2/3 seconds) normally.<br />
**Charges four times as fast during Overdrive (Charges in approximately 4 seconds).<br />
*Each version has a slightly different hit effect, with the diagonal version causing higher vertical force and less horizontal rebound force then the horizontal version.<br />
<br />
}}<br />
<br />
===<big>Crimson Punisher</big>===<br />
{{InputBadge|{{clr|A|j.63214A}}}}<br />
{{BBCF Move Card<br />
|input=j.63214A<br />
|description=<br />
A big swipe with Tager's arm that pushes Tager up and forwards a bit. If it hits, Tager immediately follows up with a belly flop.<br />
<br />
{{clr|A|j.63214A}} is primarily used as an air combo finisher due to its high damage. On knockdown, {{clr|A|5A}} will catch roll attempts and {{clr|B|2B}} will catch forward roll attempts. The followup hit can be Rapid Canceled for more damage, though this is only really advisable at the start of a combo.<br />
<br />
{{clr|A|j.63214A}} also grants Tager forward momentum, so it can be used as an approach tool along with {{clr|C|j.C}}. Mix this up to vary your approach angles.<br />
<br />
The followup is almost always guaranteed outside of very rare cases (for example, at the end of a very long combo or due to another Tager's magnetism).<br />
<br />
*Huge hitbox underneath Tager.<br />
*First hit disables bursts on hit.<br />
*Can only be used once per jump.<br />
*During the initial arm sweep, Tager is launched slightly upwards and forwards and loses all previous jumping momentum, enabling it to easily hit enemies slightly above him, but also makes hitting it on standing opponents very tricky. Also not an overhead.<br />
}}<br />
<br />
==Distortion Drives==<br />
<br />
===<big>Magna Tech Wheel</big>===<br />
{{InputBadge|{{clr|B|236236B}}}}<br />
{{BBCF Move Card<br />
|input=236236B, 236236B OD |versioned=name<br />
|description=<br />
<br />
The big damage super used at the end of combos. It has good minimum damage, but it is often better to use Rapid Cancels in combos combined with strong normal attacks like Atomic Collider. Still, this gives good unburstable damage to close out rounds and cash in meter.<br />
<br />
MTW also has guardpoint early on, making it viable as a wakeup reversal. However, opponents can Rapid Cancel their attack in response to the superflash, making it somewhat unreliable. If you plan to use is as a reversal, it's safest to have 100 meter so you can Rapid Cancel the attack to remain safe, otherwise you'll eat a big punish.<br />
<br />
MTW can be Rapid Canceled during any hit of the attack. Since the last hit is an overhead, this Rapid Cancel be be used to mix up the opponent with a low-hitting attack or even a command grab.<br />
<br />
In Overdrive, this move and its followup gain far more damage and will also force Active Flow if Tager hasn't activated it that round. If you wish to use it in this way, use MTW as early as you can in the combo to maximize damage.<br />
<br />
*Minimum damage: 864 OD: 1080<br />
*Strongly attractive to magnetised opponents.<br />
*Guard point against everything until the third hit, then blocks anything that includes the projectile attribute for the rest. Can guardpoint through unblockables.<br />
*Only possible to follow up with Terra Break or Rapid cancel, Opponent otherwise can tech before Tager even recovers.<br />
*Has a higher input priority than 360B, so be mindful when spinning the input.<br />
<br />
}}<br />
<br />
===<big>Terra Break</big>===<br />
{{InputBadge|{{clr|B|236236B}} after Magna Tech Wheel}}<br />
{{BBCF Move Card<br />
|input=236236B~236236B<br />
|description=<br />
<br />
'''To get the best results, continously roll the 236 motion during {{MMC|input=236236B|label=MTW}}. Then, input {{clr|B|B}} right as the opponent reaches the apex of the launch.'''<br />
<br />
Only really useful as an ender to long combos thanks to its high minimum damage. At the beginning of combos, using a Rapid Cancel will lead to more damage than Terra Break. If MTW is blocked, '''do not use this''', since it's still massively punishable and essentially a waste of 50 meter. Rapid Cancel instead to remain safe.<br />
<br />
In Overdrive, this move is much more useful. After the wallbounces, it can be followed up with {{clr|C|6C}} or {{clr|B|236B}} to keep the combo going. If MTW was done during Overdrive, Terra Break will always be the Overdrive version as well, even if Overdrive has expired.<br />
<br />
*Minimum damage: 720 OD: 840<br />
*Followup to Magna Tech Wheel to add even more damage.<br />
*Blows opponent away on hit and wallbounds.<br />
*Overdrive version causes wallbounce and hard knockdown that allows for folloup with various moves, the higher up they are when you hit them, the more time you will get.<br />
}}<br />
<br />
===<big>Genesic Emerald Tager Buster</big>===<br />
{{InputBadge|{{clr|C|720C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=720C<br />
|description=<br />
<br />
Tager's signature super. Instantly invulnerable, meaning it's a true reversal (though it will still whiff on airborne opponents). This move can pull in magnetized opponents extremely far during its startup (though the pull is significantly weaker during held frames), and it is unavoidable after superflash. It becomes even more potent when combined with Instant Blocking and Overdrive Cancel. GETB can also be used in tick throw situations, though it is much higher risk than other throw options.<br />
<br />
Be wary of when to use it, though. Because of its power, opponents will often bait it out with jump cancels and throw safe moves, which can lead to a wasted 50 meter and a counterhit punish. It's best used in guaranteed situations such as after an Overdrive Raid or punishable gap.<br />
<br />
*Hold C to extend active frames, but Tager is not invulnerable during this time<br />
*Has minimum distance check larger than its hitbox, which is unusual for throws, meaning that it's possible to be in range but miss since no hitboxes line up. Be aware that throws actually measure to the front of a player's collision box which gets pushed forward during some moves, such as Ragna's {{clr|B|5B}}<br />
*Moves forward and swaps sides after a successful hit, meaning it's impossible to corner someone with this<br />
*No followups possible, including Rapid Cancel<br />
*Overdrive version magnetizes opponent for the maximum duration of 1000F in addition to dealing more damage<br />
*100% minimum damage<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Charged Lightning</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
<br />
An expensive reversal that does not apply magnetism and launches the opponent away, but it is still useful for granting Active Flow. If it's available, a {{clr|C|720C}} punish is usually a better option during Overdrive flash. It's also not particularly strong in combos, but it can be used as an unburstable combo ender.<br />
<br />
*Ends the faster Spark Bolt gauge gain from OD the instant the move hits, so it can't be used to pad out this gain.<br />
*[[BBCF/Mechanics#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]]<br />
*322/639 Minimum Damage<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>King of Tager</big>===<br />
{{InputBadge|{{clr|D|1080D}} (Hold OK) when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=1080D<br />
|description=<br />
<br />
{{clr|D|1080D}} can hit an opponent during a combo regardless of their position (except for fully downed opponents) as long as their hitbox is in front of Tager. It primarily combos after {{MMC|input=360B|label=Wedge Catapult}} and {{MMC|input=623D|label={{clr|D|623D}} Spark Bolt}}, but other than that the long startup makes it very hard to combo into.<br />
<br />
{{clr|D|1080D}} is unique in that it requires a different response from opponents. It has an initial invuln, but this does not last into the active frames so opponents can mash out of it or use a reversal. As mentioned before, though, it can hit airborne opponents so it cannot be jumped. This means it has a use over {{clr|C|720C}}, though due to its motion it is often much more telegraphed and difficult to use in general.<br />
<br />
*Cannot be cancelled into from anything.<br />
*Startup is extendable by holding the {{clr|D|D}} button, attack will only happen 10F after it is released or max hold is performed.<br />
*Extremely attractive towards magnetised opponents, including during extended startup.<br />
*Horizontal distance check of 670px, which is longer than the actual hitbox (657px from Tager's origin). Thus, it can grab some extended hurtboxes, but not all of them.<br />
}}<br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Tager}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Iron Tager|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Iron_Tager&diff=450417BBCF/Iron Tager2024-03-25T09:34:04Z<p>Manta: /* Wedge Catapult */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Tager is Blazblue's resident '''grappler''' who uses powerful command throws and guard point moves to deal high damage combos. Tager has very '''low mobility'''; He can't forward dash, and he can't double jump or air dash. However, Tager has a couple of things going for him. For one, he's a walking tank with the '''highest health''' in the game. Additionally, he has an amazing backdash with long invulnerability and can use some of his guard point attacks to close in against certain moves. Lastly, Tager has his Drive. Tager's Drive gives him the ability to magnetize his opponents in order to pull them towards him. With it, he can drag opponents into his attacks and open up new combo options for better damage. Once in, Tager's command grabs and '''high damage''' can mix up his opponent and take rounds.<br />
<br />
As a low mobility grappler, Tager struggles against characters with strong neutral and low committal offense. His huge hurtbox also opens up unique combo options and mixups for the cast. Tager relies on reading his opponents and calling out their attacks with his command grabs. Thankfully, Tager's Distortion Drives (especially with Overdrive) can create huge momentum swings in his favor. With patient play and good fundamental defense, Tager can turn the tide on anyone and run his game.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#Genesic Emerald Tager Buster|720C]] (5F, super throw)<br/>[[#Gigantic Tager Driver|360A]] (6F, throw)<br/>[[#5A|5A]] (7F)<br />
| reversal = [[#Magna Tech Wheel|236236B]] (19F)<br/>[[#Genesic Emerald Tager Buster|720C]] (5F)<br />
| fatalStarter = [[#6C|6C]]<br/>[[#j.2C|j.2C]]<br/>[[#2D|2D]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Voltic Battler<br />
|content=Tager can magnetize opponents for a small duration by landing certain attacks on hit or block. If the opponent is already magnetized and gets hit by an attack with magnetism, the duration stacks (max 1000F). The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager's opponent is in hitstun, the rate halves to 1 point per 2 frames (when they perform a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.<br/><br />
<br/><br />
When the opponent is magnetized, certain attacks will pull in the opponent. All Drive moves, as well as {{clr|A|6A}}, {{clr|A|360A}}/{{clr|B|B}}, {{clr|C|623C}}, {{clr|C|j.360C}}, and Distortion Drives, will pull in magnetized opponents. Each move attracts differently and for different durations, and they may pull in airborne and grounded opponents differently. For example, Atomic Collider strongly attracts airborne opponents, but does not affect standing or crouching opponents at all. The forces are noted in the frame data. Typically attractive moves start their attraction early on during startup and end during the active frames. Magnetism pulls do not affect a player's ability to perform moves since it doesn't directly cause any kind of hitstun, however it can mess up spacing and force players to land earlier or later than normal, causing some unpredictable and sometimes amusing effects. <br/><br />
<br/><br />
In all cases, players performing Distortion Drives and executing throws that have successfully connected are completely unaffected by magnetism.<br/><br />
<br/><br />
Tager's magnetism cannot force enemies into an airborne state if they're currently grounded, enemies doing any kind of ground tech also cannot be pulled vertically, even though emergency techs are considered airborne and can be pulled sideways surprisingly fast<br/><br />
<br/><br />
In addition to magnetism, Tager has an extra gauge: the Electricity Meter. This gauge fills up at 1 point per frame (freezes during hitstop and superflash) and has a maximum of 1000 points. When the gauge is full, Tager can use the Spark Bolt attack.<br />
|header2=Overdrive: Voltic Field<br />
|content2=Unlike most other overdrives, Tager's focuses more on taking advantage during neutral, with much stronger methods of applying and keeping magnetism. This isn't to say that it doesn't boost his combo damage, but this is limited to just what the overdrive cancel allows and greatly enhanced distortion drives, rather than boosted normals.<br />
<br />
*All normal drive moves all gain projectile guardpoints as well as attribute specific guardpoints depending on the move <br />
*Spark Bolt Gauge fills up four times as fast<br />
*All moves that apply magnetism apply the maximum amount on hit or block<br />
*Distortion Drives are enhanced (more information below)<br />
*While grounded and not in hitstun, magnetized opponents are constantly pulled towards Tager with a velocity of 2,000u/F (about 2/5 of average backwalking speed, so basically not much).<br />
}}<br />
</div><br />
<br />
<div id="home-content" class="home-grid"><br />
{{card|width=6<br />
|header=Unique Mechanic: 360 inputs<br />
|content=While not completely unique to Tager, he has the largest number of special inputs that involve performing at least one full rotation of the direction stick before inputting a button. If you aren't familiar with these from other games, it's important to know the following:<br />
<br />
*You do not need to do a full circle. Instead what you need to do is all 8 directions in order starting from any direction and spinning in either direction. Importantly, you're allowed to skip individual directions, including the final one, so long as no two consecutive inputs are skipped. This means that you minimally only need 4 direction inputs to make a single 360 spin For example:<br />
**4268, 1397, 41368, 41397 are valid spin inputs.<br />
**416987 is not, since it misses 2 ''and'' 3, which are consecutive directions. <br />
*360 Inputs have a 30F input window, 720 has 45F and 1080 has 75F. This timer counts from the moment you ''leave'' the first input, so it's possible to hold [4] to block, and then input 268A to transition to Gigantic Tager Driver.<br />
*Moves that require multiple spins require them to be in sequence and in the same direction. 42684268 is a valid 720 motion, 42686248 is not. The rule about not missing two consecutive directions still applies.<br />
*Spin inputs have a higher input priority than 236 or 623 inputs (So try to do these motions neatly if you don't want a 360 instead). Similarly, try to do your spin inputs in the opposite way to the 236 motion when possible to prevent accidentally getting the wrong move.<br />
<br />
This may feel unintuitive, since pressing upwards will usually make Tager jump, so there are some useful tricks to know:<br />
<br />
*Jump startup may be special cancelled, therefore performing 4268A or 6248A quickly enough will allow you to perform 360A from a standing start. This can be done with a 720 spin, but it's extremely hard to do.<br />
*You can also avoid jumping by doing the spin when Tager can't jump anyway (Known as "Buffering" the move). This includes:<br />
**During Tager's own moves.<br />
**While in the air, since Tager has no double jump.<br />
**While blocking or being hit.<br />
**While recovering from a knockdown (typically best done during the "bounce" recovery to prevent accidental rolling).<br />
**During super pauses, especially overdrive activation.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
<br />
Tager's {{clr|A|5A}} is a very useful poke that hits crouching opponents, outranges most other moves of comparable speed and leads to decent damage on hit if they're close or magnetized. It can also be used to set up tick throws thanks to its large hitbox and neutral frame advantage. While it is slightly slower than the average jab it still covers a lot of scenarios in a single button press.<br />
<br />
*Cannot self cancel, even on hit.<br />
*One of Tager's few jump-cancelable normals.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
<br />
{{clr|B|5B}} is Tager's primary low for low/throw mixups and generally is a great point-blank poke. It's slightly smaller than {{clr|A|5A}}, but Tager's foot is entirely disjointed and it leads to more damage overall. While it is a low attack, it boasts surprising vertical reach and must be barrier blocked in the air, so it's great for catching opponents attempting to jump out of pressure.<br />
<br />
In combos this easily bridges into {{clr|C|5C}} and {{clr|C|3C}} to continue the combo, and while it doesn't do amazing damage, it still scales well.<br />
<br />
*One of Tager's few jump-cancelable normals.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
<br />
{{clr|C|5C}} is a very strong move with many applications. It is Tager's strongest combo starter thanks to its high proration values. It's also a very good combo filler thanks to its high damage and cancel options. At most ranges, {{clr|C|5C}} combos into {{clr|A|6A}} during short or medium-length combos, or {{clr|C|623C}} at the end of long combos. At max range, often the only followup available is {{MMC|input=41236D|label=Spark Bolt}}.<br />
<br />
{{clr|C|5C}} is a fantastic punish tool as well. On a grounded counterhit, {{clr|C|5C}} > {{clr|C|6C}}... can lead to over 5K damage.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
<br />
Slightly slower than {{clr|A|5A}}, but with a lower profile and more disjointed hitbox. {{clr|A|2A}} can be used as a ghetto anti-air, but it's a bit weak since it requires a quick reaction time for a jump cancel followup. It can also be used as a mashable button since it can self-cancel up to three times, unlike {{clr|A|5A}}<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|2A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
<br />
{{clr|B|2B}} does not reach very far, but it has very strong frame advantage and a fast total animation. It can be used to set up Wedge Catapult attempts and intentional whiffs to reset pressure or go for a throw.<br />
<br />
Thanks to the hitbox going well inside of Tager, {{clr|B|2B}} is also great for catching rolls in the corner.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|5B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
<br />
{{clr|C|2C}} is Tager's very high-risk, high-reward anti-air. Its invuln does not last into the active frames, so it will often trade, though the trade will usually be beneficial due to its high counterhit hitstun. This move has abysmal recovery on whiff, and it has a small horizontal reach, so it's very risky to throw out.<br />
<br />
{{clr|C|2C}} is mostly used in combos, most often ...{{clr|A|6A}} > {{clr|C|2C|}} > {{clr|C|623C}}.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{InputBadge|(Hold OK)}}<br />
{{BBCF Move Card<br />
|input=6A,6[A]|versioned=name<br />
|description=<br />
<br />
{{clr|A|6A}} is a good multi-purpose tool. It brings the opponent closer on hit and block, enabling close-range pressure and low/throw mixups. It's a staple combo tool as well to pull in opponents that have been pushed out. Usually in combos it gets used after {{clr|C|5C}}, a link which eventually fails during long combos. Other times include after Sledgehammer B, Back throw and, with some timing, Spark Bolt and {{clr|D|j.D}}.<br />
<br />
This move also has an effect where the opponent cannot tech the slide if they hit the floor within 2F of being hit (Basically when they're very close to the ground when hit in the air), causing a hard knockdown. This is generally referred to as "Low {{clr|A|6A}}". The combined untech time is long enough to allow combos of all kinds. The normal version will generally only combo into {{clr|C|2C}}, {{clr|B|6B}} and {{clr|A|236A}} but with low version, {{clr|A|6A}} will combo into {{clr|B|236B}}, {{clr|C|6C}}, and Crush Trigger as well, allowing a lot of combo possibilities. You'll want to learn this timing to get maximum damage combos, especially after Spark Bolt.<br />
----<br />
Charging {{clr|A|6A}} simply extends the armor frames and attractive time, and adds a bit more damage. Charging fully is generally useless, except for very big reads to guard point through attacks.<br />
<br />
*Hold button to delay.<br />
*Move is attractive to magnetized opponents throughout its startup and active frames, including if the move is delayed.<br />
*Armor is only enabled if the move is charged for at least 16 Frames.<br />
*Armor throughout the charge animation against Body, Head and Projectile attacks. Somewhat uniquely, attacks against {{clr|A|6A}}'s armor will still deal half of their base damage to Tager (And can still end the round).<br />
*Negative knockback, opponents are knocked towards Tager when it connects in any way. Floor slides at Tager's feet on air hit.<br />
*Full charge is achieved 6 frames before Tager will automatically swing anyway.<br />
*Large hitbox that encompasses the spark around Tager's hand, overall reach slightly larger than {{clr|C|5C}}.<br />
*Tager's only normal that can cancel into Gigantic Tager Driver or Wedge Catapult.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
<br />
{{clr|B|6B}} is an important tool thanks to its foot invulnerability. Since Tager's armored moves lose to foot-attribute attacks, this can be used to call out opponents attempting to beat the armor. On counterhit, {{clr|B|6B}} combos into {{clr|C|6C}}, leading to massive damage.<br />
<br />
{{clr|B|6B}} is also a very common combo filler since it forces crouching on opponents. {{clr|B|6B}} > {{clr|A|236A}} , {{clr|A|5A}}... works at the start of many combos and is a simple way to increase damage, set up magnetism, and even extend combos.<br />
<br />
*Can cancel into itself once.<br />
*Forces crouching on standing hit allowing combos into {{clr|A|236A}} (And {{clr|D|5D}} on fatal combos)<br />
*Hard knockdown on air hit. Combos into A Sledge and Gadget finger but not {{clr|C|2C}} with a few exceptions.<br />
*Moves Tager forward slightly.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
<br />
{{clr|C|6C}} is a very strong combo filler attack. In midscreen combos, it's often used as a followup to a counterhit {{clr|C|5C}} or {{clr|B|6B}}, or after a low {{clr|A|6A}}. In corner combos, it can be looped with {{clr|D|5D}} for lots of damage.<br />
<br />
Outside of combos, {{clr|C|6C}} is a relatively risky poke that's usually outclassed by {{clr|C|5C}} or {{clr|D|5D}}. It can be used as an overhead mixup, but its lengthy startup and visual tell make it less useful in this regard.<br />
<br />
*Fatal Counter.<br />
*Jump cancelable on hit, but not on block.<br />
*Ground Bounces.<br />
*110% Bonus Proration.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
<br />
A very useful move for starting magnetized combos. The untech time is long enough to combo {{clr|C|3C}} > {{clr|C|623C}} whiff > {{clr|C|5C}} and can net 3K off a simple interaction. It's a great poke as well, extending almost as far as {{clr|C|5C}} and coming out a bit faster, and it can also be used at the end of shorter combos to get magnetism with {{clr|D|22D}}.<br />
<br />
*Hitting with {{clr|C|3C}} at any point in the combo enables using Gadget Finger for that combo, even if they never hit the floor.<br />
*Hard knockdown on grounded counterhit, even if the opponent is flung into the air before reaching the ground (They'll eventually air tech after a long enough period of time).<br />
*110% Bonus Proration.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
<br />
A fantastic but often overlooked move, used to win air to air battles, particularly ones the opponent didn't expect when trying to jump in. If done early enough in a jump, a counterhit {{clr|A|j.A}} can chain into {{clr|D|j.D}} for some nice combos, though it's typically safer to go for {{clr|A|j.A}} > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|A|j.63214A}}.<br />
<br />
{{clr|A|j.A}} is also a necessary combo filler after an air hit {{clr|A|5A}} or {{clr|A|2A}}.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
<br />
{{clr|B|j.B}} is an extremely useful air button. It has very generous active frames and leads to decent damage in most combos. The hitbox and active frames also make it very useful for crossups. It has a long whiff recovery, however, so don't throw it out too carelessly.<br />
<br />
{{clr|B|j.B}} sets up a safejump after Atomic Collider, though it loses to 6-frame reversals. This safejump has benefits over Gadget Finger oki, since it keeps the opponent closer and allows for immediate pressure.<br />
<br />
*Ground bounces on counterhit against airborne opponents.<br />
**Ground bounce adjusts with height, allowing similar followups from various starting heights.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
<br />
{{clr|C|j.C}} gives Tager forward momentum, so it can be used to close the distance along with {{MMC|input=j.63214A|label={{clr|A|j.63214A}}}}. It can also be used as an anti-air since the hitbox covers most of Tager's hurtbox, though it will often clash. On counterhit, it's usually possible to land and pick up the combo with {{clr|C|5C}}.<br />
<br />
*Quite decent recovery, advantageous in air to air situations.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|j.B}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
<br />
{{clr|C|j.2C}} is the Fatal Counter you'll most likely land. It halts Tager's air momentum, so it can be used to call out anti-air attempts and punish the opponent hard. On regular hit, often the only option is to follow up with Gadget Finger or a Rapid Cancel into {{clr|B|5B}}. It is very punishable on block, though, so use it carefully.<br />
<br />
In combos, this move is very frequently used after {{clr|C|6C}} to bring the opponent back down. Ensure you hit them with Tager as low as you can to give yourself time to recover and use {{clr|B|5B}} or {{clr|C|3C}}.<br />
<br />
Uniquely, if this move is used very close to the ground, the attack will come out almost instantly. The quick startup version seems to be a bug that was deliberately left in the game where the game cancels much of the startup into the landing animation (which has some active frames). This quick version is useful for getting surprise fatal counters on jump ins, and is also quite safe. However its use is very limited due to the rather precise height meeded to activate it. Bizarrely enough it's still an overhead when done close to the ground.<br />
<br />
*Fatal Counter<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br style="clear:both;"/><br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
<br />
{{clr|D|5D}} is a massive poke that magnetizes the opponent and can lead to great damage. However, it has a fairly long startup; don't abuse this move, or you'll eat painful counter hits yourself.<br />
<br />
On counterhit, {{clr|D|5D}} can combo into {{MMC|input=360B|label={{clr|B|360B}}}} just outside of max range, or partially charged {{clr|A|6A}} at any range. It's also possible to follow up with Spark Bolt from any hit, including air hit if done fast enough. As a combo ender, it can also be canceled into {{clr|D|214D}} for a quick Spark Bolt charge or Gadget Finger to pull them back in for some shenanigans.<br />
<br />
This move particularly shines in corner combos, where it can be looped with {{MMC|input=6C|label={{clr|C|6C}}}} for massive damage.<br />
<br />
*Magnetizes for 300F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Blows opponent away on air hit, and causes floorslide.<br />
*Gains Body and Projectile guardpoint during Overdrive.<br />
**Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
<br />
Despite its enticing frame advantage, this move isn't as useful as it appears. Its slow startup and telegraphed animation means it normally won't be surprising the opponent, but on block it leaves Tager plus and close-up against a magnetized opponent, which is a very favorable position. Its best use is to close short distances or take advantage of opponents that are conditioned to not challenge during blockstun.<br />
<br />
On regular hit, this move has no cancel options besides Rapid Cancel. On Fatal Counter, Tager can follow up with either {{clr|C|3C}} > {{clr|C|623C}} (whiff) or {{clr|C|5C}} > {{clr|A|6A}} to start the combo. <br />
<br />
*Fatal Counter<br />
*Magnetises for 300F (1000F in Overdrive)<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Recovery starts immediately after the move connects, so frame advantage is always the same.<br />
*Gains Foot and Projectile guardpoint during Overdrive<br />
**Attacks do not cause hitstop<br />
**Unblockables still cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
{{BBCF Move Card<br />
|input=4D<br />
|description=<br />
<br />
{{clr|D|4D}} is a common pressure ender to apply magnetism, end with a safe frame advantage, and set up tick throws. It can also be used instead of Gadget Finger in some situations to set up tricky resets. {{clr|C|623C}} , {{clr|D|4D}} pulls the opponent directly towards Tager if they emergency tech, or hit them if they delay tech.<br />
<br />
This move does not have followups on regular hit, but on counterhit it can be followed up with {{clr|C|3C}} to lead to decent damage.<br />
<br />
*Magnetises for 180F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Gains Body and Projectile guardpoint during Overdrive.<br />
**Guarded attacks do not cause blockstop for Tager <br />
**Unblockables cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
<br />
{{clr|D|j.D}} is a somewhat situational move since Tager is usually grounded, but it can be used to control air space. More importantly, it can lead to high damage if landed close to the ground, comboing into Wedge Catapult or {{clr|C|6C}}. It's a very strong move during combos as well, most commonly after {{clr|C|6C}}, due to its long untechable time and high proration values.<br />
<br />
It's also used in the Fatal Counter loop of {{clr|C|j.C}} > {{clr|D|j.D}}. On Fatal, your goal should be to get into this loop as fast as you can to get the most damage.<br />
<br />
*Magnetizes for 300F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Gains Head and Projectile guardpoint during Overdrive.<br />
**Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored.<br />
*Hitbox extends far beyond Tager's arms.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}} or {{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C,4B+C|versioned=name<br />
|description=<br />
<br />
While technically as fast as {{clr|A|360A}}, standard throw is quicker to use on reaction than spinning the stick, and it leads to more damage, just without the invuln. For forward throw, follow up with {{clr|B|236B}}, and for back throw, follow up with {{clr|A|6A}} > {{clr|C|6C}}.<br />
<br />
Both standard throw routes end with Atomic Collider, so bear in mind which throw gives the best positioning afterwards.<br />
<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw, but with more range.]]<br />
** Has 401 pixel range compared to the standard 266 pixel range.<br />
*Forward Throw is special cancelable, but back throw is not<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
<br />
Not exactly a useful move for Tager since he doesn't have many opportunities to get close mid air, or set up airthrow traps since Air Driver does these things much better. But it does at least recover much more quickly than Air Driver if it misses and does lead to slightly more damage. Air throw can be followed up with {{clr|C|j.2C}} (Performed very close to the ground) at almost any height.<br />
<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw, but with more range.]]<br />
** Has 453 pixel range compared to the standard 344 pixel range.<br />
*Cancellable from {{clr|A|j.A}}.<br />
*Swaps sides.<br />
*Hard knockdown after a small bounce. Follow up by landing a lowest-possible {{clr|C|j.2C}}, {{clr|B|5B}}... or {{clr|C|j.C}}, {{clr|C|5C}}.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
<br />
Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of the opponent and get back to neutral. Unlike other Counter assaults, Tager's does not knock his opponent away. Instead, it grants a close-range soft knockdown on grounded hit and a close-range hard knockdown on airborne hit.<br />
<br />
*Uses {{clr|B|6B}}'s animation<br />
*Slightly slower than other Counter Assaults<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
<br />
Usually not that useful since Tager has better options during combos and pressure. However, opponents in Guard Crush can be thrown, so this can be used to set up unblockable throws if the opponent doesn't use Barrier. Overall, it's not used that much because there's usually a better option that doesn't use meter. That being said, it can be followed up with {{clr|B|5B}}, {{clr|B|6B}}, and {{clr|C|3C}}.<br />
<br />
*Gives a small floorbounce followed by a hard knockdown, essentally giving it a long knockdown time.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Gigantic Tager Driver</big>===<br />
{{InputBadge|{{clr|A|360A}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=360A<br />
|description=<br />
<br />
Tager's primary throw mixup. It has a quick startup, and can be held to pull in magnetized opponents, making it a very potent tick throw, most commonly after {{clr|A|5A}} or {{clr|D|4D}}. But don't be too predictable, since the move has a long whiff recovery and can be avoided by jumping.<br />
<br />
It can also be used to punish any pressure gap of 3 frames or more thanks to its invuln, which can be further enhanced with the use of Instant Blocking. Again, though, wary opponents can avoid this with jump cancel, frame traps, throw invuln attacks or {{keyword|meaty}} attacks, so don't overuse it.<br />
<br />
While it might seem as a Grappler that your gameplan should revolve around landing this move, it actually only leads to weak damage compared to Tager's other options. Typically this move is most useful for keeping the opponent from doing bad blockstrings on the ground and also to win out point-blank jab contests when at near-neutral frame advantage, forcing the opponent to play less aggressively.<br />
<br />
*Attractive to grounded magnetised opponents during startup and active frames.<br />
*Can be held to extend active frames.<br />
*Cannot be special cancelled into, except from {{clr|A|6A}}.<br />
*Small invulnerability window on frames 3-6. Cannot be increased by holding {{clr|A|A}}.<br />
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism).<br />
*Has 210 pixel range between bounding boxes.<br />
}}<br />
<br />
===<big>Wedge Catapult</big>===<br />
{{InputBadge|{{clr|B|360B}}}}<br />
{{BBCF Move Card<br />
|input=360B<br />
|description=<br />
<br />
A slow command grab with a lot of invlnerability at the start (but not a full reversal). Unlike his other command grabs, you cannot hold the button to extend or delay it.<br />
<br />
{{clr|B|360B}} is useful for calling out slow committal attacks and moves that are good at beating {{clr|A|360A}} and {{clr|C|720C}}, since they tend to rely on small hops or short throw invulnerability, and this move is so slow it will hit after they're vulnerable again. However, since it is very slow and has a long recovery, and is very susceptible to whiffing and getting punished hard. The invuln starts on frame 6, so it's a riskier option than {{clr|A|360A}}.<br />
<br />
As a combo starter, {{clr|B|360B}} allows for a followup {{clr|C|5C}} or {{clr|C|6C}} for around 3-3.5K damage, giving it better damage than {{clr|A|360A}} and more choice about how to set up your okizeme. If Tager's back is to the corner, it can be followed up with {{clr|D|5D}} to go into {{clr|C|6C}} > {{clr|D|5D}} corner loops.<br />
<br />
Wedge Catapult can be used in combos after long untech counterhit moves, though most importantly it can be used with {{MMC|input=22D|label=Gadget Finger}} > Rapid Cancel for high minimum damage after the end of long combos.<br />
<br />
*Disables opponent's burst on hit.<br />
*Attractive to magnetized opponents during startup.<br />
*Cannot kill.<br />
*Can only be cancelled into from {{clr|A|6A}}.<br />
*Combo throw, does not incur purple !! marks if used during blockstun or a combo But does not benefit from the 10% damage bonus on counterhits nor does it have 100% minimum damage.<br />
*Untech time always lasts until the opponent hits the floor, even in very long combos.<br />
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism).<br />
*If Tager's back is near to a wall when he hits, then he will be pushed away from the wall towards the middle of the screen to allow followups.<br />
*Has 210 pixel range between bounding boxes<br />
}}<br />
<br />
===<big>Impact Driver</big>===<br />
{{InputBadge|{{clr|B|360B}} After Wedge Catapult}}<br />
{{BBCF Move Card<br />
|input=360B~360B<br />
|description=<br />
<br />
Impact Driver is seldom used due to other combos from Wedge Catapult causing more damage. However it is unburstable and will always connect at any point in a combo and has good minimum damage, which is especially useful if it will end the round. Impact Driver can only be followed up by Gadget Finger.<br />
<br />
*Deals 100% damage if Wedge catapult was the first hit of the combo. 50% minimum damage otherwise.<br />
*This move can be input at any time during Wedge catapult's recovery after the wallbounce and it will always connect.<br />
*Opponent is returned to the same side they were on when Wedge catapult grabbed them<br />
<br />
}}<br />
<br />
===<big>Air Driver</big>===<br />
{{InputBadge|{{clr|C|j.360C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=j.360C<br />
|description=<br />
<br />
An interesting, but pretty unreliable tool that can be used to surprise opponents at a far distance and discourage jumping. Unlike {{MMC|input=360A|label={{clr|A|360A}}}}, this move does not have any invulnerability. Similar to {{MMC|input=623C|label=Atomic Collider}}, opponents that superjump or air dash may be flung too far to be grabbed, and can get a free hit due to the long recovery of this move.<br />
<br />
Can be disrespectfully used during combos as a purple throw or a tech trap to do an absurd amount of extra damage, but there's no way to do reliable Throw Reject Miss setups since it cannot be canceled from {{clr|A|j.A}}<br />
<br />
*Attractive to magnetized opponents during startup and active frames.<br />
**Strongly attractive to airborne opponents, including during moves like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=5C|label={{clr|C|5C}}}}.<br />
**Weakly attractive to grounded opponents. They'll be slowly dragged across the ground.<br />
*Can be held to extend active frames.<br />
*Cannot be special cancelled into at all.<br />
*No invulnerability unlike {{clr|A|360A}}.<br />
*Has 210 pixel range between bounding boxes, but the hitbox tends to be the limiting factor.<br />
}}<br />
<br />
===<big>Atomic Collider</big>===<br />
{{InputBadge|{{clr|C|623C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=623C<br />
|description=<br />
Anti-air grab that swaps sides on hit and can be used during combos. Hold {{clr|C|C}} to extend the startup magnetic attraction, release to actually grab them.<br />
<br />
Atomic Collider adds good damage to any combo. In long combos, it's only possible to follow up with Gadget Finger, so it's usually the end of the combo. {{clr|B|j.B}} is also a safejump after Atomic Collider, though this loses to reversals faster than 7 frames. Keep in mind that Atomic Collider sideswaps, so it may be advantageous to end the combo with other moves to maintain positional advantage.<br />
<br />
{{clr|C|3C}} is a common button to set up the float on whiff. From there, it can be followed up with plenty of options. The most common combo is {{clr|C|3C}} > {{clr|C|623C}} (whiff) , {{clr|C|5C}} > {{clr|A|6A}} > {{clr|C|2C}} > {{clr|C|623C}}.<br />
<br />
*Attractive to airborne magnetized opponents during startup and active frames.<br />
**Strongly attractive to airborne opponents, including during moves like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=5C|label={{clr|C|5C}}}}.<br />
**No effect on grounded opponents.<br />
*Can never grab a grounded opponent, regardless of hitboxes.<br />
*Combo throw. It will not incur a purple throw if used in a combo and will benefit from the 10% bonus damage from counter hits. Does not have 100% minimum damage.<br />
**First hit also does 0 damage, so this move will do a maximum of 1350 damage due to combo scaling.<br />
*Can be deliberately missed to reposition magnetised opponents, very important for combos.<br />
*Can grab extended hitboxes.<br />
*Trades inconistently due to its Head invulnerability expiring on its first active frame. Who wins the trade is determined by [[BBCF/Miscellaneous#Character_Priority|Character Priority]], which is usually Tager, but not always.<br />
<br />
<br />
}}<br />
<br />
===<big>Voltec Charge</big>===<br />
{{InputBadge|{{clr|D|214D}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=214D<br />
|description=<br />
Tager stands still and charges his spark bolt guage while protected by a Body, Head and Projectile guardpoint. Hold to extend the duration. If the opponent activates the guardpoint, this move can be cancelled into {{MMC|input=214D~236A|label=Additional Attack}}. To perform this cancel, you need to input {{clr|A|236A}} while still holding {{clr|D|D}} to stop this move ending.<br />
<br />
{{clr|D|214D}} is important for maintaining {{MMC|input=41236D|label=Spark Bolt}}. It can be used after a blocked {{clr|D|5D}} to get in a quick charge, or in neutral to bait opponents into approaching. It can also be used somewhat as an anti-air with its armor with the {{MMC|input=214D~236A|label=Additional Attack}}, though this will lose to crossups, double jumps and other evasions. Keep in mind that this move does not have armor against foot attacks, so it's inadvisable to use to trap grounded attacks except for predicting reversals.<br />
<br />
*The Electric gauge charges more based on how long Tager holds the stance. Minimum of 66 of Spark meter generated, Maximum of 510. <br />
**This equates to 6 units of extra spark bolt charge for every optional frame of this stance held.<br />
**Cancelling into {{clr|A|236A}} or being interrupted during this move prevents any spark bolt charge being gained.<br />
*Blocks Head, Body and Projectile attribute moves while held. Cannot block unblockable attacks.<br />
<br />
}}<br />
<br />
===<big>{{clr|A|A}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|A|236A}}}}<br />
{{BBCF Move Card<br />
|input=236A<br />
|description=<br />
<br />
A special move that doesn't get used a lot at neutral due to other normals generally being better choices. While it has frame 1 projectile armour, it's not super useful since opponents don't typically use projectiles at such close range.<br />
<br />
{{clr|A|236A}} sees use in grounded combos, mostly after {{clr|B|6B}} to force crouching. It can be followed up with {{clr|A|5A}} on crouching opponents for a short combo and end with Gadget Finger to apply magnetism.<br />
<br />
This move can be used as a decently safe poke due to its disjointed hitbox, but it isn't good for setting up tick throws and it is punishable on Instant Block.<br />
<br />
*Guardpoint prevents any hitstop from projectiles it guards.<br />
*Guardpoint can block against unblockable projectiles<br />
*Can only be followed up with Additional Attack on a standing non-counter hit.<br />
}}<br />
<br />
===<big>{{clr|B|B}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|B|236B}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=236B,236[B] |versioned=input<br />
|description=<br />
Tager pauses then slides forwarda considerable distance, ending in a strike. Guard points projectiles during start-up and active frames. Also guards Head and Body attacks during some of its startup start-up. Unlike the A version, B Sledgehammer does not guard against unblockables.<br />
<br />
Not necessarily the best way to close gaps as predictable Sledge use will usually be punished. Vary between using this, super jump {{clr|C|j.C}} and simply taking a nice stroll towards the opponent to keep them guessing. In combos it works as a great move due to its huge damage, decent scaling and can be followed with {{clr|A|6A}} > {{clr|C|6C}} fairly easily after a hard knockdown (Such as after a {{clr|C|3C}} counterhit or a {{clr|D|5D}} air hit into the corner).<br />
<br />
*Covers considerably more range than the A version, moves 33% further and deals slightly more damage when fully charged, but all other properties remain the same.<br />
*Guard point also prevents any hitstop for Tager.<br />
*Causes Crumple stun on grounded hit. On Counterhit gives a crumple stun similar to {{clr|D|5D}}'s standing counterhit, allowing all manner of followups.<br />
*Causes a launching tumble on air hit or downed hit. Allows easy followups.<br />
*Often used to close gaps and punch through reckless projectile spam, but it's far from ideal since it's the only real way to do this.<br />
*Used in corner combos after a {{clr|D|5D}} air hit.<br />
}}<br />
<br />
===<big>Additional Attack</big>===<br />
{{InputBadge|{{clr|A|236A}} after Sledgehammer or Voltec Charge guardpoint}}<br />
{{BBCF Move Card<br />
|input=236X~236A,214D~236A|versioned=input<br />
|description=<br />
<br />
A very risky move, since it can only be used after {{clr|A|236A}}/{{clr|B|B}} or {{clr|D|214D}} guardpoint and it loses to low attacks. It can be used to catch sleeping opponents or characters that don't have a fast enough {{clr|A|2A}}, but don't use it too much in pressure since it's very punishable on block. Notably, the version of the move you get cancelling from {{clr|D|214D}} is considerably faster than from either Sledgehammer.<br />
<br />
If it does land, it leads to no followup on regular hit and {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|623C}} on counterhit ({{clr|A|6A}} will whiff since it's a short starter). Hammer is more useful as a combo finisher to try to close out a round. It can also be Rapid Canceled to add a good bit of damage, especially for unmagnetized grounded combos.<br />
<br />
*Same Guard point properties as B Sledgehammer, but actually lasts until it goes active.<br />
*Doesn't guard unblockables, even when done from A Sledgehammer<br />
*Combo ender in most cases, will always connect after either Sledgehammer unless the combo has prorated severely.<br />
*Can be cancelled into on whiff on either Sledgehammer.<br />
*Counterhit state throughout<br />
*The version you get cancelling from {{clr|D|214D}} is considered a separate move to the version you get cancelling from Sledgehammer for same move proration purposes. This doesn't come up much in real combos however.<br />
}}<br />
<br />
===<big>Gadget Finger</big>===<br />
{{InputBadge|{{clr|D|22D}} on downed opponent (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=22D<br />
|description=<br />
<br />
Okizeme move, picks up the opponent off the floor or airborne near the floor and drops them in front of Tager, {{keyword|restanding|term=Re-stand}} them. Is strongly attractive during its startup and active time and can be held to extend this time.<br />
<br />
Gadget Finger is an incredibly versatile tool for Tager, used to end most combos with some magnetism and preventing recovery rolls. It's a natural followup to {{clr|A|360A}}, {{clr|C|j.360C}}, and {{clr|C|623C}}. Since it leaves Tager at +9, this allows for mixups: {{clr|C|5C}} or {{clr|C|3C}} to catch mash, {{clr|A|360A}} to catch block, and blocking or backdash to cover reversal options like DP or Overdrive.<br />
<br />
Gadget Finger whiffs can also be used to extend combos after {{clr|C|2C}} due to its magnetism pulling opponents back into range. These often function as longer, more damaging combo routes than Tager's unmagnetized combos, and they can be seen on his [[{{PAGENAME}}/Combos|Combos]] page.<br />
<br />
On some characters, particularly larger characters, the frame advantage also lets Tager follow up with {{clr|A|5A}}. This doesn't lead to many combo opportunities, but {{clr|A|5A}} > jump cancel block can bait Overdrive attempts and block the resulting Burst.<br />
*{{clr|A|5A}} after Gadget Finger works on: Amane, Arakune, Bang (only in corner and CH), Bullet (only on CH), Hakumen, Jubei, Kagura, Rachel, Ragna, Susanoo, Tager, and Tsubaki<br />
<br />
Gadget Finger can be Rapid Canceled into {{clr|B|360B}}~{{clr|B|360B}} to add at least 800 damage at the end of a combo. This is particularly useful to finish off a round with unburstable damage.<br />
<br />
It can also be Rapid Canceled to use the infamous "Timeout Tager" or "Tager Circus" strategy. After landing Gadget Finger (preferably after the opponent is thoroughly magnetized), it can be Rapid Cancel and repeatedly whiff {{clr|C|j.360C}}. This is much harder than it sounds, and must be done with great care to not launch the opponent too far. If done correctly, with 100 meter, this can be an effective strategy to win by timeout.<br />
<br />
*Magnetizes for 360F (1000F in Overdrive)<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Can be held to extend active frames.<br />
*Only usable if the combo has fully downed the opponent at some point before trying to activate Gadget Finger (floorbounce does not count). The moves that cause this are:<br />
** {{clr|A|6A}}, {{clr|D|5D}} and {{clr|D|2D}} (air hit, after floorslide begins)<br />
**Crush Trigger, {{clr|A|360A}}, {{clr|B|360B > 360B}} {{clr|C|j.360C}}, {{clr|C|j.2C}} (non-CH), and air throw.<br />
**{{Clr|B|6B}}, {{clr|C|3C}} and Atomic Collider will instantly allow the use of Gadget Finger, they do not need to touch the ground first in these cases.<br />
** And any time the opponent hits the ground and simply chooses not to Emergency Roll.<br />
*100% minimum damage, 5% fixed heat gain.<br />
*Unaffected by hitstun decay: +9 normally, +18 on counter hit. The recovery is increased by Fatal Counters and Jubei's standing hitstun penalty.<br />
}}<br />
<br />
===<big>Spark Bolt</big>===<br />
{{InputBadge|{{clr|D|41236D}}}} or {{InputBadge|{{clr|D|623D}}}}<br />
{{BBCF Move Card<br />
|input=41236D,623D|versioned=input<br />
|description=<br />
<br />
Tager launches a huge and fast projectile either horizontally or at an angle that punches through most other projectiles. On hit it wallbounces the opponent back towards Tager for easy followups and magnetises for 480F. To balance how utterly overpowered this sounds, it cannot be used without a full Electricity meter.<br />
<br />
Once its meter is charged, this is an incredibly threatening tool in Tager's arsenal. Spark Bolt can punish anything from any range with correct timing and can extend nearly any combo, especially if the opponent has been pushed out too far for a followup. The wallbounce allows for a close {{clr|C|5C}} followup for good damage, or a riskier low-hitting {{clr|A|6A}} for even more damage, especially considering the magnetism and huge upfront damage it has. The projectile is large enough to hit floorsliding opponents (such as after an air hit {{clr|D|5D}}), but it will whiff on fully downed opponents.<br />
<br />
The threat of Spark Bolt is also great for controlling the opponent's actions. You don't have to use it right away, holding onto it will affect how the opponent plays and can let you approach more easily since they'll be wary of just throwing out random attacks.<br />
<br />
If the move is stuffed, the Spark Bolt gauge will still be emptied even if the projectile doesn't come out, so be cautious of using it in close range neutral situations.<br />
<br />
*Magnetises for 480F (1000F during OD). Does not attract magnetised opponents, unlike other drive moves.<br />
*Unlike all other drive moves, this move does not attract magnetised opponents at all.<br />
*Requires a full Electricity gauge to fire and consumes all of it on the first startup frame.<br />
*Charges up in 1000 frames (16 2/3 seconds) normally.<br />
**Charges four times as fast during Overdrive (Charges in approximately 4 seconds).<br />
*Each version has a slightly different hit effect, with the diagonal version causing higher vertical force and less horizontal rebound force then the horizontal version.<br />
<br />
}}<br />
<br />
===<big>Crimson Punisher</big>===<br />
{{InputBadge|{{clr|A|j.63214A}}}}<br />
{{BBCF Move Card<br />
|input=j.63214A<br />
|description=<br />
A big swipe with Tager's arm that pushes Tager up and forwards a bit. If it hits, Tager immediately follows up with a belly flop.<br />
<br />
{{clr|A|j.63214A}} is primarily used as an air combo finisher due to its high damage. On knockdown, {{clr|A|5A}} will catch roll attempts and {{clr|B|2B}} will catch forward roll attempts. The followup hit can be Rapid Canceled for more damage, though this is only really advisable at the start of a combo.<br />
<br />
{{clr|A|j.63214A}} also grants Tager forward momentum, so it can be used as an approach tool along with {{clr|C|j.C}}. Mix this up to vary your approach angles.<br />
<br />
The followup is almost always guaranteed outside of very rare cases (for example, at the end of a very long combo or due to another Tager's magnetism).<br />
<br />
*Huge hitbox underneath Tager.<br />
*First hit disables bursts on hit.<br />
*Can only be used once per jump.<br />
*During the initial arm sweep, Tager is launched slightly upwards and forwards and loses all previous jumping momentum, enabling it to easily hit enemies slightly above him, but also makes hitting it on standing opponents very tricky. Also not an overhead.<br />
}}<br />
<br />
==Distortion Drives==<br />
<br />
===<big>Magna Tech Wheel</big>===<br />
{{InputBadge|{{clr|B|236236B}}}}<br />
{{BBCF Move Card<br />
|input=236236B, 236236B OD |versioned=name<br />
|description=<br />
<br />
The big damage super used at the end of combos. It has good minimum damage, but it is often better to use Rapid Cancels in combos combined with strong normal attacks like Atomic Collider. Still, this gives good unburstable damage to close out rounds and cash in meter.<br />
<br />
MTW also has guardpoint early on, making it viable as a wakeup reversal. However, opponents can Rapid Cancel their attack in response to the superflash, making it somewhat unreliable. If you plan to use is as a reversal, it's safest to have 100 meter so you can Rapid Cancel the attack to remain safe, otherwise you'll eat a big punish.<br />
<br />
MTW can be Rapid Canceled during any hit of the attack. Since the last hit is an overhead, this Rapid Cancel be be used to mix up the opponent with a low-hitting attack or even a command grab.<br />
<br />
In Overdrive, this move and its followup gain far more damage and will also force Active Flow if Tager hasn't activated it that round. If you wish to use it in this way, use MTW as early as you can in the combo to maximize damage.<br />
<br />
*Minimum damage: 864 OD: 1080<br />
*Strongly attractive to magnetised opponents.<br />
*Guard point against everything until the third hit, then blocks anything that includes the projectile attribute for the rest. Can guardpoint through unblockables.<br />
*Only possible to follow up with Terra Break or Rapid cancel, Opponent otherwise can tech before Tager even recovers.<br />
*Has a higher input priority than 360B, so be mindful when spinning the input.<br />
<br />
}}<br />
<br />
===<big>Terra Break</big>===<br />
{{InputBadge|{{clr|B|236236B}} after Magna Tech Wheel}}<br />
{{BBCF Move Card<br />
|input=236236B~236236B<br />
|description=<br />
<br />
'''To get the best results, continously roll the 236 motion during {{MMC|input=236236B|label=MTW}}. Then, input {{clr|B|B}} right as the opponent reaches the apex of the launch.'''<br />
<br />
Only really useful as an ender to long combos thanks to its high minimum damage. At the beginning of combos, using a Rapid Cancel will lead to more damage than Terra Break. If MTW is blocked, '''do not use this''', since it's still massively punishable and essentially a waste of 50 meter. Rapid Cancel instead to remain safe.<br />
<br />
In Overdrive, this move is much more useful. After the wallbounces, it can be followed up with {{clr|C|6C}} or {{clr|B|236B}} to keep the combo going. If MTW was done during Overdrive, Terra Break will always be the Overdrive version as well, even if Overdrive has expired.<br />
<br />
*Minimum damage: 720 OD: 840<br />
*Followup to Magna Tech Wheel to add even more damage.<br />
*Blows opponent away on hit and wallbounds.<br />
*Overdrive version causes wallbounce and hard knockdown that allows for folloup with various moves, the higher up they are when you hit them, the more time you will get.<br />
}}<br />
<br />
===<big>Genesic Emerald Tager Buster</big>===<br />
{{InputBadge|{{clr|C|720C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=720C<br />
|description=<br />
<br />
Tager's signature super. Instantly invulnerable, meaning it's a true reversal (though it will still whiff on airborne opponents). This move can pull in magnetized opponents extremely far during its startup (though the pull is significantly weaker during held frames), and it is unavoidable after superflash. It becomes even more potent when combined with Instant Blocking and Overdrive Cancel. GETB can also be used in tick throw situations, though it is much higher risk than other throw options.<br />
<br />
Be wary of when to use it, though. Because of its power, opponents will often bait it out with jump cancels and throw safe moves, which can lead to a wasted 50 meter and a counterhit punish. It's best used in guaranteed situations such as after an Overdrive Raid or punishable gap.<br />
<br />
*Hold C to extend active frames, but Tager is not invulnerable during this time<br />
*Has minimum distance check larger than its hitbox, which is unusual for throws, meaning that it's possible to be in range but miss since no hitboxes line up. Be aware that throws actually measure to the front of a player's collision box which gets pushed forward during some moves, such as Ragna's {{clr|B|5B}}<br />
*Moves forward and swaps sides after a successful hit, meaning it's impossible to corner someone with this<br />
*No followups possible, including Rapid Cancel<br />
*Overdrive version magnetizes opponent for the maximum duration of 1000F in addition to dealing more damage<br />
*100% minimum damage<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Charged Lightning</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
<br />
An expensive reversal that does not apply magnetism and launches the opponent away, but it is still useful for granting Active Flow. If it's available, a {{clr|C|720C}} punish is usually a better option during Overdrive flash. It's also not particularly strong in combos, but it can be used as an unburstable combo ender.<br />
<br />
*Ends the faster Spark Bolt gauge gain from OD the instant the move hits, so it can't be used to pad out this gain.<br />
*[[BBCF/Mechanics#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]]<br />
*322/639 Minimum Damage<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>King of Tager</big>===<br />
{{InputBadge|{{clr|D|1080D}} (Hold OK) when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=1080D<br />
|description=<br />
<br />
{{clr|D|1080D}} can hit an opponent during a combo regardless of their position (except for fully downed opponents) as long as their hitbox is in front of Tager. It primarily combos after {{MMC|input=360B|label=Wedge Catapult}} and {{MMC|input=623D|label={{clr|D|623D}} Spark Bolt}}, but other than that the long startup makes it very hard to combo into.<br />
<br />
{{clr|D|1080D}} is unique in that it requires a different response from opponents. It has an initial invuln, but this does not last into the active frames so opponents can mash out of it or use a reversal. As mentioned before, though, it can hit airborne opponents so it cannot be jumped. This means it has a use over {{clr|C|720C}}, though due to its motion it is often much more telegraphed and difficult to use in general.<br />
<br />
*Cannot be cancelled into from anything.<br />
*Startup is extendable by holding the {{clr|D|D}} button, attack will only happen 10F after it is released or max hold is performed.<br />
*Extremely attractive towards magnetised opponents, including during extended startup.<br />
*Horizontal distance check of 670px, which is longer than the actual hitbox (657px from Tager's origin). Thus, it can grab some extended hurtboxes, but not all of them.<br />
}}<br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Tager}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Iron Tager|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Iron_Tager&diff=450192BBCF/Iron Tager2024-03-21T11:33:34Z<p>Manta: /* {{clr|D|5D}} */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Tager is Blazblue's resident '''grappler''' who uses powerful command throws and guard point moves to deal high damage combos. Tager has very '''low mobility'''; He can't forward dash, and he can't double jump or air dash. However, Tager has a couple of things going for him. For one, he's a walking tank with the '''highest health''' in the game. Additionally, he has an amazing backdash with long invulnerability and can use some of his guard point attacks to close in against certain moves. Lastly, Tager has his Drive. Tager's Drive gives him the ability to magnetize his opponents in order to pull them towards him. With it, he can drag opponents into his attacks and open up new combo options for better damage. Once in, Tager's command grabs and '''high damage''' can mix up his opponent and take rounds.<br />
<br />
As a low mobility grappler, Tager struggles against characters with strong neutral and low committal offense. His huge hurtbox also opens up unique combo options and mixups for the cast. Tager relies on reading his opponents and calling out their attacks with his command grabs. Thankfully, Tager's Distortion Drives (especially with Overdrive) can create huge momentum swings in his favor. With patient play and good fundamental defense, Tager can turn the tide on anyone and run his game.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#Genesic Emerald Tager Buster|720C]] (5F, super throw)<br/>[[#Gigantic Tager Driver|360A]] (6F, throw)<br/>[[#5A|5A]] (7F)<br />
| reversal = [[#Magna Tech Wheel|236236B]] (19F)<br/>[[#Genesic Emerald Tager Buster|720C]] (5F)<br />
| fatalStarter = [[#6C|6C]]<br/>[[#j.2C|j.2C]]<br/>[[#2D|2D]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Voltic Battler<br />
|content=Tager can magnetize opponents for a small duration by landing certain attacks on hit or block. If the opponent is already magnetized and gets hit by an attack with magnetism, the duration stacks (max 1000F). The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager's opponent is in hitstun, the rate halves to 1 point per 2 frames (when they perform a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.<br/><br />
<br/><br />
When the opponent is magnetized, certain attacks will pull in the opponent. All Drive moves, as well as {{clr|A|6A}}, {{clr|A|360A}}/{{clr|B|B}}, {{clr|C|623C}}, {{clr|C|j.360C}}, and Distortion Drives, will pull in magnetized opponents. Each move attracts differently and for different durations, and they may pull in airborne and grounded opponents differently. For example, Atomic Collider strongly attracts airborne opponents, but does not affect standing or crouching opponents at all. The forces are noted in the frame data. Typically attractive moves start their attraction early on during startup and end during the active frames. Magnetism pulls do not affect a player's ability to perform moves since it doesn't directly cause any kind of hitstun, however it can mess up spacing and force players to land earlier or later than normal, causing some unpredictable and sometimes amusing effects. <br/><br />
<br/><br />
In all cases, players performing Distortion Drives and executing throws that have successfully connected are completely unaffected by magnetism.<br/><br />
<br/><br />
Tager's magnetism cannot force enemies into an airborne state if they're currently grounded, enemies doing any kind of ground tech also cannot be pulled vertically, even though emergency techs are considered airborne and can be pulled sideways surprisingly fast<br/><br />
<br/><br />
In addition to magnetism, Tager has an extra gauge: the Electricity Meter. This gauge fills up at 1 point per frame (freezes during hitstop and superflash) and has a maximum of 1000 points. When the gauge is full, Tager can use the Spark Bolt attack.<br />
|header2=Overdrive: Voltic Field<br />
|content2=Unlike most other overdrives, Tager's focuses more on taking advantage during neutral, with much stronger methods of applying and keeping magnetism. This isn't to say that it doesn't boost his combo damage, but this is limited to just what the overdrive cancel allows and greatly enhanced distortion drives, rather than boosted normals.<br />
<br />
*All normal drive moves all gain projectile guardpoints as well as attribute specific guardpoints depending on the move <br />
*Spark Bolt Gauge fills up four times as fast<br />
*All moves that apply magnetism apply the maximum amount on hit or block<br />
*Distortion Drives are enhanced (more information below)<br />
*While grounded and not in hitstun, magnetized opponents are constantly pulled towards Tager with a velocity of 2,000u/F (about 2/5 of average backwalking speed, so basically not much).<br />
}}<br />
</div><br />
<br />
<div id="home-content" class="home-grid"><br />
{{card|width=6<br />
|header=Unique Mechanic: 360 inputs<br />
|content=While not completely unique to Tager, he has the largest number of special inputs that involve performing at least one full rotation of the direction stick before inputting a button. If you aren't familiar with these from other games, it's important to know the following:<br />
<br />
*You do not need to do a full circle. Instead what you need to do is all 8 directions in order starting from any direction and spinning in either direction. Importantly, you're allowed to skip individual directions, including the final one, so long as no two consecutive inputs are skipped. This means that you minimally only need 4 direction inputs to make a single 360 spin For example:<br />
**4268, 1397, 41368, 41397 are valid spin inputs.<br />
**416987 is not, since it misses 2 ''and'' 3, which are consecutive directions. <br />
*360 Inputs have a 30F input window, 720 has 45F and 1080 has 75F. This timer counts from the moment you ''leave'' the first input, so it's possible to hold [4] to block, and then input 268A to transition to Gigantic Tager Driver.<br />
*Moves that require multiple spins require them to be in sequence and in the same direction. 42684268 is a valid 720 motion, 42686248 is not. The rule about not missing two consecutive directions still applies.<br />
*Spin inputs have a higher input priority than 236 or 623 inputs (So try to do these motions neatly if you don't want a 360 instead). Similarly, try to do your spin inputs in the opposite way to the 236 motion when possible to prevent accidentally getting the wrong move.<br />
<br />
This may feel unintuitive, since pressing upwards will usually make Tager jump, so there are some useful tricks to know:<br />
<br />
*Jump startup may be special cancelled, therefore performing 4268A or 6248A quickly enough will allow you to perform 360A from a standing start. This can be done with a 720 spin, but it's extremely hard to do.<br />
*You can also avoid jumping by doing the spin when Tager can't jump anyway (Known as "Buffering" the move). This includes:<br />
**During Tager's own moves.<br />
**While in the air, since Tager has no double jump.<br />
**While blocking or being hit.<br />
**While recovering from a knockdown (typically best done during the "bounce" recovery to prevent accidental rolling).<br />
**During super pauses, especially overdrive activation.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
<br />
Tager's {{clr|A|5A}} is a very useful poke that hits crouching opponents, outranges most other moves of comparable speed and leads to decent damage on hit if they're close or magnetized. It can also be used to set up tick throws thanks to its large hitbox and neutral frame advantage. While it is slightly slower than the average jab it still covers a lot of scenarios in a single button press.<br />
<br />
*Cannot self cancel, even on hit.<br />
*One of Tager's few jump-cancelable normals.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
<br />
{{clr|B|5B}} is Tager's primary low for low/throw mixups and generally is a great point-blank poke. It's slightly smaller than {{clr|A|5A}}, but Tager's foot is entirely disjointed and it leads to more damage overall. While it is a low attack, it boasts surprising vertical reach and must be barrier blocked in the air, so it's great for catching opponents attempting to jump out of pressure.<br />
<br />
In combos this easily bridges into {{clr|C|5C}} and {{clr|C|3C}} to continue the combo, and while it doesn't do amazing damage, it still scales well.<br />
<br />
*One of Tager's few jump-cancelable normals.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
<br />
{{clr|C|5C}} is a very strong move with many applications. It is Tager's strongest combo starter thanks to its high proration values. It's also a very good combo filler thanks to its high damage and cancel options. At most ranges, {{clr|C|5C}} combos into {{clr|A|6A}} during short or medium-length combos, or {{clr|C|623C}} at the end of long combos. At max range, often the only followup available is {{MMC|input=41236D|label=Spark Bolt}}.<br />
<br />
{{clr|C|5C}} is a fantastic punish tool as well. On a grounded counterhit, {{clr|C|5C}} > {{clr|C|6C}}... can lead to over 5K damage.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
<br />
Slightly slower than {{clr|A|5A}}, but with a lower profile and more disjointed hitbox. {{clr|A|2A}} can be used as a ghetto anti-air, but it's a bit weak since it requires a quick reaction time for a jump cancel followup. It can also be used as a mashable button since it can self-cancel up to three times, unlike {{clr|A|5A}}<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|2A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
<br />
{{clr|B|2B}} does not reach very far, but it has very strong frame advantage and a fast total animation. It can be used to set up Wedge Catapult attempts and intentional whiffs to reset pressure or go for a throw.<br />
<br />
Thanks to the hitbox going well inside of Tager, {{clr|B|2B}} is also great for catching rolls in the corner.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|5B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
<br />
{{clr|C|2C}} is Tager's very high-risk, high-reward anti-air. Its invuln does not last into the active frames, so it will often trade, though the trade will usually be beneficial due to its high counterhit hitstun. This move has abysmal recovery on whiff, and it has a small horizontal reach, so it's very risky to throw out.<br />
<br />
{{clr|C|2C}} is mostly used in combos, most often ...{{clr|A|6A}} > {{clr|C|2C|}} > {{clr|C|623C}}.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{InputBadge|(Hold OK)}}<br />
{{BBCF Move Card<br />
|input=6A,6[A]|versioned=name<br />
|description=<br />
<br />
{{clr|A|6A}} is a good multi-purpose tool. It brings the opponent closer on hit and block, enabling close-range pressure and low/throw mixups. It's a staple combo tool as well to pull in opponents that have been pushed out. Usually in combos it gets used after {{clr|C|5C}}, a link which eventually fails during long combos. Other times include after Sledgehammer B, Back throw and, with some timing, Spark Bolt and {{clr|D|j.D}}.<br />
<br />
This move also has an effect where the opponent cannot tech the slide if they hit the floor within 2F of being hit (Basically when they're very close to the ground when hit in the air), causing a hard knockdown. This is generally referred to as "Low {{clr|A|6A}}". The combined untech time is long enough to allow combos of all kinds. The normal version will generally only combo into {{clr|C|2C}}, {{clr|B|6B}} and {{clr|A|236A}} but with low version, {{clr|A|6A}} will combo into {{clr|B|236B}}, {{clr|C|6C}}, and Crush Trigger as well, allowing a lot of combo possibilities. You'll want to learn this timing to get maximum damage combos, especially after Spark Bolt.<br />
----<br />
Charging {{clr|A|6A}} simply extends the armor frames and attractive time, and adds a bit more damage. Charging fully is generally useless, except for very big reads to guard point through attacks.<br />
<br />
*Hold button to delay.<br />
*Move is attractive to magnetized opponents throughout its startup and active frames, including if the move is delayed.<br />
*Armor is only enabled if the move is charged for at least 16 Frames.<br />
*Armor throughout the charge animation against Body, Head and Projectile attacks. Somewhat uniquely, attacks against {{clr|A|6A}}'s armor will still deal half of their base damage to Tager (And can still end the round).<br />
*Negative knockback, opponents are knocked towards Tager when it connects in any way. Floor slides at Tager's feet on air hit.<br />
*Full charge is achieved 6 frames before Tager will automatically swing anyway.<br />
*Large hitbox that encompasses the spark around Tager's hand, overall reach slightly larger than {{clr|C|5C}}.<br />
*Tager's only normal that can cancel into Gigantic Tager Driver or Wedge Catapult.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
<br />
{{clr|B|6B}} is an important tool thanks to its foot invulnerability. Since Tager's armored moves lose to foot-attribute attacks, this can be used to call out opponents attempting to beat the armor. On counterhit, {{clr|B|6B}} combos into {{clr|C|6C}}, leading to massive damage.<br />
<br />
{{clr|B|6B}} is also a very common combo filler since it forces crouching on opponents. {{clr|B|6B}} > {{clr|A|236A}} , {{clr|A|5A}}... works at the start of many combos and is a simple way to increase damage, set up magnetism, and even extend combos.<br />
<br />
*Can cancel into itself once.<br />
*Forces crouching on standing hit allowing combos into {{clr|A|236A}} (And {{clr|D|5D}} on fatal combos)<br />
*Hard knockdown on air hit. Combos into A Sledge and Gadget finger but not {{clr|C|2C}} with a few exceptions.<br />
*Moves Tager forward slightly.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
<br />
{{clr|C|6C}} is a very strong combo filler attack. In midscreen combos, it's often used as a followup to a counterhit {{clr|C|5C}} or {{clr|B|6B}}, or after a low {{clr|A|6A}}. In corner combos, it can be looped with {{clr|D|5D}} for lots of damage.<br />
<br />
Outside of combos, {{clr|C|6C}} is a relatively risky poke that's usually outclassed by {{clr|C|5C}} or {{clr|D|5D}}. It can be used as an overhead mixup, but its lengthy startup and visual tell make it less useful in this regard.<br />
<br />
*Fatal Counter.<br />
*Jump cancelable on hit, but not on block.<br />
*Ground Bounces.<br />
*110% Bonus Proration.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
<br />
A very useful move for starting magnetized combos. The untech time is long enough to combo {{clr|C|3C}} > {{clr|C|623C}} whiff > {{clr|C|5C}} and can net 3K off a simple interaction. It's a great poke as well, extending almost as far as {{clr|C|5C}} and coming out a bit faster, and it can also be used at the end of shorter combos to get magnetism with {{clr|D|22D}}.<br />
<br />
*Hitting with {{clr|C|3C}} at any point in the combo enables using Gadget Finger for that combo, even if they never hit the floor.<br />
*Hard knockdown on grounded counterhit, even if the opponent is flung into the air before reaching the ground (They'll eventually air tech after a long enough period of time).<br />
*110% Bonus Proration.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
<br />
A fantastic but often overlooked move, used to win air to air battles, particularly ones the opponent didn't expect when trying to jump in. If done early enough in a jump, a counterhit {{clr|A|j.A}} can chain into {{clr|D|j.D}} for some nice combos, though it's typically safer to go for {{clr|A|j.A}} > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|A|j.63214A}}.<br />
<br />
{{clr|A|j.A}} is also a necessary combo filler after an air hit {{clr|A|5A}} or {{clr|A|2A}}.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
<br />
{{clr|B|j.B}} is an extremely useful air button. It has very generous active frames and leads to decent damage in most combos. The hitbox and active frames also make it very useful for crossups. It has a long whiff recovery, however, so don't throw it out too carelessly.<br />
<br />
{{clr|B|j.B}} sets up a safejump after Atomic Collider, though it loses to 6-frame reversals. This safejump has benefits over Gadget Finger oki, since it keeps the opponent closer and allows for immediate pressure.<br />
<br />
*Ground bounces on counterhit against airborne opponents.<br />
**Ground bounce adjusts with height, allowing similar followups from various starting heights.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
<br />
{{clr|C|j.C}} gives Tager forward momentum, so it can be used to close the distance along with {{MMC|input=j.63214A|label={{clr|A|j.63214A}}}}. It can also be used as an anti-air since the hitbox covers most of Tager's hurtbox, though it will often clash. On counterhit, it's usually possible to land and pick up the combo with {{clr|C|5C}}.<br />
<br />
*Quite decent recovery, advantageous in air to air situations.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|j.B}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
<br />
{{clr|C|j.2C}} is the Fatal Counter you'll most likely land. It halts Tager's air momentum, so it can be used to call out anti-air attempts and punish the opponent hard. On regular hit, often the only option is to follow up with Gadget Finger or a Rapid Cancel into {{clr|B|5B}}. It is very punishable on block, though, so use it carefully.<br />
<br />
In combos, this move is very frequently used after {{clr|C|6C}} to bring the opponent back down. Ensure you hit them with Tager as low as you can to give yourself time to recover and use {{clr|B|5B}} or {{clr|C|3C}}.<br />
<br />
Uniquely, if this move is used very close to the ground, the attack will come out almost instantly. The quick startup version seems to be a bug that was deliberately left in the game where the game cancels much of the startup into the landing animation (which has some active frames). This quick version is useful for getting surprise fatal counters on jump ins, and is also quite safe. However its use is very limited due to the rather precise height meeded to activate it. Bizarrely enough it's still an overhead when done close to the ground.<br />
<br />
*Fatal Counter<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br style="clear:both;"/><br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
<br />
{{clr|D|5D}} is a massive poke that magnetizes the opponent and can lead to great damage. However, it has a fairly long startup; don't abuse this move, or you'll eat painful counter hits yourself.<br />
<br />
On counterhit, {{clr|D|5D}} can combo into {{MMC|input=360B|label={{clr|B|360B}}}} just outside of max range, or partially charged {{clr|A|6A}} at any range. It's also possible to follow up with Spark Bolt from any hit, including air hit if done fast enough. As a combo ender, it can also be canceled into {{clr|D|214D}} for a quick Spark Bolt charge or Gadget Finger to pull them back in for some shenanigans.<br />
<br />
This move particularly shines in corner combos, where it can be looped with {{MMC|input=6C|label={{clr|C|6C}}}} for massive damage.<br />
<br />
*Magnetizes for 300F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Blows opponent away on air hit, and causes floorslide.<br />
*Gains Body and Projectile guardpoint during Overdrive.<br />
**Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
<br />
Despite its enticing frame advantage, this move isn't as useful as it appears. Its slow startup and telegraphed animation means it normally won't be surprising the opponent, but on block it leaves Tager plus and close-up against a magnetized opponent, which is a very favorable position. Its best use is to close short distances or take advantage of opponents that are conditioned to not challenge during blockstun.<br />
<br />
On regular hit, this move has no cancel options besides Rapid Cancel. On Fatal Counter, Tager can follow up with either {{clr|C|3C}} > {{clr|C|623C}} (whiff) or {{clr|C|5C}} > {{clr|A|6A}} to start the combo. <br />
<br />
*Fatal Counter<br />
*Magnetises for 300F (1000F in Overdrive)<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Recovery starts immediately after the move connects, so frame advantage is always the same.<br />
*Gains Foot and Projectile guardpoint during Overdrive<br />
**Attacks do not cause hitstop<br />
**Unblockables still cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
{{BBCF Move Card<br />
|input=4D<br />
|description=<br />
<br />
{{clr|D|4D}} is a common pressure ender to apply magnetism, end with a safe frame advantage, and set up tick throws. It can also be used instead of Gadget Finger in some situations to set up tricky resets. {{clr|C|623C}} , {{clr|D|4D}} pulls the opponent directly towards Tager if they emergency tech, or hit them if they delay tech.<br />
<br />
This move does not have followups on regular hit, but on counterhit it can be followed up with {{clr|C|3C}} to lead to decent damage.<br />
<br />
*Magnetises for 180F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Gains Body and Projectile guardpoint during Overdrive.<br />
**Guarded attacks do not cause blockstop for Tager <br />
**Unblockables cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
<br />
{{clr|D|j.D}} is a somewhat situational move since Tager is usually grounded, but it can be used to control air space. More importantly, it can lead to high damage if landed close to the ground, comboing into Wedge Catapult or {{clr|C|6C}}. It's a very strong move during combos as well, most commonly after {{clr|C|6C}}, due to its long untechable time and high proration values.<br />
<br />
It's also used in the Fatal Counter loop of {{clr|C|j.C}} > {{clr|D|j.D}}. On Fatal, your goal should be to get into this loop as fast as you can to get the most damage.<br />
<br />
*Magnetizes for 300F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Gains Head and Projectile guardpoint during Overdrive.<br />
**Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored.<br />
*Hitbox extends far beyond Tager's arms.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}} or {{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C,4B+C|versioned=name<br />
|description=<br />
<br />
While technically as fast as {{clr|A|360A}}, standard throw is quicker to use on reaction than spinning the stick, and it leads to more damage, just without the invuln. For forward throw, follow up with {{clr|B|236B}}, and for back throw, follow up with {{clr|A|6A}} > {{clr|C|6C}}.<br />
<br />
Both standard throw routes end with Atomic Collider, so bear in mind which throw gives the best positioning afterwards.<br />
<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw, but with more range.]]<br />
** Has 401 pixel range compared to the standard 266 pixel range.<br />
*Forward Throw is special cancelable, but back throw is not<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
<br />
Not exactly a useful move for Tager since he doesn't have many opportunities to get close mid air, or set up airthrow traps since Air Driver does these things much better. But it does at least recover much more quickly than Air Driver if it misses and does lead to slightly more damage. Air throw can be followed up with {{clr|C|j.2C}} (Performed very close to the ground) at almost any height.<br />
<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw, but with more range.]]<br />
** Has 453 pixel range compared to the standard 344 pixel range.<br />
*Cancellable from {{clr|A|j.A}}.<br />
*Swaps sides.<br />
*Hard knockdown after a small bounce. Follow up by landing a lowest-possible {{clr|C|j.2C}}, {{clr|B|5B}}... or {{clr|C|j.C}}, {{clr|C|5C}}.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
<br />
Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of the opponent and get back to neutral. Unlike other Counter assaults, Tager's does not knock his opponent away. Instead, it grants a close-range soft knockdown on grounded hit and a close-range hard knockdown on airborne hit.<br />
<br />
*Uses {{clr|B|6B}}'s animation<br />
*Slightly slower than other Counter Assaults<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
<br />
Usually not that useful since Tager has better options during combos and pressure. However, opponents in Guard Crush can be thrown, so this can be used to set up unblockable throws if the opponent doesn't use Barrier. Overall, it's not used that much because there's usually a better option that doesn't use meter. That being said, it can be followed up with {{clr|B|5B}}, {{clr|B|6B}}, and {{clr|C|3C}}.<br />
<br />
*Gives a small floorbounce followed by a hard knockdown, essentally giving it a long knockdown time.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Gigantic Tager Driver</big>===<br />
{{InputBadge|{{clr|A|360A}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=360A<br />
|description=<br />
<br />
Tager's primary throw mixup. It has a quick startup, and can be held to pull in magnetized opponents, making it a very potent tick throw, most commonly after {{clr|A|5A}} or {{clr|D|4D}}. But don't be too predictable, since the move has a long whiff recovery and can be avoided by jumping.<br />
<br />
It can also be used to punish any pressure gap of 3 frames or more thanks to its invuln, which can be further enhanced with the use of Instant Blocking. Again, though, wary opponents can avoid this with jump cancel, frame traps, throw invuln attacks or {{keyword|meaty}} attacks, so don't overuse it.<br />
<br />
While it might seem as a Grappler that your gameplan should revolve around landing this move, it actually only leads to weak damage compared to Tager's other options. Typically this move is most useful for keeping the opponent from doing bad blockstrings on the ground and also to win out point-blank jab contests when at near-neutral frame advantage, forcing the opponent to play less aggressively.<br />
<br />
*Attractive to grounded magnetised opponents during startup and active frames.<br />
*Can be held to extend active frames.<br />
*Cannot be special cancelled into, except from {{clr|A|6A}}.<br />
*Small invulnerability window on frames 3-6. Cannot be increased by holding {{clr|A|A}}.<br />
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism).<br />
*Has 210 pixel range between bounding boxes.<br />
}}<br />
<br />
===<big>Wedge Catapult</big>===<br />
{{InputBadge|{{clr|B|360B}}}}<br />
{{BBCF Move Card<br />
|input=360B<br />
|description=<br />
<br />
A slow command grab with a lot of invlnerability at the start (but not a full reversal). Unlike his other command grabs, you cannot hold the button to extend or delay it.<br />
<br />
{{clr|B|360B}} is useful for calling out slow committal attacks and overheads as well as jump-ins. However, it is very slow and has a long recovery, and is very susceptible to whiffing and getting punished hard. The invuln starts on frame 6, so it's a riskier option than {{clr|A|360A}}.<br />
<br />
As a combo starter, {{clr|B|360B}} allows for a followup {{clr|C|5C}} or {{clr|C|6C}} for around 3-3.5K damage. If Tager's back is to the corner, it can be followed up with {{clr|D|5D}} to go into {{clr|C|6C}} > {{clr|D|5D}} corner loops.<br />
<br />
Wedge Catapult can be used in combos after long untech counterhit moves, though most importantly it can be used with {{MMC|input=22D|label=Gadget Finger}} > Rapid Cancel for high minimum damage after the end of long combos.<br />
<br />
*Disables opponent's burst on hit.<br />
*Attractive to magnetized opponents during startup.<br />
*Cannot kill.<br />
*Can only be cancelled into from {{clr|A|6A}}.<br />
*Combo throw, does not incur purple !! marks if used during blockstun or a combo But does not benefit from the 10% damage bonus on counterhits nor does it have 100% minimum damage.<br />
*Untech time always lasts until the opponent hits the floor, even in very long combos.<br />
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism).<br />
*If Tager's back is near to a wall when he hits, then he will be pushed away from the wall towards the middle of the screen to allow followups.<br />
*Has 210 pixel range between bounding boxes<br />
}}<br />
<br />
===<big>Impact Driver</big>===<br />
{{InputBadge|{{clr|B|360B}} After Wedge Catapult}}<br />
{{BBCF Move Card<br />
|input=360B~360B<br />
|description=<br />
<br />
Impact Driver is seldom used due to other combos from Wedge Catapult causing more damage. However it is unburstable and will always connect at any point in a combo and has good minimum damage, which is especially useful if it will end the round. Impact Driver can only be followed up by Gadget Finger.<br />
<br />
*Deals 100% damage if Wedge catapult was the first hit of the combo. 50% minimum damage otherwise.<br />
*This move can be input at any time during Wedge catapult's recovery after the wallbounce and it will always connect.<br />
*Opponent is returned to the same side they were on when Wedge catapult grabbed them<br />
<br />
}}<br />
<br />
===<big>Air Driver</big>===<br />
{{InputBadge|{{clr|C|j.360C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=j.360C<br />
|description=<br />
<br />
An interesting, but pretty unreliable tool that can be used to surprise opponents at a far distance and discourage jumping. Unlike {{MMC|input=360A|label={{clr|A|360A}}}}, this move does not have any invulnerability. Similar to {{MMC|input=623C|label=Atomic Collider}}, opponents that superjump or air dash may be flung too far to be grabbed, and can get a free hit due to the long recovery of this move.<br />
<br />
Can be disrespectfully used during combos as a purple throw or a tech trap to do an absurd amount of extra damage, but there's no way to do reliable Throw Reject Miss setups since it cannot be canceled from {{clr|A|j.A}}<br />
<br />
*Attractive to magnetized opponents during startup and active frames.<br />
**Strongly attractive to airborne opponents, including during moves like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=5C|label={{clr|C|5C}}}}.<br />
**Weakly attractive to grounded opponents. They'll be slowly dragged across the ground.<br />
*Can be held to extend active frames.<br />
*Cannot be special cancelled into at all.<br />
*No invulnerability unlike {{clr|A|360A}}.<br />
*Has 210 pixel range between bounding boxes, but the hitbox tends to be the limiting factor.<br />
}}<br />
<br />
===<big>Atomic Collider</big>===<br />
{{InputBadge|{{clr|C|623C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=623C<br />
|description=<br />
Anti-air grab that swaps sides on hit and can be used during combos. Hold {{clr|C|C}} to extend the startup magnetic attraction, release to actually grab them.<br />
<br />
Atomic Collider adds good damage to any combo. In long combos, it's only possible to follow up with Gadget Finger, so it's usually the end of the combo. {{clr|B|j.B}} is also a safejump after Atomic Collider, though this loses to reversals faster than 7 frames. Keep in mind that Atomic Collider sideswaps, so it may be advantageous to end the combo with other moves to maintain positional advantage.<br />
<br />
{{clr|C|3C}} is a common button to set up the float on whiff. From there, it can be followed up with plenty of options. The most common combo is {{clr|C|3C}} > {{clr|C|623C}} (whiff) , {{clr|C|5C}} > {{clr|A|6A}} > {{clr|C|2C}} > {{clr|C|623C}}.<br />
<br />
*Attractive to airborne magnetized opponents during startup and active frames.<br />
**Strongly attractive to airborne opponents, including during moves like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=5C|label={{clr|C|5C}}}}.<br />
**No effect on grounded opponents.<br />
*Can never grab a grounded opponent, regardless of hitboxes.<br />
*Combo throw. It will not incur a purple throw if used in a combo and will benefit from the 10% bonus damage from counter hits. Does not have 100% minimum damage.<br />
**First hit also does 0 damage, so this move will do a maximum of 1350 damage due to combo scaling.<br />
*Can be deliberately missed to reposition magnetised opponents, very important for combos.<br />
*Can grab extended hitboxes.<br />
*Trades inconistently due to its Head invulnerability expiring on its first active frame. Who wins the trade is determined by [[BBCF/Miscellaneous#Character_Priority|Character Priority]], which is usually Tager, but not always.<br />
<br />
<br />
}}<br />
<br />
===<big>Voltec Charge</big>===<br />
{{InputBadge|{{clr|D|214D}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=214D<br />
|description=<br />
Tager stands still and charges his spark bolt guage while protected by a Body, Head and Projectile guardpoint. Hold to extend the duration. If the opponent activates the guardpoint, this move can be cancelled into {{MMC|input=214D~236A|label=Additional Attack}}. To perform this cancel, you need to input {{clr|A|236A}} while still holding {{clr|D|D}} to stop this move ending.<br />
<br />
{{clr|D|214D}} is important for maintaining {{MMC|input=41236D|label=Spark Bolt}}. It can be used after a blocked {{clr|D|5D}} to get in a quick charge, or in neutral to bait opponents into approaching. It can also be used somewhat as an anti-air with its armor with the {{MMC|input=214D~236A|label=Additional Attack}}, though this will lose to crossups, double jumps and other evasions. Keep in mind that this move does not have armor against foot attacks, so it's inadvisable to use to trap grounded attacks except for predicting reversals.<br />
<br />
*The Electric gauge charges more based on how long Tager holds the stance. Minimum of 66 of Spark meter generated, Maximum of 510. <br />
**This equates to 6 units of extra spark bolt charge for every optional frame of this stance held.<br />
**Cancelling into {{clr|A|236A}} or being interrupted during this move prevents any spark bolt charge being gained.<br />
*Blocks Head, Body and Projectile attribute moves while held. Cannot block unblockable attacks.<br />
<br />
}}<br />
<br />
===<big>{{clr|A|A}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|A|236A}}}}<br />
{{BBCF Move Card<br />
|input=236A<br />
|description=<br />
<br />
A special move that doesn't get used a lot at neutral due to other normals generally being better choices. While it has frame 1 projectile armour, it's not super useful since opponents don't typically use projectiles at such close range.<br />
<br />
{{clr|A|236A}} sees use in grounded combos, mostly after {{clr|B|6B}} to force crouching. It can be followed up with {{clr|A|5A}} on crouching opponents for a short combo and end with Gadget Finger to apply magnetism.<br />
<br />
This move can be used as a decently safe poke due to its disjointed hitbox, but it isn't good for setting up tick throws and it is punishable on Instant Block.<br />
<br />
*Guardpoint prevents any hitstop from projectiles it guards.<br />
*Guardpoint can block against unblockable projectiles<br />
*Can only be followed up with Additional Attack on a standing non-counter hit.<br />
}}<br />
<br />
===<big>{{clr|B|B}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|B|236B}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=236B,236[B] |versioned=input<br />
|description=<br />
Tager pauses then slides forwarda considerable distance, ending in a strike. Guard points projectiles during start-up and active frames. Also guards Head and Body attacks during some of its startup start-up. Unlike the A version, B Sledgehammer does not guard against unblockables.<br />
<br />
Not necessarily the best way to close gaps as predictable Sledge use will usually be punished. Vary between using this, super jump {{clr|C|j.C}} and simply taking a nice stroll towards the opponent to keep them guessing. In combos it works as a great move due to its huge damage, decent scaling and can be followed with {{clr|A|6A}} > {{clr|C|6C}} fairly easily after a hard knockdown (Such as after a {{clr|C|3C}} counterhit or a {{clr|D|5D}} air hit into the corner).<br />
<br />
*Covers considerably more range than the A version, moves 33% further and deals slightly more damage when fully charged, but all other properties remain the same.<br />
*Guard point also prevents any hitstop for Tager.<br />
*Causes Crumple stun on grounded hit. On Counterhit gives a crumple stun similar to {{clr|D|5D}}'s standing counterhit, allowing all manner of followups.<br />
*Causes a launching tumble on air hit or downed hit. Allows easy followups.<br />
*Often used to close gaps and punch through reckless projectile spam, but it's far from ideal since it's the only real way to do this.<br />
*Used in corner combos after a {{clr|D|5D}} air hit.<br />
}}<br />
<br />
===<big>Additional Attack</big>===<br />
{{InputBadge|{{clr|A|236A}} after Sledgehammer or Voltec Charge guardpoint}}<br />
{{BBCF Move Card<br />
|input=236X~236A,214D~236A|versioned=input<br />
|description=<br />
<br />
A very risky move, since it can only be used after {{clr|A|236A}}/{{clr|B|B}} or {{clr|D|214D}} guardpoint and it loses to low attacks. It can be used to catch sleeping opponents or characters that don't have a fast enough {{clr|A|2A}}, but don't use it too much in pressure since it's very punishable on block. Notably, the version of the move you get cancelling from {{clr|D|214D}} is considerably faster than from either Sledgehammer.<br />
<br />
If it does land, it leads to no followup on regular hit and {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|623C}} on counterhit ({{clr|A|6A}} will whiff since it's a short starter). Hammer is more useful as a combo finisher to try to close out a round. It can also be Rapid Canceled to add a good bit of damage, especially for unmagnetized grounded combos.<br />
<br />
*Same Guard point properties as B Sledgehammer, but actually lasts until it goes active.<br />
*Doesn't guard unblockables, even when done from A Sledgehammer<br />
*Combo ender in most cases, will always connect after either Sledgehammer unless the combo has prorated severely.<br />
*Can be cancelled into on whiff on either Sledgehammer.<br />
*Counterhit state throughout<br />
*The version you get cancelling from {{clr|D|214D}} is considered a separate move to the version you get cancelling from Sledgehammer for same move proration purposes. This doesn't come up much in real combos however.<br />
}}<br />
<br />
===<big>Gadget Finger</big>===<br />
{{InputBadge|{{clr|D|22D}} on downed opponent (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=22D<br />
|description=<br />
<br />
Okizeme move, picks up the opponent off the floor or airborne near the floor and drops them in front of Tager, {{keyword|restanding|term=Re-stand}} them. Is strongly attractive during its startup and active time and can be held to extend this time.<br />
<br />
Gadget Finger is an incredibly versatile tool for Tager, used to end most combos with some magnetism and preventing recovery rolls. It's a natural followup to {{clr|A|360A}}, {{clr|C|j.360C}}, and {{clr|C|623C}}. Since it leaves Tager at +9, this allows for mixups: {{clr|C|5C}} or {{clr|C|3C}} to catch mash, {{clr|A|360A}} to catch block, and blocking or backdash to cover reversal options like DP or Overdrive.<br />
<br />
Gadget Finger whiffs can also be used to extend combos after {{clr|C|2C}} due to its magnetism pulling opponents back into range. These often function as longer, more damaging combo routes than Tager's unmagnetized combos, and they can be seen on his [[{{PAGENAME}}/Combos|Combos]] page.<br />
<br />
On some characters, particularly larger characters, the frame advantage also lets Tager follow up with {{clr|A|5A}}. This doesn't lead to many combo opportunities, but {{clr|A|5A}} > jump cancel block can bait Overdrive attempts and block the resulting Burst.<br />
*{{clr|A|5A}} after Gadget Finger works on: Amane, Arakune, Bang (only in corner and CH), Bullet (only on CH), Hakumen, Jubei, Kagura, Rachel, Ragna, Susanoo, Tager, and Tsubaki<br />
<br />
Gadget Finger can be Rapid Canceled into {{clr|B|360B}}~{{clr|B|360B}} to add at least 800 damage at the end of a combo. This is particularly useful to finish off a round with unburstable damage.<br />
<br />
It can also be Rapid Canceled to use the infamous "Timeout Tager" or "Tager Circus" strategy. After landing Gadget Finger (preferably after the opponent is thoroughly magnetized), it can be Rapid Cancel and repeatedly whiff {{clr|C|j.360C}}. This is much harder than it sounds, and must be done with great care to not launch the opponent too far. If done correctly, with 100 meter, this can be an effective strategy to win by timeout.<br />
<br />
*Magnetizes for 360F (1000F in Overdrive)<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Can be held to extend active frames.<br />
*Only usable if the combo has fully downed the opponent at some point before trying to activate Gadget Finger (floorbounce does not count). The moves that cause this are:<br />
** {{clr|A|6A}}, {{clr|D|5D}} and {{clr|D|2D}} (air hit, after floorslide begins)<br />
**Crush Trigger, {{clr|A|360A}}, {{clr|B|360B > 360B}} {{clr|C|j.360C}}, {{clr|C|j.2C}} (non-CH), and air throw.<br />
**{{Clr|B|6B}}, {{clr|C|3C}} and Atomic Collider will instantly allow the use of Gadget Finger, they do not need to touch the ground first in these cases.<br />
** And any time the opponent hits the ground and simply chooses not to Emergency Roll.<br />
*100% minimum damage, 5% fixed heat gain.<br />
*Unaffected by hitstun decay: +9 normally, +18 on counter hit. The recovery is increased by Fatal Counters and Jubei's standing hitstun penalty.<br />
}}<br />
<br />
===<big>Spark Bolt</big>===<br />
{{InputBadge|{{clr|D|41236D}}}} or {{InputBadge|{{clr|D|623D}}}}<br />
{{BBCF Move Card<br />
|input=41236D,623D|versioned=input<br />
|description=<br />
<br />
Tager launches a huge and fast projectile either horizontally or at an angle that punches through most other projectiles. On hit it wallbounces the opponent back towards Tager for easy followups and magnetises for 480F. To balance how utterly overpowered this sounds, it cannot be used without a full Electricity meter.<br />
<br />
Once its meter is charged, this is an incredibly threatening tool in Tager's arsenal. Spark Bolt can punish anything from any range with correct timing and can extend nearly any combo, especially if the opponent has been pushed out too far for a followup. The wallbounce allows for a close {{clr|C|5C}} followup for good damage, or a riskier low-hitting {{clr|A|6A}} for even more damage, especially considering the magnetism and huge upfront damage it has. The projectile is large enough to hit floorsliding opponents (such as after an air hit {{clr|D|5D}}), but it will whiff on fully downed opponents.<br />
<br />
The threat of Spark Bolt is also great for controlling the opponent's actions. You don't have to use it right away, holding onto it will affect how the opponent plays and can let you approach more easily since they'll be wary of just throwing out random attacks.<br />
<br />
If the move is stuffed, the Spark Bolt gauge will still be emptied even if the projectile doesn't come out, so be cautious of using it in close range neutral situations.<br />
<br />
*Magnetises for 480F (1000F during OD). Does not attract magnetised opponents, unlike other drive moves.<br />
*Unlike all other drive moves, this move does not attract magnetised opponents at all.<br />
*Requires a full Electricity gauge to fire and consumes all of it on the first startup frame.<br />
*Charges up in 1000 frames (16 2/3 seconds) normally.<br />
**Charges four times as fast during Overdrive (Charges in approximately 4 seconds).<br />
*Each version has a slightly different hit effect, with the diagonal version causing higher vertical force and less horizontal rebound force then the horizontal version.<br />
<br />
}}<br />
<br />
===<big>Crimson Punisher</big>===<br />
{{InputBadge|{{clr|A|j.63214A}}}}<br />
{{BBCF Move Card<br />
|input=j.63214A<br />
|description=<br />
A big swipe with Tager's arm that pushes Tager up and forwards a bit. If it hits, Tager immediately follows up with a belly flop.<br />
<br />
{{clr|A|j.63214A}} is primarily used as an air combo finisher due to its high damage. On knockdown, {{clr|A|5A}} will catch roll attempts and {{clr|B|2B}} will catch forward roll attempts. The followup hit can be Rapid Canceled for more damage, though this is only really advisable at the start of a combo.<br />
<br />
{{clr|A|j.63214A}} also grants Tager forward momentum, so it can be used as an approach tool along with {{clr|C|j.C}}. Mix this up to vary your approach angles.<br />
<br />
The followup is almost always guaranteed outside of very rare cases (for example, at the end of a very long combo or due to another Tager's magnetism).<br />
<br />
*Huge hitbox underneath Tager.<br />
*First hit disables bursts on hit.<br />
*Can only be used once per jump.<br />
*During the initial arm sweep, Tager is launched slightly upwards and forwards and loses all previous jumping momentum, enabling it to easily hit enemies slightly above him, but also makes hitting it on standing opponents very tricky. Also not an overhead.<br />
}}<br />
<br />
==Distortion Drives==<br />
<br />
===<big>Magna Tech Wheel</big>===<br />
{{InputBadge|{{clr|B|236236B}}}}<br />
{{BBCF Move Card<br />
|input=236236B, 236236B OD |versioned=name<br />
|description=<br />
<br />
The big damage super used at the end of combos. It has good minimum damage, but it is often better to use Rapid Cancels in combos combined with strong normal attacks like Atomic Collider. Still, this gives good unburstable damage to close out rounds and cash in meter.<br />
<br />
MTW also has guardpoint early on, making it viable as a wakeup reversal. However, opponents can Rapid Cancel their attack in response to the superflash, making it somewhat unreliable. If you plan to use is as a reversal, it's safest to have 100 meter so you can Rapid Cancel the attack to remain safe, otherwise you'll eat a big punish.<br />
<br />
MTW can be Rapid Canceled during any hit of the attack. Since the last hit is an overhead, this Rapid Cancel be be used to mix up the opponent with a low-hitting attack or even a command grab.<br />
<br />
In Overdrive, this move and its followup gain far more damage and will also force Active Flow if Tager hasn't activated it that round. If you wish to use it in this way, use MTW as early as you can in the combo to maximize damage.<br />
<br />
*Minimum damage: 864 OD: 1080<br />
*Strongly attractive to magnetised opponents.<br />
*Guard point against everything until the third hit, then blocks anything that includes the projectile attribute for the rest. Can guardpoint through unblockables.<br />
*Only possible to follow up with Terra Break or Rapid cancel, Opponent otherwise can tech before Tager even recovers.<br />
*Has a higher input priority than 360B, so be mindful when spinning the input.<br />
<br />
}}<br />
<br />
===<big>Terra Break</big>===<br />
{{InputBadge|{{clr|B|236236B}} after Magna Tech Wheel}}<br />
{{BBCF Move Card<br />
|input=236236B~236236B<br />
|description=<br />
<br />
'''To get the best results, continously roll the 236 motion during {{MMC|input=236236B|label=MTW}}. Then, input {{clr|B|B}} right as the opponent reaches the apex of the launch.'''<br />
<br />
Only really useful as an ender to long combos thanks to its high minimum damage. At the beginning of combos, using a Rapid Cancel will lead to more damage than Terra Break. If MTW is blocked, '''do not use this''', since it's still massively punishable and essentially a waste of 50 meter. Rapid Cancel instead to remain safe.<br />
<br />
In Overdrive, this move is much more useful. After the wallbounces, it can be followed up with {{clr|C|6C}} or {{clr|B|236B}} to keep the combo going. If MTW was done during Overdrive, Terra Break will always be the Overdrive version as well, even if Overdrive has expired.<br />
<br />
*Minimum damage: 720 OD: 840<br />
*Followup to Magna Tech Wheel to add even more damage.<br />
*Blows opponent away on hit and wallbounds.<br />
*Overdrive version causes wallbounce and hard knockdown that allows for folloup with various moves, the higher up they are when you hit them, the more time you will get.<br />
}}<br />
<br />
===<big>Genesic Emerald Tager Buster</big>===<br />
{{InputBadge|{{clr|C|720C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=720C<br />
|description=<br />
<br />
Tager's signature super. Instantly invulnerable, meaning it's a true reversal (though it will still whiff on airborne opponents). This move can pull in magnetized opponents extremely far during its startup (though the pull is significantly weaker during held frames), and it is unavoidable after superflash. It becomes even more potent when combined with Instant Blocking and Overdrive Cancel. GETB can also be used in tick throw situations, though it is much higher risk than other throw options.<br />
<br />
Be wary of when to use it, though. Because of its power, opponents will often bait it out with jump cancels and throw safe moves, which can lead to a wasted 50 meter and a counterhit punish. It's best used in guaranteed situations such as after an Overdrive Raid or punishable gap.<br />
<br />
*Hold C to extend active frames, but Tager is not invulnerable during this time<br />
*Has minimum distance check larger than its hitbox, which is unusual for throws, meaning that it's possible to be in range but miss since no hitboxes line up. Be aware that throws actually measure to the front of a player's collision box which gets pushed forward during some moves, such as Ragna's {{clr|B|5B}}<br />
*Moves forward and swaps sides after a successful hit, meaning it's impossible to corner someone with this<br />
*No followups possible, including Rapid Cancel<br />
*Overdrive version magnetizes opponent for the maximum duration of 1000F in addition to dealing more damage<br />
*100% minimum damage<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Charged Lightning</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
<br />
An expensive reversal that does not apply magnetism and launches the opponent away, but it is still useful for granting Active Flow. If it's available, a {{clr|C|720C}} punish is usually a better option during Overdrive flash. It's also not particularly strong in combos, but it can be used as an unburstable combo ender.<br />
<br />
*Ends the faster Spark Bolt gauge gain from OD the instant the move hits, so it can't be used to pad out this gain.<br />
*[[BBCF/Mechanics#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]]<br />
*322/639 Minimum Damage<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>King of Tager</big>===<br />
{{InputBadge|{{clr|D|1080D}} (Hold OK) when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=1080D<br />
|description=<br />
<br />
{{clr|D|1080D}} can hit an opponent during a combo regardless of their position (except for fully downed opponents) as long as their hitbox is in front of Tager. It primarily combos after {{MMC|input=360B|label=Wedge Catapult}} and {{MMC|input=623D|label={{clr|D|623D}} Spark Bolt}}, but other than that the long startup makes it very hard to combo into.<br />
<br />
{{clr|D|1080D}} is unique in that it requires a different response from opponents. It has an initial invuln, but this does not last into the active frames so opponents can mash out of it or use a reversal. As mentioned before, though, it can hit airborne opponents so it cannot be jumped. This means it has a use over {{clr|C|720C}}, though due to its motion it is often much more telegraphed and difficult to use in general.<br />
<br />
*Cannot be cancelled into from anything.<br />
*Startup is extendable by holding the {{clr|D|D}} button, attack will only happen 10F after it is released or max hold is performed.<br />
*Extremely attractive towards magnetised opponents, including during extended startup.<br />
*Horizontal distance check of 670px, which is longer than the actual hitbox (657px from Tager's origin). Thus, it can grab some extended hurtboxes, but not all of them.<br />
}}<br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Tager}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Iron Tager|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Noel_Vermillion&diff=449362BBCF/Noel Vermillion2024-03-14T09:38:12Z<p>Manta: /* {{clr|C|6C}} */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=<br />
Noel is a rushdown character that makes up for her short range with fast dashes and invulnerable options with her drive that can be used for hard reads. Once close to her opponent, Noel boasts a variety of good pressure normals like her {{clr|A|5A}} that hits on crouching opponents, a self-cancelable {{clr|B|2B}} and a {{clr|C|2C}} that is + on block, as well as a varied array of jump cancelable normals, that can lead to a mixup using a Drive Land Cancel (DLC). Her unique drive, although risky, allows for Noel to call out certain moves like reversals while keeping her offense, and in the right scenarios allows her to turn a defensive position into an offensive one.<br />
<br />
While Noel is an easy character to get into at first, it is very easy to hit a progress wall due to the unorthodox nature of her tools, odd confirms, character-specific combos and bad habits that can be gained out of the miss-use of drive, therefore it's important to not play Noel like a standard rushdown character.<br />
<br />
Despite this, Noel hosts a large variety of combos and offense through creative use of her drive, and her fluid movement is perfect for players who are looking for a fast character with unorthodox tools that require them to be creative on how they approach the game.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#5A|5A]] (6F)<br/>[[#2A|2A]] (6F)<br />
| reversal = [[#Zero Gun: Fenrir|632146D]] (6F)<br/>[[#Valkyrie Veil|236236C]] (Catch 8~55F) (Astral)<br />
| fatalStarter = [[#3C|3C]]<br/>[[#5D|5D]]<br/>[[#d.5A|d.5A]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Chain Revolver<br />
|content=<br />
Noel's Drives function in two different ways. Upon pressing the D button, Noel uses a Drive attack that is basically just a normal attack. Afterwards however, Noel's normal moves are effectively replaced with a different set of normal moves until she returns to neutral again.<br />
<br />
* Noel may cancel any chain revolver move into any other chain revolver move, even if it misses entirely, with the exception that she may not repeat any move twice in a row.<br />
* Noel is limited to 4 normal commands after the initial drive starter. Attempts to perform more will be ignored, but she may still perform a special cancel at this point.<br />
* If chain revolver ends without a special or distortion cancel, Noel performs a short reload animation before being able to perform any other commands again.<br />
*During Chain Revolver, Noel can cancel into any special and distortion drive move she previously had access to, as well as 3 special moves exclusive this state: Spring Raid, Bloom Trigger, and Assault Through.<br />
* Noel is in a counterhit state throughout, including during her reload animation.<br />
* Only the opening drive move may be overdrive cancelled.<br />
* Since Rapid cancels instantly return a character to neutral, they also immediately end the Chain Revolver state.<br />
<br />
Generally speaking, Noel's drive allows for very flexible pressure strings, as there is no fixed order to what moves she uses and a long cancel window to stagger moves out if desired. However given her lengthy recovery if she is forced to reload and that all special cancels are negative on block, ultimately Noel needs to either take risks during drive pressure or lose the initiative if her pressure is successfully defended.<br />
<br />
In notation, since they use the same inputs, moves performed during Chain Revolver are denoted by a lowercase "d". e.g. {{clr|C|5C}} is her normal attack, but d{{clr|C|5C}} is the move performed during chain revolver.<br />
|header2= Overdrive: Chain Quasar<br />
|content2=<br />
Activating Noel's Overdrive has numerous positive effects:<br />
<br />
*The usual improved damage to all Distortion Drives that every character gets.<br />
*Faster startup speed for drive moves and no reload animation if Noel doesn't input anything, making her drive moves considerably safer on block, (Although not always entirely safe).<br />
*Bloom Trigger ({{clr|D|d.236D}}) hits more than twice.<br />
*Assault Through ({{clr|D|d.214D}}) has faster startup and short invisibility before going active.<br />
*Spring Raid ({{clr|D|d.623D}}) has increased untech time allowing for combos.<br />
*Thor ({{clr|D|j.236236D}}) allows Noel to recover in the air after the missiles fire.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
{{FrameChartKey}}<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 10<br />
}}<br />
Noel's staple pressure starter. Can hit crouching opponents.<br />
<br />
Good button to start {{keyword|stagger pressure}} and set up {{keyword|tick throw}}s. This normal is especially useful against those who are trying to keep you out with {{keyword|barrier block}}, as the low pushback and decent frame data allows for stagger pressure with micro dashes. Despite the short range, this normal has a large enough vertical hitbox to roll catch everyone in the corner with the exception of {{Character Label|BBCF|Es|label=Es}}, {{Character Label|BBCF|Hibiki|label=Hibiki}}, and {{Character Label|BBCF|Jubei|label=Jubei}}.<br />
<br />
* Cancels into itself up to 3 times, even on whiff.<br />
* Jump and throw cancellable on hit or block.<br />
<br />
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 5<br />
|recovery = 14<br />
}}<br />
Noel's main poke used for spacing and {{keyword|neutral}}. Can be easily {{keyword|low profile}}'d.<br />
<br />
Noel will want to use this along with {{clr|C|5C}} in neutral to confirm mid to max range hits into Chamber Shot, or {{clr|C|3C}} on crouching opponents. At closer ranges it can be confirmed into {{clr|A|6A}} and on counter hit it also combos into {{clr|C|3C}} and {{clr|D|5D}}. {{color|B|5B}} being only -2 on block while also having a large cancel window and a wide variety of options on block means that it is also decent for {{keyword|stagger pressure}}.<br />
<br />
* Jump and throw cancellable on hit or block.<br />
* Whiffs at max range on some crouching characters.<br />
<br />
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 19<br />
}}<br />
A large poke with deceptive reach. {{color|C|5C}} is Noel's primary tool to punish with a counter hit.<br />
<br />
Overall, {{clr|C|5C}} is your go to punish starter in most situations, which can lead to very damaging combos potentially up to 8K depending on conditions met and resources at your disposal. On a normal hit it will combo into {{clr|C|3C}} on crouching opponents. On a counter hit it also leads into damaging combos through {{clr|D|5D}}, {{clr|B|6B}} > {{clr|D|5D}}, or {{clr|A|214A}}.<br />
<br />
It can be used in neutral as the hitboxes on {{color|C|5C}} are better and larger than {{color|B|5B}}. It is however slower, so Noel must space herself out appropriately to use it. Note that it also does not have significant vertical reach above her so it can also be easily jumped over. Be warned that the muzzle flash visual effect is random, leading this move to be visually deceptive as it may give off the impression that {{clr|C|5C}} is larger than it really is.<br />
<br />
* Jump cancellable on hit. Throw cancellable on hit or block.<br />
* Flare clashes with projectiles.<br />
* Can now sometimes miss if it hits offscreen in corners or if certain characters are within a very close proximity to Noel during the animation. (Inside of the space between Noel and Noel's muzzle flash)<br />
<br />
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 10<br />
}}<br />
Noel's crouching jab and her most versatile button.<br />
<br />
{{clr|A|2A}} having natural {{keyword|frame trap}}s into both {{color|C|5C}} and {{color|C|2C}} for high reward while also having the ability to throw cancel means that this button is excellent as a pressure starter and for {{keyword|stagger pressure}}. It is also a decent defensive button, as being one of the faster {{clr|A|2A}}s with 6F startup and having longer range than {{clr|A|5A}} lets Noel have the ability to challenge pressure that most characters wouldn't be able to otherwise. The only major downside with this button is that the hurtbox is much larger than the hitbox, which can often cause Noel to trade unfavorably with other characters.<br />
<br />
* Cancels into itself 3 times.<br />
* Throw cancellable on hit or block. <br />
* Faster than average {{clr|A|2A}}.<br />
<br />
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|A|5A}}, {{clr|A|2A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 12<br />
}}<br />
A low hitting jab. Effectively a second {{color|A|2A}}.<br />
<br />
This move is slightly longer than {{clr|A|2A}}, but a tad shorter than {{clr|B|5B}} which makes it decent low attack, and is best used as combo or {{keyword|block string}} filler for {{keyword|frame trap}}s. It also sees some use in {{keyword|neutral}} and against certain character's reversals on wakeup like {{Character Label|BBCF|Azrael|label=Azrael's}} {{MiniMoveCard|game=BBCF|chara=Azrael|input=623B|label=Panzer Strike}} or {{Character Label|BBCF|Makoto_Nanaya|label=Makoto's}} {{MiniMoveCard|game=BBCF|chara=Makoto Nanaya|input=623C|label=Corona Upper}} since it makes Noel's hurtbox relatively short and allow her to {{keyword|low profile}}. Can be repeated twice per string.<br />
<br />
Being able to whiff cancel and having relatively low recovery allows Noel to also bait out twitch reactions in a similar manner to {{clr|A|5A}} but with a much better reward and less risk. For example, {{clr|B|5B}} > {{clr|B|2B}}(w) on block comes in at -4, but it allows Noel to make her pressure much more threatening and less linear with proper reads and conditioning.<br />
<br />
* Limit 2 uses per gatling sequence.<br />
* Throw cancellable on hit or block.<br />
* Whiff cancellable into itself.<br />
<br />
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
A slow low that hits twice and is plus on block. Noel's main crouching {{keyword|hit confirm}} and roll catch button in the corner.<br />
<br />
{{color|C|2C}} itself is mostly used for {{keyword|block string}}s for {{keyword|frame trap}}s or combo filler. If used early in a block string, it can be very strong due to it having +1 frame advantage, but due to its pushback it is often hard to capitalize on. Thankfully since BBCF2.0, {{clr|C|2C}} has enough {{keyword|hitstun}} to always combo into {{clr|C|3C}} on a crouching hit as long as Noel didn't press too many buttons before.<br />
<br />
This button also acts as one of the ways Noel can catch roll attempts in the corner. One of the main setups to do this is to end a combo with with {{clr|C|j.214C}} > {{clr|C|j.2C}} and then do {{clr|C|2C}} > {{clr|A|2A}}. Ideally, {{clr|C|2C}} will catch forward rolls and on neutral tech {{clr|A|2A}} will let Noel {{keyword|meaty}} her opponent.<br />
<br />
Interestingly enough, if the opponent instant blocks the first hit of {{clr|C|2C}}, the the game will visually indicate that the second hit of {{clr|C|2C}} was automatically instant blocked due to there being no gap in between both hits. However, unless the opponent manually inputs an instant block on the second hit, Noel will still maintain her +1 frame advantage despite the game showing that she should be negative instead of plus.<br />
<br />
* Clashes with projectiles.<br />
* Second hit must be manually {{keyword|instant block}}'d for frame advantage to decrease.<br />
<br />
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|C|5C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 26<br />
}}<br />
Noel's sad excuse for an anti-air.<br />
<br />
While {{clr|A|6A}}'s head invulnerability kicks in early, it only lasts for one frame during its active frames meaning that Noel has to be on point to properly anti-air her opponent with this move. The weak head invulnerability combined with {{clr|A|6A}}'s poor hitboxes often means that Noel can't challenge common disjointed jump ins from other characters such as {{Character Label|BBCF|Ragna|label=Ragna's}} {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=j.C|label={{clr|C|j.C}}}}, {{Character Label|BBCF|Jin|label=Jin's}} {{MiniMoveCard|game=BBCF|chara=Jin Kisaragi|input=j.C|label={{clr|C|j.C}}}}, {{Character Label|BBCF|Nine|label=Nine's}} {{MiniMoveCard|game=BBCF|chara=Nine the Phantom|input=j.2C|label={{clr|C|j.2C}}}} and so on without heavy risk. To add on top of that, the recovery of this move significant and exposes Noel to common anti-air baits such as delayed double jumping. If Noel does not land {{clr|A|6A}} on the opponent whether it be due bad spacing, having the wrong read, or even just being unlucky with the hitboxes, it is very likely that she will get whiff punished. <br />
<br />
On the other hand, it's not a good idea to neglect this move, since if used well it can be an asset. At the end of the day it is still her most reliable anti-air and can work often given enough practice using it. It is also a decent move to use on block in pressure due to having a wide variety of options on block such as jump cancelling, {{clr|B|5B}}, {{clr|C|5C}}, or {{clr|C|2C}}. Notably, Noel can {{keyword|reverse beat}} from both {{clr|B|5B}} and {{clr|B|2B}} to do strings such as {{clr|B|5B}} > {{clr|A|6A}} > {{clr|C|2C}} to throw the opponent off. It isn't that bad as a {{keyword|hit confirm}} either, as it is her main way to combo standing opponents midscreen.<br />
<br />
* Frames 6-11 head invulnerable.<br />
* Jump and throw cancellable on hit or block.<br />
* Launches on hit.<br />
<br />
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 26<br />
|active = 5<br />
|recovery = 18<br />
}}<br />
Noel's only standing overhead outside of drive. Pretty average as overheads go and is telegraphed, but has above average scaling compared to other characters', leading to good meterless damage. Noel can also gatling into {{clr|B|6B}} from a large amount of normals which can make it harder for the opponent to react to. <br />
<br />
If blocked, Noel will have to play RPS to continue her pressure: going into drives will enable further mixups, {{clr|B|6B}} → {{clr|D|5D}} is the quickest, though it has a 7f gap that can be mashed. Her other drives have larger gaps, although the invul will kick in by the time the opponent can press, making it much riskier for them to do so. <br />
<br />
Other ways to discourage mashing is cancelling into {{clr|C|3C}} which naturally frametraps and has good reward with its fatal property, although it's not recommended without RC due to heavy frame disadvantage. Another cancel option is {{clr|C|236C}} which is gapless on normal block, and can be delayed to frametrap. Relatively safe if Noel was pushed out beforehand, but can also be punished if at close range.<br />
<br />
*Advances Noel forward; useful for kara throws.<br />
*Forces crouching on hit.<br />
*Hard knockdown on air hit.<br />
<br />
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 8<br />
|inactive2= 9<br />
|active3 = 4<br />
|recovery = 25<br />
}}<br />
A two hit move that acts as Noel's main combo filler and as an alternative {{keyword|reversal|2}} punish.<br />
<br />
While it goes active quickly and has loads of active frames, it is horribly punishable if blocked (Opponents can simply duck under the second hit and freely punish). Noel will mainly use this move only to link parts of her combos together both in midscreen and corner. In certain cases, it may be preferable to use this move as a reversal punish over {{clr|C|5C}} when the opponent uses reversals where they end up crouching such as {{Character Label|BBCF|Jin Kisaragi|label=Jin's}} {{MiniMoveCard|game=BBCF|chara=Jin Kisaragi|input=623C|label=Rehhyou}}. In these cases, use counter hit {{clr|C|6C}} > {{clr|A|214A}} or counter hit {{clr|C|6C}} > {{clr|B|6B}} > {{clr|D|5D}} for a damaging punish. Overall, {{clr|C|6C}} is Noel's secondary go to punish starter behind {{clr|C|5C}} in the event she needs a standing confirm.<br />
<br />
It is possible to delay cancel the second hit into {{color|C|2C}} or throw as a gimmick to open her opponents up similar to older versions of the game but the window to do so now is very small.<br />
<br />
* Second hit of {{clr|C|6C}} can't hit crouching.<br />
* Causes crumple stun on counter hit, forcing them to stand, allowing the followup to always hit.<br />
* Second hit is jump cancellable on block or hit.<br />
* Throw cancellable on block or hit.<br />
<br />
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}, Throw<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 3<br />
|recovery = 32<br />
}}<br />
A committal sweep that moves Noel forward. Usually only seen in combos.<br />
<br />
Only used to hit confirm on crouching opponents. Its normally best to use this with {{keyword|rapid cancel}} to help back it up since its very unsafe on block and guarantees a free punish for the opponent otherwise. It is possible to combo counter hit {{clr|B|5B}} and counter hit {{clr|C|5C}} into {{clr|C|3C}}, though there are better options for both.<br />
<br />
If Noel has committed to a dash, it can be used as high risk alternative to {{clr|D|6D}} in neutral to {{keyword|low profile}} certain projectiles that don't reach all the way to the ground such as {{Character Label|BBCF|Lambda-11|label=Lambda's}} {{MiniMoveCard|game=BBCF|chara=Lambda-11|input=5D|label={{clr|D|5D}}}}, {{Character Label|BBCF|Nu-13|label=Nu's}} {{MiniMoveCard|game=BBCF|chara=Nu-13|input=5D|label={{clr|D|5D}}}}, or {{Character Label|BBCF|Tsubaki Yayoi|label=Tsubaki's}} {{MiniMoveCard|game=BBCF|chara=Tsubaki Yayoi|input=421D|label=Lux Macto}}. Compared to {{clr|D|6D}}, {{clr|C|3C}}'s startup is much faster but if not properly applied, it is almost certain that Noel will eat a whiff punish.<br />
<br />
* Begins to low-profile f1, then further on f10-18.<br />
* Only possible to cancel into {{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=22B|label={{clr|B|22B}}}} or {{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=22C|label={{clr|C|22C}}}} on hit.<br />
* {{keyword|Fatal Counter}}s.<br />
}}<br />
<br />
===<big> {{clr|A|j.A}} </big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 2<br />
|recovery = 9<br />
}}<br />
A short jab in the air that hits below Noel. Her main up close air-to-air tool. <br />
<br />
Decent at baiting {{keyword|Throw Reject Miss}} in the air. Due to its speed, it can be used as an alternative {{keyword|abare}} anti-air while rising to challenge opponents directly above her or to preemptively catch jumping attacks that {{clr|A|6A}} would not be able to reach. It's also the best jump-in overhead Noel has in terms of hitbox, though its damage potential is weak. The downward hitbox also allows Noel to use it for jump-in {{keyword|F-Shiki}} mix ups.<br />
<br />
* Jump and throw cancellable on hit or block.<br />
* Cancels into itself infinitely on hit or block.<br />
<br />
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|C|j.2C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 17<br />
}}<br />
A horizontal swipe that hits in front of Noel in the air. Has a back hitbox that enables {{keyword|crossup}} mixups when jumping in on her opponent from up close.<br />
<br />
It can be used preemptively while rising as an {{keyword|abare}} to beat out or trade with some air normals when spaced well enough as it is her most disjointed air normal. Additionally, the ability to {{keyword|reverse beat}} into {{clr|A|j.A}} enables Noel to keep her opponent blocking if {{clr|B|j.B}} is blocked and allows for baiting an air {{keyword|throw reject miss}}. The only real problem is that when used this way, the continued momentum makes it tricky to convert the hit into a full combo. Generally, this move sees more use to add stability in air to ground routes in some combos in the corner leading into {{clr|D|j.D}} or into her {{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=j.214C|label=Revolver Blast}} knockdown.<br />
<br />
As a jump in, {{clr|B|j.B}} is okay but {{clr|C|j.C}} tends to be better despite being able to be blocked mid. The reason for this is that {{clr|B|j.B}}'s hitboxes do not reach that far down vertically so Noel will often have to delay {{clr|B|j.B}} long enough for her to fall on to the opponent which gives them more time to react. If the overhead is desired, it is more common to see Noel first jump with {{clr|C|j.C}} then reverse beat into {{clr|B|j.B}} on block to get a weak {{keyword|F-Shiki}} overhead since {{clr|C|j.C}} itself is not. It is also used occasionally to set up a [[/Strategy#Drive_Landing_Cancel|Drive Landing Cancel]] into {{clr|B|d.6B}} on the way down offensively for a very fast overhead attempt if it is blocked.<br />
<br />
* Jump and throw cancellable on hit or block.<br />
* Reverse beats into {{clr|A|j.A}}.<br />
<br />
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|C|j.2C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{color|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
A slow multi-hit normal with disjoints that hits mid. Noel's strongest air normal.<br />
<br />
The hitbox on {{color|C|j.C}} is relatively decent and when spaced well it can be used to combat her opponents in the air. Like {{color|B|j.B}} it can be used preemptively to meet opponents with a considerably sized hitbox on the way up but it tends to be a bit on the slower side so it can be beaten when used reactively. If Noel lands a counter hit, the {{keyword|untechable time}} is large enough for Noel to land and use {{color|C|5C}} to continue the combo.<br />
<br />
It is also Noel's main normal to jump in with. Note that it is not an {{keyword|overhead}} so it is often the case that Noel will want to {{keyword|reverse beat}} into either {{color|A|j.A}} or {{color|B|j.B}} to hit them overhead. Often used in conjunction with [[/Strategy#Drive_Landing_Cancel|Drive Landing Cancel]] into {{color|B|d.6B}} for an overhead on the way down.<br />
<br />
*Reverse beats into {{clr|A|{{clr|A|j.A}}}} or {{clr|B|{{clr|B|j.B}}}}.<br />
<br />
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|A|j.A}}, {{color|B|j.B}}, {{clr|C|j.2C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 3<br />
|recovery = 24<br />
|specialRecovery = 4<br />
}}<br />
A diagonal hitting gun flare in the air. A staple part of Noel's corner combos and niche {{keyword|neutral}} tool.<br />
<br />
Overall, {{clr|C|j.2C}} doesn't really see much use outside of corner combos. It is a key component of her corner {{keyword|BnB}} as it allows her to route into her combo enders. It also sees use in her more optimized routes, usually near the beginning of a combo after {{color|C|5C}} as it leads into some of Noel's highest damaging confirms.<br />
<br />
In neutral, Noel can use this as a unusual spacing tool when combined with an air dash or a second jump after it recovers in the air for some tricky footwork. Another way to use it is to preemptively go into it while falling down onto the opponent to simulate a jump in attempt. {{clr|C|j.2C}}'s recoil effect after it recovers helps halt her position in the air for a moment which can be used as a way to dodge an opponent's initial anti air attempt. After that, she can continue falling or air dash back in for a potential punish after. <br />
<br />
* Bounces against the wall in the corner, allowing for {{clr|C|j.2C}} > air dash > {{clr|C|j.2C}}<br />
* Causes a {{keyword|soft knockdown}} state on hit.<br />
* Floats the opponent on hit against a ground opponent.<br />
* 110% Bonus Proration<br />
<br />
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|D|j.D}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 23<br />
|active = 4<br />
|recovery = 37<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 4<br />
|recovery = 18<br />
}}<br />
Noel's only drive starter with no invincibility. Also her fastest drive move to start drive {{keyword|pressure}}.<br />
<br />
{{color|D|5D}} is Noel's main way to enter drive without leaving a massive gap during her pressure. Note however that while it is her fastest way to enter drive, there will always be at least a five frame gap between any previous button and this one, and if known it can be abused in the opponent's favor. It also serves as a niche {{keyword|okizeme}} tool in certain setups. When used against a knocked down opponent in the corner, it will catch all rolls for a decent amount of damage.<br />
<br />
Additionally, it {{keyword|fatal counter}}s and is her main way to punish the opponent outside of {{color|C|5C}} and {{color|C|6C}}. It will force the opponent to stand up and then fall into a crumple state which allows Noel to route into a significant amount of damage. The only major downside is that it is clunky to use as a punish due to its significant {{keyword|startup}}.<br />
<br />
In Overdrive, {{color|D|5D}} becomes faster. This allows Noel to make most pressure strings leading into {{color|D|5D}} gapless and allows Noel to combo {{clr|C|5C}} into {{clr|D|5D}} on standing hit.<br />
<br />
Also note that the muzzle flare effect is random just like {{color|C|5C}}.<br />
* Fatal Counters.<br />
* Forces standing on counter hit.<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 26<br />
|active = 9<br />
|recovery = 2<br />
|specialRecovery = 34<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 26<br />
|active = 9<br />
|recovery = 2<br />
|specialRecovery = 15<br />
}}<br />
A slow forward moving hop with foot invulnerability. An alternative drive {{keyword|pressure}} starter usually only seen in combos.<br />
<br />
Because {{color|D|2D}} moves forward a decent amount, Noel can be use it as an alternative to {{color|D|5D}} to re-enter back into range to start drive pressure after being being push backed on block. With meter, Noel can also use this move to force a {{keyword|50/50}} by using {{keyword|rapid cancel}} into either a high with {{color|B|d.6B}} using [[/Strategy#Drive_Landing_Cancel|Drive Landing Cancel]] or a low with {{color|B|2B}}. The tradeoff with this is that {{color|D|2D}} is a lot slower than {{color|D|5D}}, which leaves a bigger gap for Noel's opponent to either jump out of pressure or even challenge her for attempting to enter drive. Note that since it has head property, Noel's opponents can use {{keyword|anti-air}}s or even throw out large pokes to stop Noel in her tracks.<br />
<br />
Due to its large foot invulnerability and the ability to move forward a decent amount, it sometimes sees use in {{keyword|neutral}} or as an {{keyword|abare}} tool against opponents who use a lot of lows. In some very rare cases, it can also be used to clash with projectiles. More generally however, Noel will find herself using the other version of this move, {{color|D|d.2D}} with {{color|B|d.5B}} for corner combos that end in a {{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=j.214C|label=Revolver Blast}} knockdown. <br />
* Frame 4-till landing frames foot invulnerable.<br />
* Forces crouching on hit.<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 39<br />
|active = 2<br />
|recovery = 44<br />
|frcStart = 26<br />
|frcEnd = 38<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 39<br />
|active = 2<br />
|recovery = 25<br />
|frcStart = 26<br />
|frcEnd = 38<br />
}}<br />
A slow sweep with body and projectile invulnerability that moves Noel forward. A situational tool with a variety of uses.<br />
<br />
Although it's a bit on the slow side, Noel can use {{color|D|6D}} to dodge a considerable amount of projectile or body based attacks while covering ground. This makes {{clr|D|6D}} an effective tool in certain situations against {{keyword|zoner}}s and the body and projectile invulnerability on the move also makes it as a situationally useful counter poke in {{keyword|neutral}}.<br />
<br />
It is also one of the three choices for Noel to start drive {{keyword|pressure}}. However, this one is the weakest out of the three due it being the slowest to the point where the opponent is able to easily {{keyword|fuzzy jump}} the gap. {{color|D|5D}} is generally better for both catching fuzzy jumps due to having a decent horizontal hitbox and catching {{keyword|mash}}ing with it having the fastest startup. {{color|D|2D}} also is generally the better button to close the gap if Noel desires to initiate drive pressure up close due to it also being situationally decent at catching fuzzy jump.<br />
<br />
Due to its invulnerability, Noel can also utilize {{color|D|6D}} as a reversal to call out bad pressure, but {{color|D|4D}} usually ends up being the better button for this purpose. It losing out invulnerability two frames before it becomes active usually means that very active or well timed buttons can beat {{color|D|6D}}.<br />
<br />
* Frame 4-2F before active body and projectile invulnerable.<br />
* Forces knockdown state on hit.<br />
}}<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
{{BBCF Move Card<br />
|input=4D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 7<br />
|recovery = 37<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 7<br />
|recovery = 12<br />
}}<br />
<br />
* Frame 1-31 body and projectile invulnerable<br />
* Forces standing on hit.<br />
<br />
{{clr|D|4D}} is Noel's main reversal option. Nerfed compared to older versions of Blazblue, but still useful. You can use this reversal option at its best by using an option select to help along with proper reads and judgment calls (1 > 4+AB~{{clr|D|D}}~1) to dodge some body attacks and overheads. Can be used offensively to bait most DPs, reversals, Exceed Accel, and Counter Assaults. Can also be used to hit opponents who jump during their pressure, but must be done while the opponent is still rising.<br />
}}<br />
<br />
===<big>{{clr|D|{{clr|D|j.D}}}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 9<br />
|specialRecovery = 31<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 9<br />
|specialRecovery = 12<br />
}}<br />
*Can't cancel into air specials<br />
**Can cancel into ground moves upon landing<br />
*Increased forward momentum in OD<br />
*Knocks down on hit<br />
*If performed very low to the ground, Noel will land almost immediately, cancelling this move, but leaving Noel in the Chain Revolver state. This allows her to quickly transition into other Chain Revolver moves with little warning such as d.6B.<br />
<br />
A fantastic jump in move. With Body invul that starts early and lasts for 12 frames, combined with lengthy actives, Noel’s {{clr|D|j.D}} can and will beat most anti airs in the game. It's a great button for establishing respect as the threat of it can make opponents relucatant to challenge her doing jump resets mid-pressure as to beat it requires risky callouts. <br />
<br />
On block, it can't be cancelled until she lands on the ground which leaves quite a sizeable gap where the opponent can counter attack. Although, unless Noel was very high in the air, she has time to go into Drives and play further mindgames with the invul RPS. With 50 meter, the risk-reward turns significantly into her favor as she can do {{clr|D|623D}} that's fully invul and leads to a combo on hit, or RC on reaction if blocked.<br />
<br />
For combos, the knockdown is good for air to ground routes. In most cases, it's used near the beginning or end of corner combos that use the {{clr|C|j.2C}} → air dash → {{clr|C|j.2C}} route that transitions into {{clr|D|j.D}} right afterwards. Trying to go into {{clr|D|j.D}} after a certain amount of hits will cause it to whiff in a lot of combos after {{clr|C|j.C}}(1) or on a short starter / prorated combo.<br />
}}<br />
<br />
===<big>{{clr|A|d.5A}}</big>===<br />
{{BBCF Move Card<br />
|input=d.5A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 2<br />
|recovery = 39<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 2<br />
|recovery = 20<br />
}}<br />
* Fatal Counters<br />
The quickest drive followup in Noel's arsenal, normally used to keep an opponent blocking while transitioning into High/Low mixup. Be careful when attempting to transition into {{clr|D|d.6D}} from {{clr|A|d.5A}}. It will cause {{clr|D|d.6D}} to inadvertently perform the slow cross up variation when up close, unless you delay the {{clr|D|d.6D}} input.<br />
}}<br />
<br />
===<big>{{clr|A|d.6A}} or {{clr|A|d.4A}}</big>===<br />
{{BBCF Move Card<br />
|input=d.6A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 2<br />
|inactive2= 3<br />
|active3 = 2<br />
|recovery = 35<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 2<br />
|inactive2= 3<br />
|active3 = 2<br />
|recovery = 16<br />
}}<br />
Used to float opponents for drive combos, but can also be used like {{clr|A|d.5A}}, though it is a bit slower and is harder to poke afterwards due to more blockstun. It is more consistent at getting out non cross up {{clr|D|d.5D}} for a high low mix up with {{clr|B|d.6B}} after {{clr|D|5D}} and {{clr|D|6D}} drive starters.<br />
}}<br />
<br />
<br />
===<big>{{clr|B|d.5B}}</big>===<br />
{{BBCF Move Card<br />
|input=d.5B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|inactive2= 2<br />
|active3 = 3<br />
|recovery = 33<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|inactive2= 2<br />
|active3 = 3<br />
|recovery = 14<br />
}}<br />
Used only as a combo filler, or to create space during a drive blockstring. You can also attempt to use this as a pseudo poke gesture in certain blockstrings or in neutral via {{clr|D|5D}} > {{clr|B|d.5B}} > Optic Barrel / Bloom Trigger / Chamber shot. Also is an essential part of Noel's Overdrive combos, both at midscreen and in the corner as its untech time allows for links to optimal routes such as {{clr|B|d.6B}} > {{clr|B|d.5B}} > {{clr|B|665B}} > {{clr|C|5C}} midscreen or {{clr|B|d.5B}} > TK OD Thor in the corner.<br />
}}<br />
<br />
===<big>{{clr|B|d.6B}} or {{clr|B|d.4B}}</big>===<br />
{{BBCF Move Card<br />
|input=d.6B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 3<br />
|recovery = 44<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
*110% Bonus Proration added<br />
Noel's Drive Overhead, it's extremely fast and is half of Noel's High/Low drive mixup. It is also commonly used with "Drive Landing Cancellation" tactics to help open up her opponents on the way down from her air normals.<br />
}}<br />
<br />
<br />
===<big>{{clr|C|d.5C}}</big>===<br />
{{BBCF Move Card<br />
|input=d.5C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 2<br />
|inactive2= 2<br />
|active3 = 2<br />
|recovery = 52<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 2<br />
|inactive2= 2<br />
|active3 = 2<br />
|recovery = 33<br />
}}<br />
Noel takes a step forward and a deceptively small gun flare erupts from Bolverk. Only used as combo filler.<br />
<br />
{{color|C|d.5C}} is usually only seen in combos due to having the largest the second largest base damage and decent {{keyword|proration}} out of all of Noel's drive normals. Also sees some situational use as a {{keyword|block string}} filler due to it having low push back.<br />
<br />
}}<br />
<br />
===<big>{{clr|C|d.6C}} or {{clr|C|d.4C}}</big>===<br />
{{BBCF Move Card<br />
|input=d.6C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 23<br />
|active = 36<br />
|recovery = 26<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 23<br />
|active = 36<br />
|recovery = 7<br />
}}<br />
Used only as combo/blockstring filler. Has a ridiculous amount of blockstun, which makes it able to true blocktring into any of her other drive normals. The absurd blockstun also allows her to Crush Trigger with only about a 3 frame gap. You can use this move to attempt a pressure reset in drive by allowing the reload frames to occur and follow up with {{clr|A|5A}} or {{clr|A|2A}} since the reload frames are much faster.<br />
}}<br />
<br />
===<big>{{clr|D|d.5D}}</big>===<br />
{{BBCF Move Card<br />
|input=d.5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 6<br />
|recovery = 35<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
The follow up version of {{clr|D|5D}}, there's no real difference between the two moves.<br />
}}<br />
<br />
<br />
===<big>{{clr|D|d.2D}}</big>===<br />
{{BBCF Move Card<br />
|input=d.2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 26<br />
|active = 9<br />
|recovery = 2<br />
|specialRecovery = 34<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 26<br />
|active = 9<br />
|recovery = 2<br />
|specialRecovery = 15<br />
}}<br />
*Frame 4 - till landing Foot Invul.<br />
<br/><br />
The follow up version of {{clr|D|2D}}. Pretty much the same as the {{clr|D|2D}} starter, other than the fact that it can be distortion and air special cancelled on hit or block, unlike {{clr|D|2D}}.<br />
}}<br />
<br />
<br />
===<big>{{clr|D|d.6D}}</big>===<br />
{{BBCF Move Card<br />
|input=d.6D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 34<br />
|active = 2<br />
|recovery = 44<br />
|frcStart = 24<br />
|frcEnd = 33<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 34<br />
|active = 2<br />
|recovery = 25<br />
|frcStart = 24<br />
|frcEnd = 33<br />
}}<br />
The follow up version of {{clr|D|6D}}. Doesn't have a long dash with and startup that varies with distance like the starter version. Instead, it has a shorter fixed startup normally, or has an added dash through the opponent when used up close, turning it into a crossup. This is more useful when you become familiar with the {{clr|D|j.D}} landing cancel, allowing you to perform a surprise crossup.<br />
<br />
{{clr|D|d.6D}} is a low drive hit that has a slower startup compared to {{clr|B|d.6B}}, meaning that opponents need to know to block Noel's Drive pressure high by default and switch to low on reaction to this move (or crouch under {{clr|A|214A}}, since she has no faster low options in Drive.<br />
}}<br />
<br />
===<big>{{clr|D|d.4D}}</big>===<br />
{{BBCF Move Card<br />
|input=d.4D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 4<br />
|recovery = 49<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
*5-28F Body & Projectile Invul.<br />
<br/><br />
Used mainly to help bait certain DPs during drive pressure. As combo filler, it produces a higher elevation launch after {{clr|D|6D}}, {{clr|D|d.6D}}, or a {{clr|B|d.5B}} in the corner. <br />
}}<br />
<br />
<br />
===<big>Bloom Trigger</big>===<br />
{{InputBadge|{{clr|D|d.236D}}}}<br />
{{BBCF Move Card<br />
|input=d.236D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 2<br />
|inactive2= 7<br />
|active3 = 4<br />
|recovery = 32<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 2<br />
|inactive2= 7<br />
|active3 = 8<br />
|recovery = 28<br />
}}<br />
*Wallbounces midscreeen & in the corner<br />
*First hit causes stagger, 2nd hit causes blowback effect<br />
<br />
Noel's normal drive ender for midscreen combos. On the offensive, this is usually used to help push back an opponent on block to make enough space to escape back into neutral, but is punishable on Instant Block. It can also decently set up a safe jump attempt as a follow up midscreen by IAD into {{clr|C|j.C}} as long as the opponent neutral techs into this situation. However, the opponent can roll tech out of the safe jump attempt, which Noel cannot answer to outside of just chasing them afterwards.<br />
<br />
In overdrive Bloom Trigger is usable in corner combos with a prerequisite of a little bit of height to your juggle.<br />
The overdrive version adds more hits to Bloom Trigger.<br />
}}<br />
<br />
<br />
===<big>Assault Through</big>===<br />
{{InputBadge|{{clr|D|d.214D}}}}<br />
{{BBCF Move Card<br />
|input=d.214D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 31<br />
|active = 7<br />
|recovery = 16<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 7<br />
|recovery = 16<br />
}}<br />
*1-18F Fully Invul.<br />
*Causes blowback ground slide effect on air normal hit<br />
*Causes blowback wallbounce effect on Counter Hit<br />
<br/><br />
Assault Through is a drive special that is occasionally used as a method to produce corner push in midscreen to corner combos, help put the opponent back in the corner in specific corner combos, and lastly help setup {{clr|B|22B}} corner oki as it provides a hard sliding knockdown state for the setup. It can be used as a weak crossup, though it gives you no real advantage on hit or on block. On CH it wallbounces leading to a decent combo. This move is mainly used to punish opponents who are attempting to punish Noel whiffing drive outside of combo use, the goal is for this to counter hit overall.<br />
<br />
Assault Through in overdrive causes a wall bounce on air hit, and allows a standing combo on normal hit. The invuln frames of the overdrive version also cause Noel's sprite to disappear, making it a little harder to block as a crossup, though not much.<br />
}}<br />
<br />
<br />
===<big>Type III: Spring Raid</big>===<br />
{{InputBadge|{{clr|D|d.623D}}}}<br />
{{BBCF Move Card<br />
|input=d.623D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 7<br />
|recovery = 20<br />
|specialRecovery= 12<br />
}}<br />
*1-10F Fully Invuln. <br />
*Can be used in combos meterless & without counter hit<br />
<br />
Spring Raid is mostly used in corner combos to help maximize Noel's corner damage overall. Can be used in combos midscreen as well but is less prominently used there as opposed to the corner. It is also a somewhat decent way to potentially CH then opponent from trying to hit you on the way down from something like {{clr|D|j.D}} but its risky so be careful not to find yourself in this situation often. Can also be used as an answer to when your opponent activates their overdrive or some slow reversal during your drive pressure, but it's a big risk. Remember you can still whiff-cancel into this.<br />
<br />
The overdrive version of Spring Raid launches the opponent higher than usual allowing for follow ups with {{clr|C|5C}}, {{clr|C|6C}}, or {{clr|D|5D}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 23<br />
}}<br />
* 100% minimum damage (1500)<br />
<br />
Standard throw. At midscreen you must cancel the first hit into {{clr|A|214A}} to combo from it.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 23<br />
}}<br />
* 100% minimum damage<br />
<br />
Standard throw. At midscreen you must cancel the first hit into {{clr|A|214A}} to combo from it.<br />
}}<br />
<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|{{clr|B|j.B}}}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 23<br />
|specialRecovery= 3<br />
}}<br />
* 100% minimum damage<br />
<br />
<br />
Standard air throw, can be followed up with {{clr|B|5B}} and {{clr|B|2B}} after landing. If done too high though, {{clr|B|5B}} and {{clr|B|2B}} will not combo. At some heights you can use {{clr|D|j.D}}, but at super jump height you must use {{clr|C|j.C}} to pick up from the ground.<br />
}}<br />
<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 6<br />
|recovery = 30<br />
}}<br />
* Frames 1-20 Fully Invul.<br />
* 180F Heat Gauge Cooldown.<br />
<br />
Unusually long reaching Counter Assault that uses her {{clr|B|d.5B}} animation to blow the opponent away.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small><br />
|startup = 20<br />
|active = 1<br />
|recovery = 25<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Max Charge</small><br />
|startup = 61<br />
|active = 1<br />
|recovery = 25<br />
|frcStart = 30<br />
|frcEnd = 60<br />
}}<br />
* Possible to charge.<br />
* 180F Heat Gauge Cooldown.<br />
<br />
Outside of causing Guard Crush, it's rarely used by Noel because there are not many places to fit it in effectively. In combos, the charged variation is also rare outside of 5K confirms off of CH {{clr|C|5C}} on crouching and CH {{clr|C|6C}} (both in corner). For the most part it's better to save your meter for more important things. It can occasionally be used as a method of exiting drive pressure without being at frame disadvantage or using {{clr|C|d.6C}}.<br />
}}<br />
<br />
===<big>Dash Cancel</big>===<br />
{{InputBadge|66 after specific moves}}<br />
{{BBCF Move Card<br />
|input=66<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 22<br />
}}<br />
*Used instead of Noels's normal forward dash whenever you input 66 during moves that allow dash cancels.<br />
*Only possible after {{clr|C|22C}} on hit or {{clr|A|236A}}{{clr|B|/B}} on hit, block, or whiff.<br />
<br />
An important part of Noel's pressure and combos, allowing various moves to be followed up. However, be aware that this is not like a regular dash. Noel will run for a fixed duration during which she '''can be counterhit''' and '''is unable to do anything''' until the end of the dash, meaning there are instances where using this mindlessly during pressure will get you severely punished.<br />
}}<br />
<br />
<br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Type XI: Optic Barrel</big>===<br />
{{InputBadge|{{clr|A|236A}}}} or {{InputBadge|{{clr|B|236B}}}}<br />
{{BBCF Move Card<br />
|input=236A,236B |versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 4<br />
|recovery = 21<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 29<br />
|active = 4<br />
|recovery = 19<br />
}}<br />
Noel "fires her gun", creating an explosion a set distance away from her. {{clr|A|236A}} hits about half a screen away, missing behind normal-size characters at round start distance {{clr|B|236B}} hits at basically the maximum distance both characters can be from each other.<br />
<br />
Both versions are dash cancellable on hit, block or whiff at the same time, but the {{clr|B|B}} version hits slightly later. Earliest possible dash cancel from {{clr|A|236A}} is -1 on block, allowing {{clr|A|2A}} to at worst trade against characters whose fastest buttons to hit crouching characters are 7-frame startup.<br />
<br />
Neither version of Optic Barrel causes a knockdown on a ground hit, nor do they have enough hitstun to start a combo. The goal is to hit them in the air, which will cause a knockdown.<br />
}}<br />
<br />
===<big>Type XVII: Chamber Shot</big>===<br />
{{InputBadge|{{clr|C|236C}}}}<br />
{{BBCF Move Card<br />
|input=236C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 6<br />
|recovery = 23<br />
}}<br />
*Causes a launch effect similar to Noel's {{clr|A|6A}} on hit<br />
<br />
Combos off of {{clr|C|5C}} and {{clr|C|2C}} for a basic knockdown. Noel's best choice for midscreen short confirms in which going into drive conversions into Bloom Trigger isn't an option. Chamber Shot serves as Noel's secondary combo ender and also as a combo extender for corner confirms which is typically followed up with {{clr|B|5B}} or a dashing {{clr|A|2A}}. You can also use Chamber Shot as a poke gesture in neutral and a somewhat unconventionally situational anti air if spaced and timed right against some IAD jump ins as it does have a sizable hitbox.<br />
}}<br />
<br />
===<big>Type XIII: Revolver Blast </big>===<br />
{{InputBadge|{{clr|C|j.214C}}}}<br />
{{BBCF Move Card<br />
|input=j.214C,j.214C~2C |versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 15<br />
|specialRecovery = 8<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|specialRecovery = 8<br />
}}<br />
Noel's air ender to end air combos. Essential to Noel's corner combos (i.e. {{clr|B|d.5B}} > {{clr|D|d.2D}}) to increase overall combo damage. Midscreen it isn't that great of an ender as the opponent is able to just roll out after due to recovery and spacing after the follow up attack {{clr|C|j.2C}}. Due to this its mainly just used in corner combos. Noel's air ender to end air combos. Can also be used to create a big hitbox around her during it's animation to potentially hit incoming opponents who approach her by Tiger Kneeing its input close to the ground. The multiple hits can also be used situationally to clash kill multihit projectiles.<br />
*Knockdown distance after {{clr|C|j.2C}} follow up is closer to Noel midscreen<br />
** Follow up has a hard knockdown opposed to default {{clr|C|j.2C}}<br />
}}<br />
<br />
===<big>Type IX: Muzzle Flitter </big>===<br />
{{InputBadge|{{clr|A|214A}}}}<br />
{{BBCF Move Card<br />
|input=214A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 26<br />
|active = 6<br />
|recovery = 9<br />
|specialRecovery = 16<br />
}}<br />
* Combo throw, can hit enemies in hitstun without incurring purple exclaimation marks.<br />
* Can only grab standing opponents<br />
<br />
A Command Grab that can be combo'd into and out of. Can only hit standing opponents, and will whiff on crouching or jumping opponents. Can be combo'd into with normal throw, Fatal {{clr|D|5D}}, CH {{clr|C|5C}}/{{clr|C|6C}}/{{clr|D|d.4D}}, {{clr|C|d.6C}}, {{clr|D|d.4D}} during a Fatal combo, or {{clr|D|d.236D}}(1) > Rapid. Overall its not that good as its risky to do considering it puts Noel in Counter Hit state on whiff guaranteeing a punish for the opponent. It is primarily used to variate mix ups between {{clr|B|d.6B}} and {{clr|D|d.6D}} where MF can substitute for the {{clr|B|d.6B}} to catch high blocking opponents.<br />
}}<br />
<br />
<br />
===<big>Type VI: Flash Suppressor </big>===<br />
{{InputBadge|{{clr|B|22B}} or {{clr|C|22C}} on downed opponent}}<br />
{{BBCF Move Card<br />
|input=22B,22C |versioned=input<br />
|description=<br />
*200% Heat Gain<br />
*Both versions can only be used if the opponent has already been knocked down once in the combo.<br />
----<br />
'''{{clr|B|22B}}'''<br />
*Hold B for more shots<br />
{{clr|B|22B}} is used as a combo extender in some cases. Is also used as a combo ender to set up Noel's {{clr|B|22B}} oki, since it gives a hard knockdown. Can be chained into the {{clr|C|C}} version by hitting {{clr|C|C}} while holding down {{clr|B|B}}, which is useful when a faster startup or different timing is required in a combo.<br />
<br />
Can be held as long as shots keep hitting, but Noel will continue to be pushed back until it starts whiffing, and the move can no longer be extended after a total of 5 shots fail to hit. Scales damage with every hit, so unless using it as an ender there is little reason to let it go that long anyway.<br />
<br />
----<br />
'''{{clr|C|22C}}'''<br />
*Dash cancellable<br />
*Ground bounces<br />
{{clr|C|22C}} is used as a combo filler after {{clr|C|3C}}, {{clr|D|6D}}, {{clr|D|d.6D}} or any general knockdown to continue a combo.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Zero Gun: Fenrir </big>===<br />
{{InputBadge|{{clr|D|632146D}}}}<br />
{{BBCF Move Card<br />
|input=632146D Clean Hit,632146D on Block |versioned=input<br />
|description=<br />
Noel rams her gun forward, sprays a stream of bullets while gradually aiming upwards and, if the initial gun ram hit, finishes off with a final shot with big damage. Comes out extremely quickly overall.<br />
<br />
Noel's main reversal super. It's extremely fast and the guardpoint is negligible as the hitstop is one-sided— opponents can rarely RC it, let alone jump upback. It's more reliable than CA or {{clr|D|4D}}, but is punishable on block.<br />
<br />
Fenrir is also used to tack on damage at the end of combos, Ideally you want to to have the gun ram of the move to hit as it adds way more damage but sometimes, if you ''really'' need to squeeze out that extra bit, you can use it fullscreen for the bullets.<br />
<br />
}}<br />
<br />
===<big>Bullet Storm > Zero Gun: Thor </big>===<br />
{{InputBadge|{{clr|D|j.236236D}}}}<br />
{{BBCF Move Card<br />
|input=j.236236D<br />
|description=<br />
Noel Pauses in midair, fires a stream of bullets from both pistols diagonally downwards before launching a rocket.<br />
<br />
Overall, Thor is a super that is normally used to either stack a lot of damage upfront for a strong 4- 5k combo (mostly in corners), midscreen counter hit OD combos that use OD Thor for up to 5K, or to tack on damage to close out a round. It is also sometimes used to counter anti air attempts in some situations but is risky depending on the opponent's character. You can combo Thor into Fenrir as a double super ender for corner combos.<br />
<br />
* 1-4F Fully Invul.<br />
* Invincibility disappears after super flash<br />
* 15% minimum damage (Normal: 710 OD: 895)<br />
* 180F Heat Gauge Cooldown<br />
* Last hit is airdash cancellable in Overdrive<br />
<!--An earlier version mentioned tiger kneeing this off of a jump cancel, but that sounds impractical and rarely used?--> <br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Zero Gun: Sleipnir</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*296/618 Minimum Damage<br />
*Good Pushback<br />
*Repositions both Noel & opponent about 1/3rd of the stage (Half stage instead if Noel is in corner)<br />
*Positions Noel & opponent about the same distance as Optic Barrel A version range from each other afterwards.<br />
<br />
Noel's only true meterless reversal. Puts Noel and the opponent at about midscreen.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Valkyrie Veil</big>===<br />
{{InputBadge|{{clr|C|236236C}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=236236C<br />
|description=<br />
<br />
Counter Astral. Somewhat awkward input to use on reaction to anything but very obvious attacks, so you'll be using this to call out attacks in advance, particularly reversals, if you want to use this at all. Be aware that, unlike Hakumen's Astral, this won't actually catch anything in the first 7 frames, since the attack will just pass through the normal invulnerability, making it a poor choice to use on wakeup against meaty attacks. Any move that's still active past those 7 frames will still trigger the astral and the guard point has a surprisingly long duration that can catch some punishes but don't expect miracles.<br />
}}<br />
<br />
===<big>Valkyrie Veil (Classic Noel)</big>===<br />
{{InputBadge|{{clr|C|214214C}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=214214C<br />
|description=<br />
Classic Noel Only: Noel's astral has full invul, so it can be used as a reversal, however it completely disables her collision box. This means certain moves (Invulnerable moves with forward momentum) will pass right through her over to the other side, thus making the actual Astral whiff. In most cases, if you're attempting to use this as a reversal, you're more likely to catch with her counter astral although this option is safer. No longer links of juggle {{clr|C|6C}}. Can juggle off {{clr|C|d.6C}} but standing hit {{clr|C|d.6C}} may cause the opponent to pass through your character and whiff. Guaranteed off first hit of throw, juggle {{clr|B|d.5B}} in corner. Very limited combo options off mid-screen.<br />
}}<br />
<br />
<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
<tabber><br />
Default =<br />
{{BBCFColors|Size=120|Character=Noel}}<br />
<br style="clear:both;"/><br />
|-|<br />
Classic =<br />
{{BBCFColors|Size=120|Character=Classic_Noel}}<br />
<br style="clear:both;"/><br />
</tabber><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Noel Vermillion|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Jubei&diff=449082BBCF/Jubei2024-03-12T11:01:05Z<p>Manta: /* Divine Form */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Jubei is a '''highly mobile''' rushdown character with an install mode that vastly changes his offense. He has '''great mixups''' such as an instant overhead, unblockables, crossups, and several lows. He also has good oki, especially in the form of his fireball. Jubei's mobility and small size emphasize a slippery playstyle where Jubei picks his spots to start his offense. This is backed by Jubei's great air normals. <br />
<br />
Unfortunately, Jubei suffers from a '''poor defense'''. He has no reversals outside of system mechanics, and his Counter Assault is very average. Additionally, he has a unique mechanic where he is put into in extended hitstun anytime he is hit while standing. Good use of system mechanics are required as a baseline on defense or Jubei will eat a painful combo. Thankfully he also has fast normals and a great backdash to evade or challenge his opponents. Jubei is a good character for players seeking high mobility and mixups.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#5A|5A]] (6F)<br />
| reversal = None<br />
| fatalStarter = [[#6B|6B Attack]]<br/>[[#6C|6C]]<br/>[[#Form ONE: Shadow Wolf|236B]]<br/>[[#Form FOUR: Black Panther|632146C]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Shiranui / Shiranui: Steel<br />
|content=Jubei's Drive, '''Shiranui''', is similar to Taokaka's in that, upon use, he performs a fast dash at his opponent and slashes them on the way past. This attack will always place Jubei on the opposite side of his opponent on a successful hit. Hitting with a Drive marks his opponent with a black crosshair for a few seconds, known as the Shiranui Mark. While the Shiranui Mark is active, using his Distortion Drives will teleport Jubei behind his opponent before starting the attack, in addition to causing the move to deal bonus damage.<br />
<br />
After activating [[#Immovable Object:_Lotus|Immovable Object: Lotus]], Jubei's Drive is replaced with an upgraded version called '''Shiranui: Steel''' (Shiranui: Hagane).<br />
<br />
*Pressing D in this state will put Jubei in a state where he hovers in place briefly. <br />
*Pressing a direction and one of the attack buttons in this state will lay out 4 waypoint markers in a pattern based on the direction and button pressed. Jubei will then perform a teleport dash attack between each one in order.<br />
*This install is a one-off trade per round: once activated, it cannot be deactivated and never expires.<br />
<br />
Since it can cross up and offers excellent mobility, enabling this upgraded drive as soon as possible is a common tactic for Jubei players. However, experienced Jubei players should weigh the costs of giving up Jubei's default Drive, which has its own advantages.<br />
<br />
|header2=Overdrive: Five Circles of Nirvana (Rakan: Gorinkō)<br />
|content2=Jubei's Drive moves are enhanced in simple, but useful ways.<br />
* Drive moves have faster startup.<br />
* Non-upgraded Drives trigger the second hit on block as well as on hit, making them safe on block and adding the Shiranui Mark.<br />
* Single-use limit on upgraded Drive attacks removed.<br />
** If Jubei cancels into his OD and he's used his Drive already, he must hit the ground first before the limit is removed.<br />
* Improved damage to Distortion Drives in line with other characters.<br />
}}<br />
</div><br />
<div id="home-content" class="home-grid"><br />
{{card|width=6<br />
|header=Unique Ability: Being Small<br />
|content=Jubei is particularly small and able to simply not get hit by a lot of attacks:<br />
<br />
*Some opponent's 5As may whiff if he is standing, doing {{clr|A|5A}}, crouching and/or doing {{clr|A|2A}}; therefore requiring those characters to use often slightly slower {{clr|A|2A}} or {{clr|B|5B}} attacks<br />
*Jubei's running animation places him exceptionally low to the ground, and can run underneath a surprising number of moves.<br />
*Jubei's crouch only slightly reduces his hurtbox size compared to his standing hurtbox which is already small. The only indication that Jubei is crouching is that his stance is visually different.<br />
<br />
However, '''all hits against him while he is standing gain 2 frames of additional hitstun''', just like hitting a crouching opponent (air and crouching hits work as normal). This has some unique problems, namely that attacks that normally force standing, such as freezing and crumple stun, can allow opponents to perform combos with the extended hitstun that they cannot do to anyone else in the cast. (However Crumple and freeze hitstun *themselves* are not directly affected and last as long as usual)<br />
<br />
Do not confuse this extra hitstun with Jubei ''actually'' being in a crouching state when standing, therefore:<br />
<br />
*Jubei must still block overhead and low attacks as normal.<br />
*Moves that are hard coded to miss crouching enemies, such as Taokaka's command throw Distortion Drive, can still hit Jubei while he is standing.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
*Hits crouching<br />
*Jump cancelable on hit and on block<br />
*Due to Jubei's small size you can low profile certain attacks and mash this move<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
*Moves Jubei forward before doing the strike.<br />
*Jump cancelable on hit and on block<br />
<br />
A decent short-ranged poke that moves Jubei slightly forward. While the horizontal reach looks lacking, because Jubei moves forward the range for it is actually fairly good considering it's fast and jump-cancelable. <br />
<br />
Due to how slow and generally poor Jubei's anti-air options are, the ability of this to somewhat function as one is not something to brush off.<br />
<br />
This normal also functions as Jubei's main kara cancel normal<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
*Jump cancelable on both hits<br />
*Moves Jubei forward<br />
Jubei moves forward as he slashes down and then up. While the horizontal hitbox is not the best, the forward movement allows Jubei to comfortably gatling into {{clr|C|5C}} relatively far away. <br />
<br />
The first slash reaches further than the second, making it so that from further ranges the first will connect while the second hit will whiff. This is particularly noteworthy as {{clr|C|5C}} is the only gatling option from max-range {{clr|B|5B}} that reliably connects.<br />
<br />
On counter, the first hit launches, allowing combos like 5C(2) {{clr|C|632146C}} anywhere.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
*If mashed 3 times, the third hit will only have two active frames<br />
Generally preferred over {{clr|A|5A}} when Jubei has the advantage since it has longer range for one frame more startup. Bear in mind that this is a Foot attribute move even if it doesn't need to be blocked low, so certain moves will go right over it.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
*Mid range low poke that is plus on block, so it's great for blockstrings and pressure<br />
Jubei's go-to poke for many situations. While it has good range, there are few options to confirm into from max range. If trying to take advantage of its plus frames however, it is better used close to the opponent as it pushes opponents back without moving Jubei forward.<br />
<br />
With its speed and range, it can work as a nice poke to surprise opponents when used from command dash. As Jubei's crossup dash leaves him a fair distance away from his opponent, this is also one of the better options to go for.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
*Anti-air<br />
*Causes float on hit<br />
*Jump cancelable on hit and on block<br />
*Leaves Jubei airborne, allowing cancels into {{clr|D|j.236D}}/{{clr|D|j.214D}}<br />
Jubei extends one foot off the ground and slashes upwards with sword in mouth. For an anti-air, it's rather bad: The hitbox has poor vertical and horizontal reach that does not make up for the heavily delayed head invul. On top of that, he's considered airborne, so jumping out of it consumes an air option. Good in combos, especially in install for several extensions.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A,6A Attack |versioned=input<br />
|description= <br />
*Guard Point Counter move. <br />
*Catches Head, Body and Foot strikes unless they are a low or an overhead.<br />
*On successful catch, follows up with an elbow smash that can be blocked. Crumples on grounded enemies, wall bounces airborne opponents.<br />
*If the follow up attack hits the opponent, Jubei instantly builds 22 Heat meter on normal hit, 24 on counter hit.<br />
*Since this parry is Guard Point, opponents may still Rapid Cancel to block the follow up attack. They may also jump cancel, but the follow up attack must be barrier blocked and may still catch them. <br />
*50% P1 and Very Short starter makes this move lead to mediocre damage.<br />
<br />
Similar to Hakumen's drive moves but with a much more limited set of moves it can actually catch. Use it to call out people autopiloting pokes and pressure strings. Since you can cancel into this from a number of different normal attacks, you can also use this to catch players mashing reversal attacks during your pressure. That said, this is definitely not a move to throw out randomly due to its short guard point duration and the sheer number of moves that just go around it.<br />
<br />
Though the follow up attack itself is +1 on block, you can still cancel to specials on block. Notably {{clr|C|632146C}} will be a frame trap for a Fatal Counter to catch people who do not know you are safe and trying to {{clr|A|5A}} you, and it is also the most reliable combo starter. If the follow up attack happened to be instant blocked they would need a 6F {{clr|A|5A}} to trade, and the hit state on this attack will allow you to recover sooner. You can also hold it for a sneaky unblockable too if they do not mash. Special cancelling to {{clr|B|236B}} is a true block string into a low attack, that can also be converted into a combo off {{clr|A|6A}} if you have 50 heat to spend on {{clr|A|360A}} or a Rapid Cancel of your own.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B,6B Attack |versioned=input<br />
|description= <br />
*Counter move. Only catches strike property moves that also ''must'' be blocked low.<br />
*Fatal Counter<br />
*90% P1 - Leads to much better damage than {{clr|A|6A}}<br />
Potentially much more rewarding than {{clr|A|6A}} but has an absurdly strict requirement on what moves it will actually trigger against (For instance, Susanoo's {{clr|A|2A}} won't trigger it since it doesn't need to be blocked low). Pretty much only useful for calling out specific long ranged or slow lows from certain characters who have them (Such as slide kick 3Cs), avoid using otherwise since you're just handing your opponent a free counter hit.<br />
<br />
If you do catch a move, Jubei will perform a highly damaging two part followup that launches his opponent and can be jump cancelled to follow up with, leading to very good damage.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
*Forces crouching state on hit<br />
*Deals high hitstun<br />
<br />
Jubei performs a small somersault and using his tail slashes down hard with his sword. An above average standing overhead despite the mediocre startup, given the lengthy low/throw invulnerability while still being safe on block and leading to decent damage if it lands.<br />
While it reaches fairly far horizontally, its vertical hitbox is, at best, inconsistent. {{clr|C|6C}} actually can hit opponents fairly high in the air, but it can also miss even when opponents clearly appear within its graphical range. <br />
<br />
With its 110% bonus proration, you should always look for ways to fit this move into your combos, such as after {{clr|B|236B}}>{{clr|A|360A}} in the corner and after OD cancels.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
*Can be jump-canceled on both hits<br />
*First hit has decent vertical reach<br />
*Second hit is a low<br />
Jubei quickly slashes upwards, takes a long step forward, and then takes a large swipe at the opponent's legs. Somewhat for combo-filler, somewhat for mixup. The first hit has decent vertical reach which is helpful in combos, but does not really cover areas that {{clr|C|2C}} cannot as an antiair. While the second hit is a low, the first is not so the opponent has ample time to block it.<br />
<br />
The first slash has poor horizontal reach while the second, due to its far forward movement, actually reaches quite far. However, as there's no gatling options from {{clr|C|3C}} and the first hit has such poor range, there's not much practical use for it outside of filler or perhaps surprising the opponent with the reach from the second hit.<br />
<br />
{{clr|C|3C}}(1)'s high hitstun is useful for stabilizing certain combos, though its bad proration typically means you wont get much damage after using it.<br />
<br />
Second hit launches slightly, allowing you to combo into and pick up after {{clr|A|236A}} in the corner without being in Lotus.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
*Used for instant overheads<br />
*Fastest aerial with decent range and easy confirms<br />
*Jump-cancelable on block<br />
*Cancels into itself on hit<br />
Jubei alternates downward kicks with both of his feet. With its fast startup and immediate downwards hitbox, this is the go-to when attacking a grounded opponent from the air. With the speedy startup and spread active frames, {{clr|A|j.A}} can easily be mashed into itself when performed high enough.<br />
<br />
As jumping from dash provides Jubei a slightly more shallow jump arc, it can be used as an instant overhead on crouching opponents. Since crouching hurtboxes vary, when {{clr|A|j.A}} is used as an instant overhead several characters will be hit by only the first hit of {{clr|A|j.A}} (requiring {{clr|A|236A}} angled downwards to confirm off of) while on some both hits will completely whiff.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
*Both hits can hit both sides<br />
*Good air-to-air<br />
*Jump-cancelable on block<br />
*CH on second hit causes untech until opponent hits the ground<br />
Jubei kicks forward and quickly spins into an upwards kick. Used for air-to-air situations as it has a good horizontal hitbox and it's slightly faster than {{clr|C|j.C}}. Both hits can crossup but because of their lacking downwards hitbox, precise spacing and timing is required.<br />
<br />
Jubei's strongest air normal if in range for it as it has fast startup and good reach on both hits. While the first is already a solid air-to-air, the second reaches surprisingly high vertically and has about the same horizontal range as the first, allowing him to cover several angles. As both hits can hit both sides and are jump-cancelable, they make for a flexible, solid normal.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
*Decent air-to-air and air-to-ground<br />
*Jump-cancelable on block<br />
Has good horizontal and downwards reach so it works well air-to-air and air-to-ground. Slower than both {{clr|A|j.A}} and {{clr|B|j.B}} so it is best used when the longer reach is needed. Does not reach directly under very well so use it late into your jump or use {{clr|A|j.A}} for such situations.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
*Hits both sides<br />
*Fast air poke with decent range<br />
*Not jump-cancelable on block<br />
Has a fairly wide hitbox that also hits in a straight line under Jubei. Can crossup or be used in air-to-air situations but as it cannot gatling into other aerials it's difficult to confirm into. On grounded opponents, comboing off of it when done around the peak of Jubei's jump is finnicky as it does not have very much hitstun and, if not done close, Jubei lacks moves with fast enough startup and range to confirm into.<br />
<br />
While not the best for confirms, its speed matches {{clr|B|j.B}}'s and it has even more horizontal reach than {{clr|C|j.C}} while also having a decent downwards hitbox, making it Jubei's best air poke in terms of range. However, as it cannot be jump-canceled on block and it is difficult to confirm off of higher in the air, it can be hard to do more than simply poke with it.<br />
<br />
A good analogue to this move would be Hibiki's {{clr|C|j.C}} as their function and hitbox is very similar. The biggest difference between the two however is in their active frames (3 versus 6). As a result of this and other differences, Hibiki's {{clr|C|j.C}} is a strong general use tool while Jubei's {{clr|C|j.2C}} is more of a situationally useful crossup and air poke due to its relatively fast startup and range. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D,5D OD |versioned=input<br />
|description=<br />
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.<br />
*Special-cancelable on hit once Jubei's sword gleams<br />
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed<br />
*Drags the opponent towards Jubei on block and on hit<br />
<br />
Jubei rushes past his opponent and then does an attack in passing. A good way to quickly side-switch on hit as well as on block if careful. Since the attack goes active after Jubei has moved and there is no invulnerability, he can be stuffed or even thrown as he moves past (he is considered grounded throughout this move). Your opponent will be unlikely to do this on reaction, but be wary of throwing it out around moves with lots of active frames.<br />
<br />
Depending on if {{clr|D|5D}} hits or is blocked, the length that {{clr|D|5D}} travels varies. On hit, Jubei will travel a fixed distance from the opposite side of the opponent allowing for consistent followups, while on block he will travel a fixed distance from his original location. While negative on block, when used at a close or middling distance, Jubei will end up far enough away from his opponent that punishing him is impossible outside of specific fast, long-ranged options.<br />
<br />
With meter {{clr|D|5D}} can serve as a way to close distance on a far grounded opponent or to continue pressure. When rapid-canceled, with precise timing Jubei can end up next to his opponent on either side which can be tricky to react to. However, due to its long active frames, immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings. <br />
<br />
You can also use Jubei's {{clr|D|5D}} to dodge fast EA ([ABCD] for immediate EA) attempts. Done well, Jubei will cancel his previous attack and pass through his opponent during their EA animation.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D,j.D OD |versioned=input<br />
|description=<br />
*Dive attack that goes all of the way to the ground from any height.<br />
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.<br />
*Special-cancelable on hit once Jubei's sword gleams<br />
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed<br />
<br />
Travels at a fairly steep angle compared to {{clr|D|j.6D}}, meaning it's unlikely to connect with your opponent unless they are close horizontally. On hit, Jubei will travel a fixed distance from the opposite side of the opponent allowing for consistent followups while on block he generally lands directly behind his opponent. As it is unsafe and always leaves Jubei right next to his opponent, this is a much better option when Jubei has meter.<br />
<br />
With meter, Jubei has complete control over ending up in front or behind his opponent by either rapid-canceling immediately before or after he rushes through. When used relatively far horizontally, Jubei may land in front of opponent. <br />
<br />
When following up on block with a rapid cancel, due to {{clr|D|j.D}}'s long active frames immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings.<br />
}}<br />
<br />
===<big>{{clr|D|j.6D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.6D,j.6D OD |versioned=input<br />
|description=<br />
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.<br />
*Special-cancelable on hit once Jubei's sword gleams<br />
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed<br />
<br />
Travels further horizontally than {{clr|D|j.D}}, making it a fairly fast way to close in on your opponent. As it is unsafe and generally leaves Jubei right next to his opponent, this is a much better option when Jubei has meter. However, when used at an angle where it will rush through the opponent at around their head height, Jubei will land fairly far away. This allows Jubei to escape corners in certain situations and is similar to a poke that is easy to confirm into, with the cost (or reward) of positioning on block.<br />
<br />
With meter, Jubei has some control over ending up in front or behind his opponent, generally by rapid-canceling immediately before or after he rushes through, but due to the many possible horizontal and vertical distances this can be used from, it is not always feasible to control which side he lands on. <br />
<br />
When following up on block with a rapid cancel, due to {{clr|D|j.6D}}'s long active frames immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Upgraded Drive Moves==<br />
===<big>Shiranui: Hagane</big>===<br />
{{InputBadge|{{clr|D|D}}~X after Fudō: Sharenjin (Air OK)}}<br />
{{BBCF Move Card<br />
|input=Install D<br />
|description=<br />
After using Fudō: Sharenjin, all drive moves are replaced with these for the remainder of the round. Each version lays down 4 waypoints on screen in a specific order and Jubei does a teleport dash attack between each one. If these hit his opponent, they will be sent flying in the same direction of the attack, causing each of the 4 attacks to combo together in most cases. To use, press D and then immediately press the specified direction and button to use the listed attack pattern. <br />
*Hold up/down when selecting a path and the path will angle in that direction.<br />
*Button and direction can be held for easier execution, only the D-version has to be timed/mashed.<br />
*Grounded versions of this Drive behave the same as the air versions except that ground versions can only be angled upwards. <br />
*Not pressing any button will result in Jubei using the standard {{clr|D|5D}} version instead.<br />
*Any hit from any version inflicts the Shiranui Mark. <br />
*Unless Jubei is in Overdrive, he must touch the ground before being able to use his Drive again.<br />
*During Overdrive, the move becomes special cancellable on hit or block after the last hit.<br />
*If a waypoint laid by this move ends up off the sides of the screen, it will be placed at the edge of the screen at the same height it would normally be. Similarly if a waypoint would be placed under the floor, it is instead placed at ground level at the same horizontal position it would normally be.<br />
<br />
In terms of actual usage, these drive moves see use inside combos to give good damage while affording a certain amount of control over where your opponent ends up, or carrying the opponent to the corner from anywhere on the screen. Notably, {{clr|C|2C}}, {{clr|C|3C(1)}} and {{clr|B|j.B}} can combo into this. Generally the A versions gets used the most for consistency. It's also one way to gain additional height in your air combo to maximise how much damage your distortion drive will do.<br />
<br />
Outside of combos, the more fiddly A and B patterns are used to form a crossup, since both patterns look very similar but with their middle two waypoints swapped. A keen eyed opponent can see the order the waypoints appears and react accordingly, however, and it can be easily stuffed by projectiles limiting its usage in certain matchups. It can also be used to get higher into the air to stall for time combined with his other aerial options.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*Grounds the opponent<br />
Grounds the opponent for a lengthy amount of time allowing Jubei to pick them off the ground with a variety of options.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*Grounds the opponent<br />
*Switches sides<br />
Jubei uppercuts the opponent to the opposite side and grounds them for a lengthy amount of time, allowing him to pick them off the ground with a variety of options. Essentially the exact same as forward throw with the main difference being side-swap.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*Pretty standard air throw.<br />
*Brings opponent and Jubei to the ground before dealing damage, allowing for consistent followups.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*Can be useful to disrupt blockstrings and get {{clr|C|236C}} out before they realize they've lost momentum.<br />
*Uses Jubei's {{clr|B|5B}} animation. Because Jubei slides forward an opponent baiting this by jump cancelling forward may land a bit far away or swap places into the corner.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*Causes hard knockdown on air hit<br />
Jubei lunges forward and slashes with his two swords. Moves Jubei forward after he recovers.<br />
<br />
Somewhat pointless for crushing guards given that {{clr|C|632146[C]}} exists which costs no heat and will even penetrate barrier guard. Jubei also has lots of other ways to crack open a defensive character.<br />
<br />
While you are best served using your meter to activate install in most match ups, you may consider spending a quick level 1 charge of this in during {{clr|B|236B}}~{{clr|C|236C}} oki pressure in the corner<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Fissuring Slash (Rekkōzan)</big>===<br />
{{InputBadge|{{clr|A|236A}} (Air OK)}} or {{InputBadge|{{clr|A|236236A}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236A / j.236A,236236A / j.236236A |versioned=input<br />
|description= <br />
*The air versions can shift Jubei up or down by holding any up or down direction during the attack. Otherwise they work the same.<br />
*Punishable on instant block<br />
*{{clr|A|236A}} is a series of 3 hit swipes, best for pushing to the corner, corner combos, or small conversions off {{clr|A|j.A}} instant overhead<br />
*{{clr|A|236236A}} is a series of 5 swipes, with the last hit being in the air that spikes opponent down. A good combo finisher for more damage and meter. Can be used to set up mid-screen okizeme since the land close to Jubei<br />
*When in install, this move gets upgraded and changes drastically! Please see below section for the specifics on the Install Fissuring Slash)<br />
<br />
Jubei slashes forwards with his claws for three strikes. The last slash blows the opponent back. The {{clr|A|236236A}} version has Jubei slashing 5 times and slamming the opponent down.<br />
<br />
Before you activate install, this move is mostly used in combos as it is very unsafe on block. Should you use this in pressure or neutral it can land some quick unexpected hits due to the size of the hit boxes. Learn to catch roll techs after ending combos with {{clr|A|236236A}} to keep the pressure up and build heat so you can install and use the better version of this move.<br />
<br />
}}<br />
<br />
===<big>Install Fissuring Slash (Rekkōzan) and Additional Attacks</big>===<br />
{{InputBadge|{{clr|A|236A}} then A for each Additional Attack (Air OK)}}<br />
{{BBCF Move Card<br />
|input=Install 236A,236AA / j.236AA,236AAA / j.236AAA,236AAAA / j.236AAAA,236AAAAA / j.236AAAAA |versioned=input<br />
|description=<br />
*Can be followed up for a total of 5 attacks on hit, block, and whiff.<br />
*Pressing A will followup with another swipe.<br />
*Pressing B during the first 3 followups will cancel into Fissuring Impact. Jubei can only followup with one other attack afterwards.<br />
*The first 4 attacks can be cancelled into the following specials. These specials will end the rekka: <br />
**{{clr|B|4B}} will cancel into Demon Fox<br />
**{{clr|B|6B}} will cancel into Shadow Wolf<br />
**{{clr|C|5C}} will cancel into Wild Lion<br />
**{{clr|C|646C}} will cancel into Black Panther<br />
**{{clr|D|6D}}/{{clr|D|4D}} will cancel into Divine Form. You can use this to cross through opponents, reset pressure, retreat, or avoid reversals<br />
*The air version can be shifted up and down like the non-install version.<br />
*The 5th and final attack is similar to the non-install {{clr|A|236A}} final attack<br />
*Air version startup is comparable to jump normals and in some cases is your best air to air attack.<br />
<br />
Jubei slashes forward up to 5 times. For the 5th swipe, Jubei jumps similarly to the last hit of the regular {{clr|A|236A}}. <br />
<br />
During install, Fissuring Slash ("Rekkōzan") becomes a true rekka series. Jubei can vary the amount of Additional Attack slashes that occur during Fissuring Slash, choose between multiple followups that can create mix ups, or cancel to his command air dashes even while grounded to create space or do low to the ground cross ups. Jubei's pressure game here should not be underestimated and you can quickly smother an opponent with fast unpredictable pressure.<br />
<br />
While the individual slashes are minus on block, Jubei can easily choose how many swipes to go for and can deter mashing with his other Fissuring Slash followups, conditioning opponents to fear his options from it. If the opponent respects these options and avoids mashing, Jubei can opt to stop doing followups off Install Fissuring Slash's Additional Attacks and then reset pressure entirely! <br />
<br />
Also, the hit boxes on this attack are pretty good at covering Jubei due to how low to the ground he gets if you decide to try this attack in neutral. It's especially important to threaten this attack as an air to air due to the quick startup. Also, the higher up you hit someone with the 5th attack, the more chance you can cause them to fly into the corner for the wall bounce, allowing you to land and link a {{clr|B|5B}} or dash {{clr|B|2B}} for an easy combo conversion!<br />
<br />
As a final important use, this can be used to stall in the air by holding upward. Only the last attack has landing recovery.<br />
<br />
Read the special move sections below for information on their "Fissuring Slash" versions.<br />
}}<br />
<br />
===<big>Fissuring Impact</big>===<br />
{{InputBadge|{{clr|B|5B}} after Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236A~5B / j.236A~5B<br />
|description=<br />
*Swipes the opponent upwards off the ground<br />
*Leaves Jubei in an airborne state<br />
*Available only in Immovable Object: Lotus<br />
*Not special cancelable with {{clr|D|j.236D}}/{{clr|D|j.214D}}<br />
Jubei jumps while slashing upwards into the air. This move is only available when Immovable Object: Lotus has been activated and functions like a launcher. After this attack, the next attack will always end the rekka sequence. Fissuring Impact cannot cancel into {{clr|C|236C}}, {{clr|D|j.236D}}/{{clr|D|j.214D}}, and the A followup will always be the final slash of the rekka.<br />
<br />
{{clr|B|236B}} (shortcut {{clr|B|6B}}) is a particularly strong option after Launch as it is a frame trap that can yield a fatal counter. As Jubei's options after Launch do not offer much mixup potential and are all negative on block, opponents comfortable with Jubei options afterwards might not feel pressured to mash after seeing it.<br />
}}<br />
<br />
===<big>Form ONE: Shadow Wolf</big>===<br />
{{InputBadge|{{clr|B|236B}}}} or {{InputBadge|{{clr|B|6B}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236B,236A~6B |versioned=input<br />
|description=<br />
*Hits low<br />
*Very respectable range<br />
*If performed in the air from Fissuring Slash, Jubei will fall to the ground first before performing the move.<br />
*Fatal Counter with a very high damage reward<br />
*On hit, cancels into {{clr|C|236C}} for Oki.<br />
*Can cancel to Install Super on hit or block to either hit confirm into good damage or create a strong mixup<br />
<br />
Jubei uses both of his swords to slash vertically and horizontally at his opponent's feet, knocking them down on hit. It is used often as an ender in combos to set up oki, as special canceling into {{clr|C|236C}} saves time that makes up for {{clr|C|236C}}'s high startup.<br />
<br />
Has the potential to fatal counter so it is an option to deter mashing, but outside of install Jubei lacks options to encourage it in the first place. Still, if the opponent is particularly mash-heavy, or if you feel the opponent is trying to up back out of a long pressure string, delaying this at points they are expected to mash can yield high reward.<br />
<br />
While a low, as Jubei's overhead options later in strings are a little lacking and {{clr|B|236B}} itself is unsafe - though very difficult to punish at further ranges - it is perhaps more suited to ensuring opponents respect Jubei's pressure than it is as a mixup tool. <br />
<br />
When used from Fissuring Slash's and its Additional Attacks, it can be delayed long enough to frame trap opponents with pretty much a 1F timing window, but it can also be used directly after Fissuring Slash > Launch for this purpose. From Fissuring Slash > Launch, between this and delayed {{clr|B|4B}}, Jubei has a high/low mixup that yields a combo with meter or counter hit.<br />
<br />
Jubei is at least +13 after an immediate {{clr|B|236B}}>{{clr|A|360A}} cancel, giving you true blockstrings after and ample opportunity to diversify your pressure by doing dash {{clr|B|2B}}, or dash {{clr|A|j.A}} as a quick instant overhead.<br />
}}<br />
<br />
===<big> Form TWO: Demon Fox</big>===<br />
{{InputBadge|{{clr|B|214B}} (Air OK)}} or {{InputBadge|{{clr|B|4B}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214B,j.214B,236A~4B |versioned=input<br />
|description=<br />
*Overhead<br />
*Generally only combos off counterhit or with meter<br />
*Decent ender for air combos<br />
*Jumps over lows<br />
Jubei jumps into the air and slashes overhead in a backwards arc. Generally, without counterhit or a rapid cancel comboing off of this is not possible. However, on hit it can distortion cancel into {{clr|A|360A}}, allowing Jubei to both combo and power up off a safe opener. On block, going for {{clr|A|360A}} after leaves a 5 frame gap that many characters cannot exploit.<br />
<br />
When used close and on a crouching opponent, Jubei can side-switch with the opponent. As this only works when opponents are crouching, this serves no purpose as a crossup but can be useful for positioning.<br />
<br />
While {{clr|C|j.214C}} is a better ender for air combos due to better frame advantage and damage, {{clr|B|j.214B}} lands more reliably and avoids the possibility of side-switch.<br />
<br />
If {{clr|B|j.214B}} hits high enough on an opponent, Jubei can link this attack with {{clr|B|5B}} to pick up and continue a combo.<br />
<br />
During the upgraded Fissuring Slash, it is an effective tool to stop opponents from trying to mash out of your strings. When used from Launch it can be delayed long enough to frame trap opponents. When used from Fissuring Slash's Additional Attacks however, it must be immediately canceled into. From Launch, between this and {{clr|B|6B}}, Jubei has a high/low mixup that yields a combo with meter or counter hit.<br />
<br />
Demon Fox on the ground can be punished by Instant Blocking and using a 6 frame move, as it is -3. <br />
}}<br />
<br />
===<big>Form THREE: Wild Lion</big>===<br />
{{InputBadge|{{clr|C|214C}} (Air OK)}} or {{InputBadge|{{clr|C|C}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214C / j.214C,236A~C |versioned=input<br />
|description=<br />
*Combo ender<br />
*All hits are mid<br />
*Go-to ender for air combos<br />
*Leaves Jubei fairly airborne allowing him to go over lows<br />
*Gains increased horizontal distance when used after command dash<br />
<br />
Jubei jumps in a forward arc, slashing in a flurry all around him and ending with a long slash once grounded. If performed in the air, Jubei doesn't launch upwards noticably. Strictly a combo tool due to how unsafe it is.<br />
<br />
{{clr|C|j.214C}} is Jubei's go-to ender for air combos as it offers greater frame advantage, damage, and potential side-switch. It is a little finnicky however as it is somewhat poor at hitting opponents above Jubei which can cause disastrous whiffs in unexpected situations. Whiffing (and side-switch) is generally avoidable by getting into the habit of super jumping into the preceding air chain as {{clr|C|j.214C}} consistently hits when above or at an even level with opponents.<br />
<br />
When done close to the opponent, Jubei's delayed attacks after his jump functions as a crossup. If done further away however, Jubei is more likely to stay on the same side. As all hits are mids and this move is extremely unsafe, this should be avoided.<br />
<br />
If used off of Jubei's 44 > 6 dash, it travels a little farther than fullscreen. It is not ideal as a means of approach, but it can catch people off guard and force Jubei's way in. Keep in mind that only the backdash has invuln and that it is quite minus on block and on whiff.<br />
}}<br />
<br />
===<big> Form FOUR: Black Panther</big>===<br />
{{InputBadge|{{clr|C|632146C}}}} or {{InputBadge|{{clr|C|646C}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=632146C,236A~646C,j.236A~646C |versioned=input<br />
|description=<br />
*Fatal Counters<br />
*If performed in the air from Fissuring Slash, Jubei will fall to the ground first before performing the move.<br />
*Becomes truly unblockable if charged for 30 frames<br />
**Guard breaks even if opponent barrier blocks<br />
**Has a just-frame if released at 30 frames. The Just-frame is comboable<br />
**Does not combo outside of just-frame and counter hit<br />
Jubei readies his swords behind his back in a cross and slashes rapidly as he front flips in place. With its lengthy startup and short horizontal range, this serves mostly as combo filler for his more damaging combos though it can be a hard, rewarding callout on delayed mashing as it rewards fatal counter.<br />
<br />
In combos, this move functions as a launcher in low height air juggles, generally after crouching/air hit hit {{clr|C|5C}}, air hit {{clr|C|3C}}(1) or Fissuring Impact. When grounded, comboing into it usually requires a crouching opponent, and using a N-starter into {{clr|C|5C}} > {{clr|C|632146C}} or {{clr|C|5C}}(1 > {{clr|C|632146C}} if you use an A-starter. <br />
<br />
As the charged version has very long startup and fairly short range, it is unlikely to ever be useful during Jubei's pressure. This move does, however, have a just-frame release property; if you release the C button after charging approximately 30 frames (exactly when the ground shakes) the recovery of the charged version is lessened to that of the uncharged variant, allowing meterless combos from an unblockable attack! This makes it useful in corner okizeme situations from the {{clr|B|236B}} > {{clr|C|236C}} ender.<br />
}}<br />
<br />
===<big>Rising Justice</big>===<br />
{{InputBadge|{{clr|C|236C}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236C / j.236C |versioned=input<br />
|description=<br />
*Fires a large projectile that bounces along the ground slowly at a fairly large height, slightly above the height Jubei was at when he launched it. <br />
*Lasts for 300F<br />
*Does not travel off the screen but instead just bounces in place against the wall.<br />
*Leaves Jubei in counterhit state during its lengthy startup<br />
*Disappears if Jubei is hit.<br />
<br />
A key oki tool for Jubei, used at the end of his combos to force a block so that he can use his powerful mixup tools to continue pressure and keep momentum going. Has a rather bad startup however so using it at neutral is only really helpful at long range to cover an approach, using this up close is often suicide.<br />
}}<br />
<br />
===<big>Divine Form</big>===<br />
{{InputBadge|{{clr|D|j.236D}}/{{clr|D|j.214D}}}} or {{InputBadge|{{clr|D|6D}}/{{clr|D|4D}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=j.236D,236A~6D,j.214D,236A~4D |versioned=input<br />
|description=<br />
*Can be used off certain grounded options that put Jubei in the air<br />
*Can be special canceled into off of any aerial on hit and block<br />
*Does not count as one of Jubei's jumps<br />
*Leaves Jubei in counterhit state until finished<br />
*Can pass through opponents<br />
Essentially an extra airdash that can also be used on the ground and special cancelled into. Useful for all the reasons you think it has, extra evasion, closing in during some air and ground combos and crossups on demand.<br />
<br />
Does not grant invulnerability and leaves Jubei in counterhit until completed so {{clr|D|j.236D}} should be used with some caution during pressure or in neutral. If {{clr|D|j.236D}} crosses over the opponent, aerial attacks autocorrect for slow but sure crossups.<br />
<br />
As moves like {{clr|C|2C}} and enhanced {{clr|A|236A}} leave Jubei airborne on block and hit, they can be reliably canceled for greater pressure ({{clr|D|j.236D}}) or safety ({{clr|D|j.214D}}).<br />
<br />
When the opponent is completely cornered, if they respect Jubei's pressure {{clr|D|j.236D}} becomes a stronger pressure option. When {{clr|D|j.236D}} is done high into Jubei's jump arc (generally requiring a standing opponent) it will not crossup, while any lower and it will always crossup. <br />
}}<br />
<br />
===<big>Quick Dash</big>===<br />
{{InputBadge|6, on landing from backdash}}<br />
{{BBCF Move Card<br />
|input=44~6<br />
|description=<br />
Unique forward dash when cancelling from backdash that's '''considerably''' faster than his normal dash. Activates if you're holding 6 on the frame Jubei touches the ground from backdash. It doesn't have to be timed, but there is no window to perform it later.<br />
<br />
From frame 9 onwards, Jubei can cancel into any attack, jump or Barrier Block (but cannot block normally). Like regular dashing, cancelling into Barrier will maintain his momentum, sliding him forward to effectively and safely advance. Similarly, the momentum can be instantly cancelled by doing a throw and kara cancelling into Barrier. Several of Jubei's attacks also retain momentum: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|B|2B}}, {{clr|C|3C}}, {{clr|B|214B}}, or {{clr|C|214C}}. These attacks will slide or even launch Jubei across the screen while attacking.<br />
<br />
Quick dashing counts as a dash for adjusting Jubei's jump heights so, combined with Quick dash momentum, Jubei can jump incredible distances. Jubei can even be tricky by super jumping backwards first, looking like a normal straight up jump, and then double jumping forward with that momentum.<br />
<br />
*Including the initial backdash frames, Jubei is actionable after 26F, 1 frame slower than just backdash by itself.<br />
}}<br />
<br />
===<big>Run Through Opponent</big>===<br />
{{InputBadge|Automatic while running near opponent}}<br />
{{BBCF Move Card<br />
|input=Run Through Opponent<br />
|description=If Jubei has been running for over 7 frames, Jubei will dodge past his opponent and turn around with a fixed animation. Doing so ends the run with Jubei facing the opposite direction.<br />
<br />
The ability to run through his opponent adds another layer to Jubei's offense, giving him the ability to cross up even cornered opponents without leaving the ground.<br />
<br />
*Can only be triggered from a normal run, not the quick command dash after a backdash<br />
*Will not trigger if you're holding 3 to run instead of 6<br />
*Can trigger on airborne opponents, but they must also be below 100,000 in game units off the ground, which is extremely low. It's quite possible to collide with a player who is airborne but not trigger the side switch.<br />
}}<br />
<br />
===<big>Running Jump</big>===<br />
{{InputBadge|Any jump while running or during 44~6}}<br />
{{BBCF Move Card<br />
|input=66~9<br />
|description=<br />
If Jubei jumps or superjumps while running or out of his quick dash, his jump heights are adjusted; his normal jump is lower while his super jump is even higher. The lowered jump height allows for more immediate jumping normals to connect against grounded opponents, including enabling instant overheads with {{clr|A|j.A}}, while the heightened super jump allows Jubei to cover exceptionally long distances in combination with his dash momentum, letting him chase or run from opponents more effectively.<br />
}}<br />
<br />
==Distortion Drives==<br />
===<big>Twin Guardians: Mourning Shore</big>===<br />
{{InputBadge|{{clr|D|j.236236D}}}}<br />
{{BBCF Move Card<br />
|input=j.236236D,j.236236D Mark |versioned=input<br />
|description=<br />
*Mid part of the attack loops continuously until reaching the ground, therefore the higher up you start this move, the more damage it will do. <br />
*If opponent is marked, Jubei teleports above and behind his opponent before attacking, ensuring it connects.<br />
*Completely invulnerable from the start until recovery, but very punishable on block.<br />
*Minimum damage (Marked): 200, 40*n, 500 (250, 40*n, 500)<br />
*OD minimum damage (Marked): 200, 40*n, 160*5 (250, 40*n, 160*5)<br />
Jubei's air combo ender of choice leading to decent damage, also can be used as a full screen punish if your opponent is marked and mucking around in the air because of its very fast startup, but this is very risky. Definitely not a move to just throw out at neutral.<br />
}}<br />
<br />
===<big>Thousand Hands: Roaring Pillar</big>===<br />
{{InputBadge|{{clr|D|236236D}}}}<br />
{{BBCF Move Card<br />
|input=236236D,236236D Mark |versioned=input<br />
|description=<br />
*General purpose ground distortion to add more damage to combos and to do very long range punishes. But it only has some projectile invulnerability, so it's not a reversal.<br />
*If opponent is marked, Jubei appears behind opponent before attacking, even if they're in the air, and deals slightly more damage. Useful for combos that leave your opponent too far to connect the attack normally.<br />
*Minimum damage (Marked): 800(900) OD: 1120(1220) <br />
Due to the superflash ocurring after Jubei teleporting, this should not be used as a way to do a crossup since they'll just block it. If the opponent commits to a move with lengthy startup this can work to punish them no matter the distance due to its reasonably quick startup and Shiranui mark making it always connect.<br />
}}<br />
<br />
===<big>Immovable Object: Lotus</big>===<br />
{{InputBadge|{{clr|A|360A}}}}<br />
{{BBCF Move Card<br />
|input=360A<br />
|description=<br />
Jubei's trademark install. Can only be activated once per round, and remains active for the rest of the round with no way to disable it. Once Lotus is active, Jubei's offense changes greatly. Jubei's Drive (explained above) changes greatly, and Fissuring Slash becomes a rekka series. During the rekka, Jubei can cancel into all of his specials except for Rising Justice. Cancelling into a special will immediately end the rekka. Each special move has a simpler input during the rekka.<br />
<br />
Jubei can cancel into Lotus from more situations than most Distortions. Except for Rising Justice, Jubei can cancel into this distortion from any special move on block and on hit as long as he is grounded. This means that specials like {{clr|B|236B}} and {{clr|B|214B}} can cancel into Lotus on block, essentially extending Jubei's pressure. On top of extending pressure, he can use it to stay safe, hit confirm and extend a combo, or just pop it in neutral.<br />
<br />
In some matchups it's not ideal to go into Install State. If you want to use it as a cancel you're better off using RC instead, unless a specific install combo will kill.<br />
<br />
*Jubei can act 2 frames before the superflash ends; recovery pre-flash is 4 frames, but if the install is not interrupted then Jubei can act 2 frames before the opponent starts moving again, making the effective recovery 2 frames.<br />
*This makes it a much more powerful "pause and assess" move than even overdrive, the 2 frames of advantage also means you can get 6A and 6B to be active in time for any attack that didn't hit you out of startup.<br />
}}<br />
<br />
==Exceed Accel==<br />
===<big>Miroku: Spherical Illusion</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*280/638 Minimum Damage<br />
<br />
On startup, Jubei performs a pommel strike on the opponent with his sword scabbard. If it hits, Jubei will slam his opponent into the wall and slash them with his swords and claws. Puts Jubei in Active Flow if he hasn't already been in it already. In Active Flow, Jubei does another powerful spinning slash with his claws. Has full invul and minimum damage, but is unsafe on block and cannot be rapid-cancelled. Basically the same as most Exceel Accels, just one of the better ones for corner carry. Without Active Flow, this leaves the opponent at miscreen. In active flow, EA leaves him close enough to call out delay wakeups with {{clr|B|5B}}. The short range means that it can be baited without much trouble.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Asura: Thunderbird Rising</big>===<br />
{{InputBadge|{{clr|C|6321463214C}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=6321463214C<br />
|description=<br />
*Borrowing the power of his late brother's eye, Jubei paralyzes his opponent and reveals their true form before tearing them apart in a flurry of elegant swordplay and savage claw swipes with a ferocity befitting one known as "The Strongest Being on the Planet".<br />
While the range on this move is quite short, being the immediate area around Jubei's sprite, it is surprisingly very easy to combo into due in part to how close all of Jubei's attacks keep him to the opponent. Do be careful with the input however, as there is no leniency for skipping out directions.<br />
<br />
'''Combos From'''<br />
*{{clr|C|5C}} (both hits)<br />
*{{clr|C|3C}}<br />
*{{clr|C|632146C}} (Just frame, air hit, and CH)<br />
*{{clr|C|2C}} (CH)<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Jubei}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Jubei|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Hakumen&diff=448417BBCF/Hakumen2024-03-07T11:15:04Z<p>Manta: /* {{clr|A|5A}} */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Hakumen is a '''high damage defensive character'''. His Drive is a '''parry''' which forces the cast into RPS situations where they have to guess, even when they're on the offensive. Hakumen also has a very diverse array of specials, with a unique catch: He needs to spend Heat to perform them.<br />
<br />
To offset this catch, Hakumen passively generates Heat at all times and can generate more with his drive. Hakumen is also one of the few characters who can cancel his specials into each other and most of them have high damage and/or proration. The net result is that, with enough resources, Hakumen has an extremely high damage potential. His normals are no slouch either. Hakumen possesses some excellent normals, such as {{clr|C|4C}} and {{clr|C|j.C}} for neutral and {{clr|A|j.2A}} to deal with projectiles. Hakumen also has a solid defense with his drive described below, meaning overall Hakumen is a fairly well-rounded '''high-risk high-reward character'''.<br />
}}<br />
{{BBCF/Infobox|height=2<br />
| fastestAttack = [[#5A|5A]] (5F whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#2D|2D]] (Catch 1~8F)<br/>[[#6D|6D]] (Catch 1~9F)<br/>[[#Kokūjin: Yukikaze|236236D]] (Catch 1~27F)<br/>[[#Kokūjin Oūgi: Akumetsu|[2]8D]] (Catch 1~16F) (Astral)<br />
| fatalStarter = [[#6C|6C]]<br/>[[#Tsubaki|j.214C]]<br/>[[#Kokūjin: Yukikaze|236236D]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Zanshin (God Slash)<br />
|content=Hakumen's Drive projects an energy barrier with a guard point that parries attacks. When triggered with a strike, Hakumen will follow up with an invincible, but blockable, counterattack. This gives Hakumen an effective counter to use against many of his opponent's options. In addition, many of Hakumen's normals cancel into his Drive. This makes Zanshin not only a great defensive tool, but an offensive one as well, countering attacks that may exploit holes in Hakumen's blockstrings. Hakumen's drives share many traits:<br />
<br />
*The guard point protects and triggers on either side of Hakumen, and the counterattack will autocorrect to face the opponent.<br />
*If the opponent makes contact with a strike, they experience a long hitstop while Hakumen receives none, making the follow-up much easier to land.<br />
*On hit, the counterattack generates 1 Magatama and can be special cancelled for a combo.<br />
*If a projectile is guarded, normal drives will not activate their counterattack, but will still remain completely invulnerable throughout recovery.<br />
*Hakumen can also special cancel the guard point trigger itself; doing so will carry over invincibility into the next move for 10 frames. This can be used as a pseudo reversal option even against projectile attacks.<br />
*All drives are in a counterhit state from start to finish. Poor timing or using the incorrect drive for a certain attack can lead to a heavy punish.<br />
|header2=Overdrive: Kishin (Demon God)<br />
|content2=During Overdrive, Hakumen's gains the following buffs:<br />
*Greatly increases passive Heat gain (see below).<br />
*Hakumen becomes immune to Heat Gauge cooldown, vastly improving the Heat generated. Many special moves will leave Hakumen with more Heat than he started with.<br />
*Drives generate two Magatama on hit rather than one. <br />
*Drives on hit have more frame advantage, leading to stronger follow ups.<br />
<br />
Hakumen's overdrive is straightforward but extremely powerful. It gives Hakumen the ability to use his specials much more freely, and combo routes involving Overdrive deal extremely high damage. The extra Magatama generated alone can turn the tides of a match, even if not used while in Overdrive. The benefits of his overdrive end the instant overdrive does, including the moment an Exceed Accel hits, even if an Overdrive version of a Distortion Drive is still playing out.<br />
}}<br />
</div><br />
<div id="home-content" class="home-grid"><br />
{{card|width=6<br />
|header=Unique System: Magatama<br />
|content=<br />
[[File:BBCF_Hakumen_Magatama.png|float|right|thumb|caption|Player 1 Magatama gauge, with 3 3/4 stocks]]<br />
Hakumen has a unique meter system. His Heat Gauge is visually divided up into 8 "Magatama" stocks, which represent 12.5% heat gauge each. These Magatama are used for his special moves in addition to the usual uses for heat. Whilst this mostly just functions as a stylized heat meter, (Rapid cancels still cost half of a full meter, or 4 Magatama, for example) the way Hakumen's heat is generated is quite different:<br />
<br />
*Hakumen starts a round with 1 Magatama.<br />
*Hakumen will gain Heat passively:<br />
**Normally, Hakumen gains 4 Heat points per frame (15 during Overdrive). One Magatama is worth 1250 Heat points, so normally it takes 312.5 frames to gain one Magatama (83.3 frames under OD). This increment takes place in real time and will not be stopped by any type of superflashes, hitstop, blockstop or timer stops (Overdrive).<br />
**This rate is 2 per frame while Hakumen is in hitstun (10 during Overdrive).<br />
**The gain increases by a flat 1 Heat per frame while below 35% health, regardless of state. <!--but auto heat regen is 11 heat per 10f, need more checking?--><br />
**The final amount is divided by 4 during [[BBCF/Mechanics#Heat_Cooldown|Heat Cooldown]] unless in overdrive. Fractions are truncated, so Hakumen will generate 1 Heat point per frame and zero while in hitstun (even while below 35% health in both cases).<br />
*Successfully hitting with his normal Drives or cutting a projectile will generate one Magatama instead of basing the gain on the damage dealt.<br />
*Hakumen generates Heat from hitting his opponent, blocking and being hit at only 20% of the rate as anyone else. Even though they spend meter to do so and usually incur a cooldown, Special Moves still generate Heat on hit. <!--Based on rough calculations, mostly happy with it--><br />
<br />
Due to this, Hakumen gains much more Heat through his passive gain than by attacking. Players are incentivised to play defensively, keeping their opponent away, calling their attacks and then going all in with a flurry of powerful attacks of their own when the time is right.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
*Must be barriered when in the air<br />
<br />
On paper this is one of the best jabs in the game; It's one of the rare 5f normals, quick recovery and +3 on block. In reality, however, its hitboxes render it terrible in pressure as it whiffs on everyone crouching except Hakumen and Tager. {{clr|A|2A}} > {{clr|A|5A}} also works in pressure on Relius and Kagura due to their blocking hitboxes. These problems don't apply when using it as an anti-air move, where its hitbox and Barrier-only property make it excellent for this purpose.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] (Can cancel into other normals after 10 frames): {{clr|B|5B}}, {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|3C}}, {{clr|D|Drives}}, Special, Throw, Jump''<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
*Does not hit everyone crouching from far away<br />
*Must be barriered when in the air<br />
*Hakumen's hurtbox moves far back during start up<br />
<br />
Fairly situational {{clr|B|5B}}. While it's 0 on block and jump cancellable, it suffers from a poor horizontal hitbox which hinders its usefulness in pressure. At close range, it can gatling into {{clr|B|2B}} for a 2-frame gap frame trap or {{clr|B|6B}} for a 50/50.<br />
<br />
In neutral, it isn't that good either due to its poor hitbox and fairly high recovery. Thanks to its awkward hurtbox, it has some niche punishing purposes like making the first hit of Kokonoe's 214214x whiff and preventing her from using RC.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] (Can cancel into other normals after 21 frames): {{clr|A|5A}}, {{clr|A|2A}}, {{clr|B|2B}}, {{clr|A|6A}}, {{clr|B|6B}}, {{clr|D|Drives}}, Special, Jump''<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
*13F-15F can cut projectiles<br />
*Must be barriered when in the air<br />
*Hard Knockdown on airborne opponents<br />
*Forces crouching on hit<br />
<br />
Haku's standard punish move. It forces crouching on hit, which can lead to high damage combos with only one Magatama with {{clr|A|214A}} > {{clr|C|2C}}. Can be cancelled into overdrive. On a {{clr|C|5C}} CH > OD if the opponent bursts immediately, there is enough time to block the burst and punish with another {{clr|C|5C}}.<br />
<br />
In neutral, it can act as a pseudo high-risk high-reward anti-air if spaced correctly.<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Special''<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
One of the furthest-reaching {{clr|A|2A}} of the cast and amazing in neutral. In pressure, it can be linked into itself (gapless), {{clr|B|2B}} (can be DP'ed on IB), {{clr|A|6A}} (frame trap) or any special. Additionally, while {{clr|A|2A}} > {{clr|B|6B}} isn't a gatling it but can be used as a mix-up option. Beware, that {{clr|A|2A}} > {{clr|B|6B}}/{{clr|B|2B}} may whiff if done from too far.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] (Can cancel into other normals after 11 frames): {{clr|A|5A}}, {{clr|B|5B}}, {{clr|A|2A}}, {{clr|B|2B}}, {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|3C}}, {{clr|D|Drives}}, Special, Throw''<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
*Air tight blockstring when late chaining into {{clr|A|5A}}<br />
*Good active frames make it good for checking approaches, catching rolls, and as a meaty.<br />
<br />
With its great range and quick start-up, this is one of Hakumen's best moves for footsies. Being a 8-frame low, it enables 50/50 mix-up when combined with {{clr|B|6B}}. In pressure, it can be followed up with {{clr|A|623A}} > Throw or {{clr|A|214A}} (can be DP'ed on IB). <br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] (Can cancel into other normals after 18 frames): {{clr|A|5A}}, {{clr|A|2A}}, {{clr|D|Drives}}, Special''<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
*Head invulnerability from frames 9-15<br />
*10-18F can cut projectiles<br />
*Must be barriered when in the air<br />
<br />
{{clr|C|2C}} has great vertical reach but is very punishable on whiff. If blocked, it can be cancelled into {{clr|A|214A}} or {{clr|A|623A}} to make it safe. This move should only be used as an anti-air if it certain it will at the very least be blocked. This move is useful against IAD at midrange but is very weak against cross-ups.<br />
<br />
Comboing after it can be fairly tricky. {{clr|C|2C}} > 9hjc {{clr|A|j.2A}} works most of the time on normal and counter hit and at most height and distance. On CH, it can combo into Falling {{clr|C|j.2C}} > {{clr|A|6A}} > {{clr|B|6B}} for high damage combos.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Special, Jump (on hit)''<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
*Must be barriered when in the air<br />
<br />
Situational pressure tool. In pressure, it's -1 at close range, +0 if done from a distance. While it pushes Hakumen forward, it isn't that strong in pressure as the options afterwards are limited, especially if it is barriered. {{clr|A|6A}} > {{clr|B|6B}} is gapless but heavily telegraphed, as {{clr|A|6A}} doesn't have any gatling into a low. On CH, it can combo into Forward Hop > {{clr|C|5C}} > {{clr|A|214A}} or {{clr|B|214214B}}, the latter being extremely rare.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|6B}}, {{clr|D|Drives}}''<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
*4-22F foot invulnerable<br />
*Must be barriered when in the air<br />
<br />
One of the fastest overheads in the game, but doesn't combo into anything on a normal hit. Do not to abuse this move in pressure as it has a lot of recovery and is -4 on block. If used too predictably, it is possible to OD through it and reliably punish it. It only leads to combos on CH, rapid cancel, after a high {{clr|A|6A}} hit or into Shippu > Kishuu near the corner.<br />
<br />
{{clr|B|6B}} is also a versatile okizeme ender, which leads to safejumps on frame 13 reversals on grounded hit and frame 9 reversals on air hit. <br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|D|Drives}}, Super''<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C,6[C] Lv 1, 6[C] Lv 2 |versioned=input<br />
|description=<br />
The '''No Charge''' version has these unique properties:<br />
*Staggers on ground counter hit.<br />
*Slides on air counter hit.<br />
<br />
<br />
The '''Partial Charged''' version has these unique properties:<br />
*Slides on normal and counter hit.<br />
<br />
<br />
The '''Fully Charged''' version has these unique properties:<br />
*Bonus Proration 110%<br />
*58-62F can cut projectiles<br />
*Forces fatal counter even on normal hit<br />
*Best opener P1/P2 and up front values by far.<br />
<br />
<br />
'''Each version''' has the following properties:<br />
*Can cut projectiles starting from 2F before the active frames.<br />
*Fatal counter<br />
*Must be barriered when in the air <br />
<br />
<br />
While it is on paper {{clr|C|6C}} Hakumen's best move to punish moves, it requires a fatal counter to link into moves other than {{clr|A|5A}} and it can't be cancelled into overdrive. As such, {{clr|C|5C}} is often better as a punishing tool. Regardless, it can be used to punish some DPs such as Ragna and Jin's {{clr|C|623C}} for OD-less high-damage routes.<br />
<br />
In neutral, {{clr|C|6C}} has a pretty large horizontal hitbox, but its long recovery and slow startup makes it a poor spacing tool. <br />
<br />
{{clr|C|6C}} (level 2) is essentially a combo filler in the corner since it causes slide on grounded opponents, examples include Forward Throw > {{clr|A|623A}} > {{clr|C|6C}} (level 2) or {{clr|C|41236C}}(1) > {{clr|A|623A}} > {{clr|C|6C}} (level 2).<br />
<br />
{{clr|C|6C}} (level 3) is an extremely situational punishing move. It can be used to punish Arakune's {{clr|C|236236C}}, Platinum's parry, Terumi's parry super, Azrael's astral and Mai's {{clr|D|236D}} (by using overdrive to make the second hit of her super whiff).<br />
<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Super''<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
*7-14F can cut projectiles, Hakumen's fastest grounded move for doing so.<br />
<br />
A very fast and far reaching poke. Since it only has 8-frame of start-up, it can be used to punish EA at close range. It requires a CH or RC to combo. Up close, It can combo into {{clr|A|6A}} > {{clr|B|6B}} and {{clr|B|2B}} > {{clr|A|214A}} from further away. Since it's -12 it's extremely easy to punish as such:<br />
<br />
'''Do not autopilot combos that end with {{clr|C|3C}} in pressure.'''<br />
<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|214214B}}''<br />
}}<br />
<br />
===<big>{{clr|C|4C}}</big>===<br />
{{BBCF Move Card<br />
|input=4C<br />
|description=<br />
*Fast and long-ranged neutral tool.<br />
*8-10F can cut projectiles.<br />
<br />
{{clr|C|4C}} is one of Hakumen's prime neutral tool thanks to it's great range and start-up. Be careful, as many characters can simply dash under or uses moves that low profile to avoid it (Such as Izanami's {{clr|B|2B}}). It only combos into {{clr|C|632146C}} on normal hit. On CH, it can be linked into itself, {{clr|A|214A}} or {{clr|A|623AA}}, but none of these work at max range.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Super''<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
*Late chains into {{clr|B|j.B}}<br />
<br />
A pretty decent tool for air to air situations, and for setting up a Throw Reject Miss on an unsuspecting opponent (IAD {{clr|A|j.A}} x(1~2) > Air throw). In neutral, IAD {{clr|A|j.A}} > {{clr|C|j.C}} is very strong as the {{clr|A|j.A}} deals with the other air-to-air and let the {{clr|C|j.C}} hit very close to the ground. It's fairly difficult to combo after {{clr|A|j.A}}. On normal hit, it only combos into {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|A|j.214A}} at certain heights; On CH, combos into {{clr|C|j.C}} and Falling {{clr|B|j.B}} > {{clr|C|5C}}.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] (Can cancel into other normals after 13 frames): {{clr|A|j.A}}, {{clr|B|j.B}}, Special, Throw''<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
*Late chains into {{clr|A|j.A}} and {{clr|A|j.2A}}<br />
*Solid crossup hitbox<br />
<br />
An amazing normal with a better hitbox than it looks. It's a very good move for jump ins and for crossing the opponent up. On okizeme, after an air hit {{clr|B|6B}}, Hakumen can 9jc > {{clr|A|j.A}} (whiff) > {{clr|B|j.B}} or 669 > {{clr|A|j.A}} (whiff) > {{clr|B|j.B}} (to cross-up) for a left right/mix-up which also acts as a safejump. The 669 option is also useful to get out of the corner.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] (Can cancel into other normals after 15 frames): {{clr|A|j.A}}, {{clr|A|j.2A}}, Special, Jump<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
*Wall sticks on corner hits<br />
*Projectile guard point 10F-19F<br />
<br />
The go-to tool for Hakumen's air-to-air game. Its hitbox extends all the way from the tip of Hakumen's blade to his shoulder, which makes it great for spacing in the air. It blows the opponent back on hit, and wall sticks in the corner. On a air hit CH and near the corner, it is possible to combo with {{clr|C|j.C}} CH > IAD {{clr|C|j.C}} > {{clr|B|j.214B}} or {{clr|C|j.C}} CH > IAD > {{clr|C|5C}} if close enough to the ground.<br />
<br />
On tall characters falling {{clr|C|j.C}} is also a strong zoning tool. Bear in mind its slow startup means that it must be used preemptively for close to the ground air-to-air confrontations. <br />
<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Special, Jump (on hit)''<br />
}}<br />
<br />
===<big>{{clr|A|j.2A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2A<br />
|description=<br />
*Projectile guard point 5F-24F<br />
<br />
Hakumen's fastest and overall best move for cutting the opponent's projectiles thanks to its long active time and early anti-projectile hitbox, and decent air-to-air tool overall. It only gatlings into {{clr|C|j.C}} and specials. Primarily used against zoners to approach. The strategy is to 9jc > Barrier > Delay {{clr|A|j.2A}}. It cuts projectiles in neutral and keeps a jump/airdash option available afterward to adapt to the situation. <br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] (Can cancel into other normals after 5 frames of recovery): {{clr|C|j.C}}, Special, Jump<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
*Projectile guard point 14F-19F<br />
<br />
Decent air to ground tool, it has a bigger hitbox than {{clr|B|j.B}} but is slower and it's harder to combo after it. A very common mistake is to overuse IAD {{clr|C|j.2C}} in neutral. {{clr|C|j.2C}} is very slow and as such fairly easy to anti-air. 7/9jc > Barrier > Close to the ground {{clr|C|j.2C}} can be very strong as it exploit {{clr|C|j.2C}} great hitbox while making hard to punish. In the corner {{clr|B|6B}} > {{clr|A|j.A}}(w) > Falling {{clr|C|j.2C}} acts as a safejump. {{clr|C|j.2C}} is also used after {{clr|A|j.214A}} air combo enders to prevent delay techs, rolls or to even meaty with certain setups.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Special''<br />
<br />
}}<br />
<br />
==Drive Moves==<br />
Each of Hakumen's Drive normals automatically trigger a counterattack after blocking an opponent's strike, but not after blocking a projectile. Hakumen becomes fully invulnerable for the remainder of the Drive move if any attack is blocked, and also gains the option to cancel into any special, super, Crush Trigger or Exceed Accel if the counterattack is not triggered. Each counterattack's startup can also be cancelled into any of the same options in a short window before they are active. Any special or super (with the exceptions of {{clr|D|236236D}} or specifically OD {{clr|C|632146C}}) cancelled into this way will be fully invulnerable for the first 10 frames.<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D,5[D] Lv 1,5[D] Lv 2,5D Attack |versioned=input<br />
|description=<br />
*Can be held to extend parry window<br />
*Cannot block low moves, regardless of attribute.<br />
*Gain 1 Magatama when followup attack connects.<br />
*0% heat gain multiplier (No normal heat gain outside of the fixed 1 Magatama)<br />
*Swaps sides and causes hard knockdown<br />
Your general purpose counter and the most lenient with its timing due to its ability to be held. However, this is the only normal drive move that doesn't have guard point from the first frame, so don't use it as a reversal. Gives reasonable reward on hit.<br />
<br />
{{clr|D|5D}} can act as a pseudo anti-air. It combos into {{clr|B|236B}}, {{clr|A|623A}} and can be OD cancelled<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Special''<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D,2D Attack |versioned=input<br />
|description=<br />
*Cannot block overhead moves, regardless of attribute.<br />
*Gain 1 Magatama when followup attack connects.<br />
*0% heat gain multiplier (No normal heat gain outside of the fixed 1 Magatama)<br />
*Swaps sides and causes hard knockdown<br />
<br />
A mid and low counter that is active frame 1, so can be used as a wake-up reversal and generally effective against most grounded moves, although the follow-up attack may miss entirely depending on the hitboxes. On hit it puts the opponent behind Hakumen, useful for corner switching with an opponent. Loses to overheads, but most of these are slower than other attacks so the Guardpoint will likely have expired anyway. Just like {{clr|D|5D}}, it combos into {{clr|B|236B}}, {{clr|A|623AA}} and can be OD cancelled.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Special''<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D,6D Attack |versioned=input<br />
|description=<br />
*Cannot block low moves, regardless of attribute.<br />
*Gain 1 Magatama when followup attack connects.<br />
*0% heat gain multiplier (No normal heat gain outside of the fixed 1 Magatama)<br />
*On successful counter, blows opponent away and wallbounces<br />
<br />
Where {{clr|D|5D}} is a safer prediction move with a potentially bigger reward, this is more akin to a reversal, going active in 1 frame but having bad recovery. Like {{clr|D|5D}}, it catches highs and mids, but loses to lows. Sometimes used after {{clr|A|6A}} or {{clr|B|6B}} to catch attempts at poking out. Primarily used on reaction after an OD flash or against slow overheads. It can also be used to counter some IOH like Rachel's {{clr|B|5B}} > 9jc {{clr|D|j.2D}} {{clr|A|j.A}}. <br />
<br />
Unfortunately, it's very difficult to combo after it and the combos usually aren't worth doing.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Special''<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D,j.D Attack |versioned=input<br />
|description=<br />
*No weakness to specific guard types, unlike other Drives.<br />
*Stalls air momentum.<br />
*Gain 1 Magatama when followup attack connects.<br />
*0% heat gain multiplier (No normal heat gain outside of the fixed 1 Magatama)<br />
The anti-air-to-air and anti-anti-air drive. Can be used when falling down or after an IAD to counter moves which are otherwise tough to deal with. It is also a mindgame tool after a blocked {{clr|A|j.214A}} to deter the opponent from using an anti-air. Be careful though, as it can be dealt with air grabs. After {{clr|D|j.D}}, Hakumen is in recovery until landing. As such, using it while high in the air is a risky gamble. On hit, it combos into {{clr|A|j.2A}} or {{clr|C|j.214C}}.<br />
<br />
As of CF2, an air option (double jump, air dash) is regained upon a successful catch, meaning it is always possible to go for {{clr|D|j.D}} > {{clr|A|j.2A}} > 9jc > {{clr|B|j.B}} > {{clr|A|j.2A}} > {{clr|A|j.214A}} even after a double jump.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Special''<br />
}}<br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*100% minimum damage (1500)<br />
*Staggers on hit<br />
<br />
Primarily used after a {{clr|A|2A}} at close range or {{clr|A|623A}} in pressure. Midscreen, it combos into {{clr|C|2C}} or Forward Hop > {{clr|B|j.214B}}. In the corner, it combos into {{clr|A|623A}} > {{clr|C|6C}}(level 2). The first hit after throw is unburstable. In the corner, Throw > ODc > {{clr|C|6C}}(level 2) leads to efficient combos making it a very useful round ender. <br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*100% minimum damage (1500)<br />
<br />
Hits twice, only the second move can be special cancelled. Unlike forward throw, back throw requires a Magatama midscreen to continue the combo with {{clr|A|623A}}, {{clr|A|623AA}} or Delay {{clr|A|214A}}. The first hit can be rapid cancelled into {{clr|C|5C}} OD avoiding the move's proration and thus leading to very high damage under the right circumstances. This is, however, very situational and a fairly difficult link.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*100% minimum damage (1500)<br />
<br />
The second hit can combo into {{clr|B|j.B}}, {{clr|A|j.2A}}, {{clr|C|j.2C}} (If high enough) or {{clr|A|2A}} > {{clr|A|6A}} (If too close to the ground). In the corner, combos into {{clr|C|j.C}} > {{clr|C|6C}}. This is also sometime used as an air combo ender, as not a lot of characters can deal with {{clr|C|j.C}} after teching it.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*180F meter cooldown<br />
*1-20F invincibility<br />
*Requires 4 Magatama<br />
<br />
A fairly good counter assault with a nice hitbox, as it can't be low profiled and has decent reach. It is, however, not used very often as spending 4 Magatama is most of the time not affordable or not worth it.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*Can be held<br />
*Requires 2 Magatama<br />
*100% P2 when charged<br />
*180F meter cooldown<br />
<br />
Causes guard crush on normal blocking. It staggers if hits a grounded enemy and launches otherwise. When charged, this move has a 100% P2, which means it doesn't affect the damage reduction in a combo. As such, this is a great overdrive combo filler. Primarily used after {{clr|C|41236C}}(1) or Air hit {{clr|C|5C}} in OD combos. <br />
}}<br />
<br />
===<big>Forward Dash</big>===<br />
{{InputBadge|66}}<br />
{{BBCF Move Card<br />
|input=66<br />
|description=<br />
*Quickest forward step-dash in the game<br />
*Can be special cancelled on frame 6 into air specials. Frame 12 for Grounded specials.<br />
*No Invulnerability, but is airborne on frame 5 so can dodge most throws that way.<br />
<br />
A key move you will use a lot due to Hakumen's sluggish movement without spending resources. This move also allows you to aggressively use air specials low to the ground, and while it is technically slower than jumping to do this, it allows Hakumen to land much sooner after these moves and continue the combo as well as simply being more likely to hit someone in the first place due to the forward step.<br />
}}<br />
<br />
===<big>Backdash</big>===<br />
{{InputBadge|44}}<br />
{{BBCF Move Card<br />
|input=44<br />
|description=<br />
*Quickest backdash in the game<br />
*Only invulnerable to throws briefly on startup ''and nothing else''. Throw invulnerability lasts until Hakumen is airborne, so is ''mostly'' throw invulnerable until he lands on frame 11.<br />
*Air Special cancellable from Frame 8, Grounded special cancels possible from frame 11<br />
**This is later than his forward dash, making forward dash a better option overall.<br />
<br />
Hakumen's backdash, unlike most backdashes, is not a defensive tool. Instead, use it for its speed as a neutral tool to create distance when the situation is otherwise safe. If you actually need something with First-Frame invulnerability, you will need to use {{clr|D|6D}} or {{clr|D|2D}} instead.<br />
}}<br />
<br />
==Specials==<br />
*Hakumen can cancel his specials and supers on hit or block into other specials, supers, Crush Trigger or Exceed Accel. Normally, each special can be used only once per string.<br />
<br />
===<big>Fuumajin</big>===<br />
{{InputBadge|Cut Projectile}}<br />
{{BBCF Move Card<br />
|input=Fuumajin<br />
|description=<br />
'''Hakumen's sword attacks have unique boxes for cutting projectiles. Projectile cut hitboxes are purple, attack hitboxes are red.'''<br />
<br />
Whenever one of Hakumen's sword moves "cuts" an opponent's projectile, that projectile has one hit removed and Fuumajin is spawned in its place. Hakumen also immediately gains 1 Magatama. It is a key tool for dealing with projectile heavy characters but occasionally sees use elsewhere too. While its specific usage varies a lot with the matchup, in general terms it can be used to simply deny or defend against a long ranged attack or simply to put up a barrier to stop a barrage of projectiles or your opponent closing in after their projectile. It does not go away when Hakumen is hit, making it incredibly safe to stand behind. It can be used more aggressively; correctly timing a sword strike to cut a projectile as it spawns can give you effectively additional reach or severely limit your opponent's movement options.<br />
<br />
On paper the attack is also a good starter, but it can be difficult to capitalise on. In the event you hit your opponent at the same time as cutting a projectile, the Fuumajin will hit after the sword hit, potentially ruining any counterhit confirm.<br />
<br />
Hakumen can only have one Fuumajin active at a time; cutting another projectile will create a new Fuumajin, replacing the existing one.<br />
<br />
*Striking a projectile with the sword does not count as a hit of any kind for the purposes of cancelling into other moves.<br />
*The Fuumajin itself has guard point against anything projectile-attribute, and will reset its duration when it blocks something. Usually this means it will remove the rest of the hits of a multi-hit projectile.<br />
**It will also block Strike-Projectiles like Azrael's 2C or any of Nine's normals, even though they cannot be cut to first create a Fuumajin.<br />
*Hakumen is projectile invulnerable on frames where a Fuumajin spawns or blocks a projectile, protecting him even from beams or projectiles that don't disappear on contact.<br />
<br />
Some specific interactions:<br />
*Jin's {{MMC|chara=Jin Kisaragi|input=632146C|label=Touga Hyojin}} creates a Fuumajin when cut, but the wave will keep going and can hit Hakumen anyway. This is because the projectile hitbox is separate to the entity creating them.<br />
*Platinum's {{MMC|chara=Platinum The Trinity|input=214A/B/C|label=Dream Sally}} will be popped normally, even if you hit with the part of a slash that can only hit projectiles.<br />
*Hibiki's Shadow Clones will be destroyed normally unless it is struck while active, which is usually just before it reaches Hakumen, so the timing is quite tight.<br />
*Another Hakumen can cut a Fuumajin to create their own, where they will immediately block each other and be destroyed.<br />
*Susanoo's {{MMC|chara=Susano'o|input=6A|label=6A}} can be cut while active. Unusually however, another 6A afterwards will "block" the Fuumajin and destroy it as it has a similar projectile guard point on startup.<br />
}}<br />
<br />
===<big>Guren</big>===<br />
{{InputBadge|{{clr|A|214A}} with 1 Magatama}}<br />
{{BBCF Move Card<br />
|input=214A<br />
|description=<br />
Pressure and combo tool. Combos into {{clr|A|2A}}, {{clr|C|41236C}} or even {{clr|C|2C}} if the opponent is crouched. Being +1 on block, it can be followed-up by {{clr|A|2A}} to reset the pressure. However, it is fairly easy to IB as Hakumen's pressure is limited. If the opponent respects it too much, {{clr|A|214A}} > {{clr|B|6B}} can be used as a mix-up. If they instant block and mash after {{clr|A|214A}}, it is possible to {{clr|D|2D}} them to deter mashing. Do not overuse it in pressure as it drains meter pretty quickly.<br />
<br />
*30F Heat Gauge cooldown<br />
}}<br />
<br />
===<big>Kishuu</big>===<br />
{{InputBadge|{{clr|A|623A}} with 1 Magatama}}<br />
{{BBCF Move Card<br />
|input=623A<br />
|description=<br />
Has 10 frames of Head and Body invulnerability, but does not go through projectiles. In combos, this is used after air hit {{clr|C|5C}} to combo into {{clr|A|6A}}. In pressure, this is used to approach and set up throws. It can also be used after the super flash of some reversal supers to crawl under them and punish with {{clr|C|5C}} CH / {{clr|C|6C}} FC without letting the opponent RC (Valk's {{clr|D|236236D}} / Izayoi's {{clr|C|236236C}}).<br />
<br />
*30F Heat Gauge cooldown<br />
*Cancellable into Enma on frames 10-12, or Renka and Zantetsu from frame 10 onwards; these cancels count as being part of the same string.<br />
}}<br />
<br />
===<big>Enma</big>===<br />
{{InputBadge|{{clr|A|A}} after {{clr|A|623A}}}}<br />
{{BBCF Move Card<br />
|input=623A~A<br />
|description=<br />
An amazing neutral tool with a surprisingly high and far reach, deals with a plethora of pesky moves and punishes them. Midscreen, it combos into {{clr|B|5B}} (close range), {{clr|A|214A}} (far range), {{clr|C|5C}} (air hit and counter hit) or even {{clr|A|6A}} > {{clr|B|6B}} (distance, height and character specific).<br />
As it's -4, it's punishable on IB by most {{clr|A|5A}}/{{clr|A|2A}}. On block, it can be canceled into {{clr|A|214A}} for a gapless blockstring even on IB.<br />
<br />
*30F Heat Gauge cooldown, even though it doesn't cost additional meter to use.<br />
}}<br />
<br />
===<big>Renka</big>===<br />
{{InputBadge|{{clr|B|236B}} with 2 Magatama}}<br />
{{BBCF Move Card<br />
|input=236B<br />
|description=<br />
A low kick followed by a mid kick that launches the opponent. A great combo tool at close range. Midscreen, it combos into {{clr|A|6A}} > {{clr|B|6B}} and IAD {{clr|C|j.2C}}. In the corner, the main combo is IAD {{clr|A|j.2A}} > {{clr|C|j.C}}. Sadly, the second hit has a poor horizontal reach limiting its usefulness in pressure and it may whiff if the opponent is too far, which is common if the opponent barrier blocks the preceding hits.<br />
Furthermore, it is possible to ODR after the first hit to make the second one whiff, forcing Hakumen to special cancel or be heavily punished.<br />
{{clr|B|236B}}(1) > {{clr|A|623A}} is 0 on block, this is, however, very costly. It has the fastest startup of any of Hakumen's grounded specials, so using it to cover unsafe specials gives tighter frametraps than Guren.<br />
Due to its ability to be jump cancelled, it is possible to perform an Overdrive Cancel by first jump cancelling this move and then cancelling the prejump frames into OD. Jump cancelling will also immediately reset a string, allowing Hakumen to cancel his prejump frames into a special that had already been used.<br />
<br />
*60F Heat Gauge cooldown<br />
*Jump cancellable on the second hit<br />
}}<br />
<br />
===<big>Zantetsu</big>===<br />
{{InputBadge|{{clr|C|41236C}} with 3 Magatama}}<br />
{{BBCF Move Card<br />
|input=41236C<br />
|description=<br />
A massive overhead attack that can lead to absurd damage, followed by a rather lackluster low that ruins your combo damage after it. Prime combo filler in OD combos that can be done after {{clr|C|5C}} or {{clr|A|214A}}. {{clr|C|41236C}}(1) > {{clr|A|623A}} is +2 on block, but similarly to {{clr|B|236B}} this is very costly. <br />
<br />
Due to the first hit having amazing damage scaling, but the second hit having awful scaling, it is common to special cancel after just the first hit during long or Overdrive combos with {{clr|A|623A}} or Crush Trigger. While the second hit does strike low, this only functions as a very basic knowledge check since Hakumen cannot cancel the first hit into any other overhead to form much of a mixup. It does at least form a safe blockstring if both hits are blocked.<br />
<br />
As far as the basic {{clr|C|41236C}} combo is concerned, {{clr|C|41236C}}(2) > {{clr|A|6A}} > {{clr|B|6B}} > Air combo yields similar damage as {{clr|C|41236C}}(1) > {{clr|A|623A}} > {{clr|A|6A}} > {{clr|B|6B}} > Air combo, so the former is preferred.<br />
<br />
*90F Heat Gauge cooldown<br />
*While this move can cut projectiles, it is notably far worse than most other moves at it due to poor hitboxes and no hitboxes beyond the normal active frames, so don't use it for this purpose.<br />
}}<br />
<br />
===<big>Yanagi</big>===<br />
{{InputBadge|{{clr|D|214D}} with 2 Magatama}}<br />
{{BBCF Move Card<br />
|input=214D<br />
|description=<br />
Hakumen advances forward with a Zanshin seal that autoguards attacks and attempts to chokeslam the opponent. Like other Drive moves, Hakumen can special cancel the remaining startup of the move if it blocks an attack. '''Unlike''' other Drive moves, Hakumen attempts the grab at the end even if he didn't block any attack, allowing it to be used during combos.<br />
<br />
On block, it's -7 and therefore punishable by most {{clr|A|2A}}. It can be cancelled into {{clr|A|214A}} for a frame trap or {{clr|B|236B}} to make it gapless. However, due to what was likely an oversight, any move special cancelled into from Yanagi will be fully invulnerable for the first 10 frames, even if Yanagi didn't block anything. This gives Hakumen the option to also beat punish attempts with very delayed cancels instead of needing to commit earlier to frame trapping normally—this can make the move ''very'' scary to punish if Hakumen has any amount of meter.<br />
<br />
Can sometimes be used to escape the corner but does not have guard point frame 1, so it will lose to properly timed meaties and frame traps.<br />
<br />
On hit, combo into {{clr|B|236B}} or {{clr|A|623A}} > {{clr|A|6A}} > {{clr|B|6B}}. This is also a very good OD combo ender with {{clr|A|6A}} > {{clr|B|6B}} > {{clr|D|214D}} > EA or {{clr|A|6A}} > {{clr|B|6B}} > {{clr|D|214D}} > {{clr|C|632146C}} > {{clr|A|623A}} > EA.<br />
<br />
*30F Heat Gauge cooldown<br />
}}<br />
<br />
===<big>Agito</big>===<br />
{{InputBadge|{{clr|A|j.214A}} with 1 Magatama}}<br />
{{BBCF Move Card<br />
|input=j.214A<br />
|description=<br />
Low-cost knockdown tool. Counts as a projectile, which allows it to beat most anti-airs. On counter hit, it ground bounces and combos into {{clr|C|j.2C}} or {{clr|B|j.B}} depending on the height. IAD {{clr|A|j.214A}} is a fairly ambiguous cross-up but doesn't combo into anything. <br />
<br />
As far as okizeme is concerned, {{clr|A|j.214A}} is a fairly good ender. For more details, check the okizeme strategy section: [https://dustloop.com/wiki/index.php?title=BBCF/Hakumen/Strategy#Agito link]<br />
<br />
*30F meter cooldown<br />
*Can only be used once in the air<br />
}}<br />
<br />
===<big>Hotaru</big>===<br />
{{InputBadge|{{clr|B|j.214B}} with 2 Magatama}}<br />
{{BBCF Move Card<br />
|input=j.214B<br />
|description=<br />
Primarily a combo extender, as it is possible to airdash afterward into {{clr|C|j.2C}} > {{clr|A|6A}} > {{clr|B|6B}} which leads into high damage combos. In the corner, it is used to end with {{clr|C|j.C}} > {{clr|C|6C}}/{{clr|C|5C}} > {{clr|A|6A}} > {{clr|B|6B}}, which give a much better knockdowns than {{clr|A|j.214A}}. <br />
Even though it's invulnerable, it is not that great of a wake-up option as it is not invincible frame 1 due to the jump and easily whiff if the opponent crouches or use {{clr|A|2A}}. It's a also a short/fast starter, so combos are limited afterward.<br />
<br />
*60F meter cooldown<br />
*Air-unblockable air attack. <!---what---><br />
*Resets Hakumen's air options, and can be jump and airdash cancelled on hit/block<br />
*Can only be used once in the air<br />
}}<br />
<br />
===<big>Tsubaki</big>===<br />
{{InputBadge|{{clr|C|j.214C}} with 3 Magatama}}<br />
{{BBCF Move Card<br />
|input=j.214C<br />
|description=<br />
Situational special. Sometime used in OD combos, however, it is harder to use than {{clr|C|41236C}}.<br />
In pressure, it guard crushes if it isn't barriered. In that case, it can combo into Forward Hop > {{clr|C|5C}} midscreen or {{clr|C|6C}} (level 2) in the corner.<br />
<br />
It can be used on wake-up to heavily punish throw attempts if the opponent is trying to play around {{clr|D|236236D}}. It combos into {{clr|A|6A}} > {{clr|B|6B}} > ... or {{clr|C|5C}} > ODc > {{clr|A|214A}}/{{clr|B|236B}} > ... <br />
<br />
Fastest startup after TK is 19 frames and 21 after a Hop. <br />
<br />
*90F Heat Gauge Cooldown<br />
*Can be used any number of times in the air.<br />
*Can cut projectiles 15F-17F<br />
*Fatal Counter<br />
}}<br />
<br />
==Distortion Drives==<br />
===<big>Kokūjin: Shippu </big>=== <br />
<br />
{{InputBadge|{{clr|C|632146C}} with 4 Magatama}} <br />
{{BBCF Move Card<br />
|input=632146C,632146[C],632146C Wave |versioned=input<br />
|description=<br />
Hakumen launches a sword attack and a shockwave to the opponent.<br />
----<br />
'''Normal Version'''<br />
<br />
Standard distortion combo ender. It can be canceled on block with {{clr|A|623A}} to make it +0 on block, though you waste 5 Magatama so think about it before throwing out. In neutral, this can be useful against zoners (Nu, Lambda, Rachel) since it cuts projectiles on all active frames, or Valkenhayn in wolf form as he can't block it.<br />
----<br />
'''Charged Version'''<br />
<br />
You can hold the button for 100F to get the Charged Version, which is completely unblockable. Basically impractical. The hold mechanic itself is useful for timing some combos that requires height or such.<br />
----<br />
'''Overdrive Version'''<br />
<br />
The OD version fires a taller, Reppuken-esque energy wave to the slash, with an excellent vertical hitbox, allowing one to combo afterwards. Since the energy wave has better proration than the actual slash and wallbounces it can be used in midscreen OD combos, such as CT > {{clr|C|6C}} > {{clr|C|632146C}} (wave), then follow-up with {{clr|A|623A}}.<br />
<br />
*180F Heat Gauge cooldown<br />
*30% minimum damage on slash (Uncharged: 1050[1200] Charged: 1500), 20% minimum damage on wave (500 [600]).<br />
*Normal Wave takes 13 frames to hit the opponent fullscreen and 12 frames in OD.<br />
}}<br />
<br />
===<big> Kokūjin: Yukikaze</big>===<br />
{{InputBadge|{{clr|D|236236D}} with 4 Magatama}}<br />
{{BBCF Move Card<br />
|input=236236D,236236D Attack |versioned=input<br />
|description=<br />
<br />
A super version of Hakumen's parries. If activated, Hakumen dashes forward with a slash that hits everything that is head level or lower and is fully invincible throughout. If your opponent activated it with a physical strike, they will be frozen in hitstop until this attach hits. This is a key defensive tool in most match-ups and a life changer with 4 Magatamas as the opponent has to play around it to avoid losing the momentum. Most notably, it is a fantastic tool to escape projectile-based okizeme and makes Hakumen one of the only character who can reliably escape some of them (Like Rachel's {{clr|A|22A}}. Midscreen, it can be comboed into {{clr|A|623A}} > {{clr|A|6A}} > {{clr|B|6B}}; In the corner, it can be comboed into {{clr|A|623A}} > IAD {{clr|A|j.2A}} > {{clr|C|j.C}}, then landing {{clr|C|5C}} > {{clr|A|6A}} > {{clr|B|6B}}. <br />
<br />
In Overdrive, Hakumen deals more hits and the damage increases. Special note should be taken about the OD version: unlike most other Distortion Drives, this pauses the OD timer for about the entire duration of the move. Combine this with the version's lengthy animation, a removed meter cooldown and the fact that the accelerated meter gain of OD isn't paused, by the time the move ends, most of all of the Magatama spent will have been regained. This can lead to even more damaging combos.<br />
<br />
*180F Heat Guage cooldown<br />
*Fatal Counter.<br />
*Does not catch unblockable attacks.<br />
*If cancelled into from the startup of another Drive move (after blocking an attack), the attack activates immediately instead of needing to parry another hit.<br />
*It is worth noting that the opponent can attempt to Rapid Cancel after being frozen by Yukikaze. Normally however, the opponent will be stuck in hitstop, meaning the RC will not have time to occur and not consume any meter, even though the visual effects play. <br />
*Moves that have invulnerability on the frame they trigger Yukikaze will remain invulnerable during hitstop, making it possible to RC and then perform another invulnerable action to avoid Yukikaze completely. Other notable interactions include {{Character Label|BBCF|Azrael|label=Azrael}}'s {{MiniMoveCard|game=BBCF|chara=Azrael|input=236236D|label=236236D}} as that move guard point will absorb most of Yukikaze's damage and will only end up doing 200 damage. {{Character Label|BBCF|Mu|label=Mu}}'s {{MiniMoveCard|game=BBCF|chara=Mu-12|input=623C|label=623C}} can RC after Yukikaze and high jump to avoid Yukikaze completely without having to use OD.<br />
*Despite being a sword attack when activated, this move cannot cut projectiles, not that it matters much.<br />
}}<br />
<br />
===<big> Kokūjin Oūgi: Mugen</big>===<br />
{{InputBadge|{{clr|B|214214B}} with 8 Magatama}}<br />
{{BBCF Move Card<br />
|input=214214B<br />
|description=<br />
Hakumen's infamous install super, used to capitalise on some big counterhits while at full Heat allowing for some massively damaging combos, virtually guaranteeing victory assuming your opponent doesn't burst and you don't drop the combo. <br />
<br />
Requires 8 Magatama but does not consume any upon startup. Instead, Hakumen's heat gauge now acts as a countdown, depleting rapidly once activated and the effects of this move end only when the heat gauge has emptied. During Mugen, all other specials and distortion drives (But not his Astral Heat) may be used with no cost, the same special can be used multiple times in a string (but cannot cancel directly into itself), and specials are not affected by Same Move Proration. Conversely, no heat will be gained while Mugen is active for any reason, and Hakumen cannot use Rapid Cancel or Counter Assault while in Mugen (you have alternatives, for example {{clr|A|623A}} and Yukikaze). The entire duration of Mugen is 360F, starting after Hakumen has fully recovered from this move or he gets hit.<br />
<br />
Since it has a huge recovery, it is hard to combo into ({{clr|C|6C}} level 3 FC and {{clr|A|6A}} CH only). Alternatively, can be used in neutral as a last resort to try to turn the tide by unleashing a flurry of special moves for free, but some characters can punish it on reaction fullscreen. <br />
<br />
The main Mugen combos are {{clr|B|236B}}/{{clr|A|214A}} > ({{clr|C|41236C}}(1) > {{clr|A|623A}})xN or ({{clr|C|41236C}}(1) > {{clr|D|214D}})xN, the latter dealing less damage but being easier to perform.<br />
<br />
Under Overdrive, the Heat gauge drain is paused, even if it was activated after Mugen. This vastly increases the duration mugen will last for, potentially more than doubling it.<br />
<br />
*Meter drain does not get paused for any reason other than overdrive. Hitstop or either player's super freeze effects will not pad out the length of this move.<br />
*If Hakumen is hit before the superflash, Mugen's effects do not activate. <br />
*After Mugen's effects expire, Hakumen's passive heat gain is zero for 180F. All other Heat gain works as normal. Activating overdrive cancels this state.<br />
*Disables Same Move Proration for all of Hakumen's specials while active.<br />
}}<br />
<br />
==Exceed Accel==<br />
===<big>Kokūjin Kingi: Tengai</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*Foot attribute unlike most EAs.<br />
*Ends all Overdrive effects the instant the initial strike connects<br />
*[[BBCF/Mechanics#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]]<br />
*310/671 Minimum Damage<br />
<br />
Hakumen kicks the opponent's feet on startup, then knocks them down and follows with a mighty slash. Since Hakumen's combos are mostly limited by resources and combo time, they tend not suffer from bad scaling, meaning that tacking on this move at the end of combos will often still give decent damage very late onto the combo. The downside is that the The knockdown after it is poor and is possible to roll for free afterward. In the corner, {{clr|B|2B}} can be used to force the opponent to block after they forward roll.<br />
}}<br />
<br />
==Astral Heat==<br />
===<big> Kokūjin Oūgi: Akumetsu</big>===<br />
{{InputBadge|{{clr|D|[2]8D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=[2]8D<br />
|description=<br />
*180F cooldown<br />
*Requires 8 Magatama<br />
*Catches Head, Body, Foot and Burst attributes, including unblockables.<br />
*Does not trigger on Doll attacks, Throws or Projectiles.<br />
*Unlike Hakumen's other drive moves, if it triggers, the attack is ''guaranteed'' to hit<br />
*30F charge. See [[BBCF/Kagura_Mutsuki#Overview|Here]] for details on charge inputs.<br />
<br />
Catches moves with physical attributes and the rare unblockables (unlike Haku's other drives). For instance, unlike Yukikaze, this can catch Makoto's {{clr|C|41236C}}. It loses to Relius and Carl's doll attacks, grabs and projectiles (including Hazama's chain and his {{clr|C|632146C}}), but can still beat Jin's Astral. <br />
<br />
One of the most impractical Astrals in the game; Hakumen usually spends meter as fast as he gets it and it relies on the opponent to be activated. Hakumen also suffers immensely from throwing away all of his meter if it fails.<br />
<br />
The most practical application this move has is baiting a burst after Throw > {{clr|C|2C}} while the opponent is low on health. It can also be charged and used on reaction during superflash, however, that rarely happens as most players become very careful when Haku has astral.<br />
<br />
While not good by itself, it's a formidable mindgame tool. Crouching in neutral becomes threatening as it forces the opponent to weight every move carefully.<br />
<br />
}}<br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Hakumen}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Hakumen|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Susano%27o&diff=448249BBCF/Susano'o2024-03-05T13:07:27Z<p>Manta: /* {{clr|A|6A}} */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=With '''high health, huge damage''', and big buttons, Susano'o is a fan favorite addition to Central Fiction. Susano'o has a wide variety of special moves to aid in combos and neutral. However, all but one of these specials moves are locked at the start of a round. Susano'o's Drive unlocks each of his special moves. He can also "level up" these moves for added properties and damage. Despite his seemingly unwieldy Drive, Susano'o has a simple gameplan with low execution requirements. If all else fails, Susano'o's Overdrive unlocks each of his specials for its duration. With Overdrive, he can convert even the smallest hits into big damage and unlock numerous specials. <br />
<br />
Unfortunately, Susano'o is not without his weaknesses. His large hurtboxes and slow speed can make it difficult for him to contest at close ranges. Additionally, while some of his tools are very powerful, he still needs to go out of his way to unlock them. He also lacks high/low mixup due to his lack of safe lows. As a result, it can be difficult for Susano'o to take back momentum without his Overdrive. With enough patience, Susano'o can make his way through neutral and space out opponents with his huge normals. Susano'o is a solid character with the damage and utility to help anyone succeed.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#Inevitable Calamity|CCCC]] (6F, requires seal)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Towering Flame|623C]] (12F)<br/>[[#Liberating Dagger|236236D]] (15F)<br/>[[#Strike of the Possessed God|632146D]] (16F)<br />
| fatalStarter = [[#6B|6B]]<br/>[[#Megalith|214A]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Divine Warrior<br />
|content=<br />
<center>[[File:BBCF_Susanoo_DriveIcons.png|400px|border]]</center><br />
<center><small>When on P1 side, icons order is left-to-right. On P2 side, it's reversed</small></center><br />
<br />
<br />
Susano'o has eight special moves in total, but starts every round with only the first special move unlocked. Each time he lands a hit with a normal move or universal mechanic, a cursor cycles through the eight icons/seals above his Heat Gauge in numerical order. He begins with no icon highlighted, so for example doing {{clr|A|5A}} > {{clr|B|5B}} > {{clr|C|5C}}, would highlight the third icon (Megalith).<br />
*Looping the cursor past the 8th icon will select the first one again (instead of none).<br />
*When a Normal Drive move hits (or is blocked by) the opponent, the currently highlighted icon becomes unlocked and the cursor is reset.<br />
*Certain icons can be levelled up by unlocking them multiple times, changing their properties and damage.<br />
*If the icon is both unlocked and at max level (if applicable), the next icon is highlighted instead, just like a normal non-Drive hit would.<br />
*Special moves (excluding universal mechanics), Exceed Accels and Distortion Drives do not increment the highlight nor unlock any seals, even if they use the D button to activate them.<br />
*Special moves are available instantly when unlocked and can even be special cancelled from the Drive move that unlocked it.<br />
|header2= Overdrive: Shrieks of the Entombed<br />
|content2=<br />
Susano'o can use all specials at their highest level while Overdrive is active, even if locked, with exception to {{clr|D|236236D}}, which still requires {{clr|D|236D}} (8th seal) to be unlocked. He also gains access to a Distortion Drive that instantly unlocks all of his specials for use outside of Overdrive. Susano'o's Distortion Drives also receive buffs.<br />
}}<br />
</div><br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
*Very slow jab, but +3 on block<br />
*Hits crouchers<br />
*His outstretched arm has no extended hurtbox.<br />
Doesn't gatling into itself, is the slowest {{clr|A|5A}}, and has limited use as an anti-air. In exchange, it hits everyone crouching, is exceptionally plus on block, and has a uniquely disjointed hitbox. A very good choice for going into frame traps due to its frame advantage, and also serves as one of his only jump cancelable normals on block.<br />
<br />
Amazing move to just throw out in neutral as a counterpoke, you can beat Azrael's {{clr|A|236A}}, Mai's {{clr|A|236A}}, stuff a ton of air approaches and because it has a tiny 6F of recovery you most likely won't be whiff punished for it either.<br />
<br />
The strongest aspect of it however is the ability to do completely safe meaties and bait most reversals in the game extremely easily, because of its large amount of active frames and meager 6F recovery you can just meaty {{clr|A|5A}} and block to bait every 9F reversal in the entire game, and most reversals in the game have 9F startup so this is an incredibly strong tool to have and will get you a lot of respect on wakeup to abuse as you see fit (until they have 50 meter, but you still get to block).<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
<br />
*The hitbox actually goes farther than it seems, allowing Susano'o to hit enemies with {{clr|B|5B}} at round start where most characters can't really do much about it except jump away or take a huge risk trying to beat it.<br />
One of the best normals in the entire game for its fantastic speed, active time, reach, options on hit and potential damage. Its great startup (only one frame slower than his {{clr|A|5A}}) and good recovery make this move great in neutral, outranging the majority of similar moves. This will be one of your go-to buttons in many situations. Similar to Ragna's {{clr|B|5B}}, the hitbox does not fully extend until frame 11, so bear this in mind when using it at farther ranges but it also becomes slightly disjointed on later frames as well, making it even stronger at the tip.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 18<br />
}}<br />
*Steps forward and performs a side kick.<br />
*Best damage opener for up-front damage and P1/P2 combination.<br />
<br />
Due to its range, this can be used as a very long poke, but its startup and lengthy recovery make it risky to use outside of combos. Susanoo's best punish if you aren't going to get a counterhit, if you are, use {{clr|B|6B}} instead for its Fatal property.<br />
<br />
By plinking C before B, you are able to cancel the start up of {{clr|C|5C}} into a throw, giving you a little more throw range than usual (a kara throw).<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|C|2C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 10<br />
}}<br />
*Chains into itself 3 times on whiff, block, and hit<br />
One frame faster than his {{clr|A|5A}} and neutral on block, making this your actual "jab" the way other characters think of it. Also great for stagger pressure due to its gatling window. Can be useful to mash at the start of the combo to select the seal you want later in the combo.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
*Hits mid<br />
Unfortunately, Susano'o is saddled with a {{clr|B|2B}} that doesn't hit low. While {{clr|B|5B}} is an overall better poke, {{clr|B|2B}} does have its place in neutral. The hitbox is static unlike {{clr|B|5B}} so you get its max range immediately ({{clr|B|5B}} doesn't fully extend until frame 11), and it can be used as a situational anti-air due to its hitbox and Susano'o's lowered hurtbox. Good blockstring filler if you don't want to use your {{clr|B|5B}} gatlings too early.<br />
<br />
It has foot property, which allows it to stuff moves like Litchi's {{clr|C|421C}}, Hakumen's {{clr|A|623AA}}, Carl 236X and more, which is very useful because while {{clr|C|3C}} can do this that is a much larger risk (for more reward) that you don't want to take as often.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|inactive2= 2<br />
|active3 = 5<br />
|recovery = 22<br />
}}<br />
*Anti-air<br />
*Untech time lasts until the opponent touches the ground on Counter Hit.<br />
Susano'o's dedicated anti-air. It doesn't gain head invulnerability until the active frames begin, however it has a crouching hurtbox from Frame 1.<br />
<br />
Most anti-air {{clr|C|2C}} hits can be be converted into an air combo or {{clr|D|6D}} depending on positioning and the unlocked specials, but scoring a Counter Hit (which, due to this move being two hits is easy to confirm) enables you to go straight into a standard ground combo for solid damage regardless of resources. Also facilitates ground-to-air combos very effectively for both a little extra damage and more hits with which to cycle through seals. The forward movement baked into {{clr|C|2C}} also extends its range, but it can also cause it to whiff against certain jump-ins when Susano'o is cornered. <br />
<br />
In pressure, being jump cancelable on block gives it a lot of use during pressure and makes it fairly safe if blocked.<br />
{{clr|C|2C}} moves Susanoo forward slightly and has useful gatlings into his overhead and low, making it a good centerpiece for your blockstrings.<br />
<br />
Overall a fantastic button owing to its large hitbox, pressure applications, good recovery (relative to its size), and obscene damage on CH or a regular hit with the right seals in stock.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|5C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|isProjectile = true<br />
|recovery = 37<br />
}}<br />
Susanno'o fires a wisp of dark energy that instantly travels across the screen.<br />
<br />
Susano'o's answer to long ranged zoning. Only cancels into {{clr|D|4D}}. This cancel will always be safe to do on hit, but is extremely negative on block so learn to confirm your hits when trying this. Basically you'll use this to counterpoke projectiles at range and quickly unlock or level a special - usually his DP or Sundering Claws. Also good for heckling opponents staying at a distance before closing in; you have plenty of time to begin your dash once you land a hit.<br />
<br />
Just don't get carried away with it, as it is very very easy to punish if they happen to airdash over it and you will probably also get counterhit.<br />
<br />
*Has zero vertical coverage, and opponents may low profile it.<br />
*Has a projectile guard point and thus will remove one hit from any projectile, regardless of level. Can even destroy one of Hakumen's {{MiniMoveCard|game=BBCF|chara=Hakumen|input=Fuumajin|label=Fuumajins}}. If a projectile is hit, this move cannot then hit the opponent. The opponent's projectile is considered blocked rather than clashed, so they may be able to cancel their projectile into others depending on what was blocked. Will defeat strike+projectile moves however.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 4<br />
|inactive2= 11<br />
|active3 = 5<br />
|recovery = 10<br />
}}<br />
*Fatal Counter<br />
*Hits twice.<br />
<br />
The go-to big punish starter and a very obnoxious normal to throw out from time to time.<br />
<br />
This attack moves Susano'o forward a sizeable amount, allowing him to stay in his opponent's face. If you abuse it too much savvy opponents will manage to jump over it and punish, but for many characters this is a huge risk as getting hit by it in the air is an outrageously easy convert for Susanoo and he will almost certainly end the combo in the corner. It shines in pressure thanks to good frame advantage (+4!!!) and gatling options. Due to generous untech time as well as a very good P2, this normal is also virtually omnipresent in all of your strongest combos.<br />
<br />
If the opponent isn't good at instant blocking this move will destroy them, as if you press {{clr|B|5B}} afterwards it only leaves a 5F gap on normal block (8F on instant block) meaning they have to take enormous risks to escape. If they do instant block it, then you can make use of your great gatlings and +1 on block situation after it to still exert pressure on them.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 4<br />
|recovery = 20<br />
}}<br />
*Hits high.<br />
*Forces crouching on ground hit and hard knockdown on air hit.<br />
Slower startup than his {{clr|D|6D}} (though see notes on that move too), but significantly safer on block; even if you block it, he has access to {{clr|D|5D}}, {{clr|D|2D}}, and {{clr|D|6D}}. {{clr|C|6C}}>{{clr|D|5D}} is a true blockstring even on instant block, though it can be highly vulnerable to OD. You'll use this in mixups as well as combos, such as to convert stray Counter Hits on an airborne opponent into a ground combo. {{clr|C|6C}} has 20 frames of blockstun on normal block, so it allows you to make your opponent block the initial part of {{clr|D|6D}} if you chain into it immediately, thus forcing them to react to a 20f overhead (with very little animation that early) instead of a 26f one and if you hold Crush Trigger as the {{clr|D|6D}} it hits, you don't even need to hitconfirm it to get massive damage.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|inactive2= 8<br />
|active3 = 4<br />
|recovery = 23<br />
}}<br />
*Hits low, and hits twice.<br />
*Has soft knockdown on regular hit and hard knockdown on Counter Hit.<br />
An invaluable mixup tool despite its shortcomings. Use it to keep your opponent honest amidst the plethora of overheads at your disposal. Unless you score a Counter Hit, you'll need your Crush Trigger or other tools like upgraded {{clr|A|236A}}, {{clr|B|236B}} or {{clr|D|236D}} to earn any strong damage from connecting with this.<br />
<br />
Due to its overall long animation it sees limited use in neutral, but it can see occasional use as a very long-reaching, low-hitting attack that also puts Susano'o relatively close to the floor.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 5<br />
|recovery = 15<br />
}}<br />
*This move has a diagonal hitbox extending across both hands.<br />
Very good air normal due to its hitbox and active frames. This is your main air-to-air option and hits in certain spots that {{clr|B|j.B}} can't. while also being your primary choice for fuzzies due to its speed.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 4<br />
|recovery = 22<br />
}}<br />
*Decent diagonal range.<br />
A hitbox slanting downwards makes this good for jump-ins, though it doesn't fare well against opponents higher than Susano'o and might not hit opponents below him if they're too close. A lot of Susano'o's basic normals are jump-cancellable, so you have a lot of opportunities to use this for jump-in pressure. Also serves as decent air combo filler, and can be used for fuzzies if you want a higher reward.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|inactive2= 2<br />
|active3 = 3<br />
|recovery = 23<br />
}}<br />
*Hits twice. Second hit leads to soft knockdown.<br />
An absurdly good air button, how you use this move can dictate a lot of the match as many characters have to play around and deal with this move very carefully so as to avoid getting swatted out of the air at any point, it hits both above and below itself at different points and as such covers a gigantic portion of the screen, simply doing air dash and then {{clr|C|j.C}} is a very strong play so long as you don't get too predictable with it, as it allows you to get in quite easily from a variety of screen positions while the opponent has to be ready for it.<br />
<br />
In combos it is a great tool for cycling through seals to get what you want before going into {{clr|D|j.D}} to unlock/upgrade a special. Keep in mind that the lower part of the hitbox does not become active until frame 16. In normal air combos you'll want to ensure the second hit comes out to push them downwards so {{clr|D|j.D}} connects.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}<br />
}}<br />
<br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|recovery = 28<br />
}}<br />
*Wallbounces on air hit.<br />
Gatlings into {{clr|D|6D}} and {{clr|D|2D}} - and unlike those moves, also has special/OD cancels available on block. Due to its slow startup and long recovery, it is dangerous to use in a blockstring if your opponent has OD or resources. However, if they don't use or have said options, it has good enough pushback to be a decent blockstring ender despite being negative on block - moreso if your opponent likes to barrier. If they start attacking you after blocking this you can use {{clr|D|2D}} or your special moves to frame trap them for attempting to punish you or make yourself safe. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 5<br />
|recovery = 22<br />
}}<br />
*Hits low.<br />
*Hard knockdown<br />
Fills a similar niche to {{clr|C|3C}} as one of your very few lows, and also puts Susano'o fairly close to the ground. However, {{clr|D|2D}} can only cancel into specials and Overdrive on hit; if your opponent blocks, the only way to cancel is with a Rapid. Since its knockdown is the same on regular and Counter Hit, unlocks or other resources will be necessary to convert a {{clr|D|2D}} hit into anything meaningful. While you can hardly afford to disregard the low options you get, hold onto this one until you know you can catch someone sleeping on it and turn it into something big.<br />
<br />
Regardless of its utility as a mixup, it makes for a good combo tool later into the round thanks to its hard knockdown enabling you to go into many specials off it without much concern.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 3<br />
|inactive2= 3<br />
|active3 = 1<br />
|recovery = 26<br />
}}<br />
This move cancels well into many other useful moves such as Crush Trigger, Sundering Claws, Hunter's Fang, and Dancing Dual Kick (But only on hit). As a result, many combos go into this before branching into whatever specific route is available in the situation, making this a staple in your extended combo game. Keep in mind where your opponent is when you use it, as your available routes may depend on the type of knockdown you get (e.g. {{clr|D|6D}} > Crush Trigger/lvl 1 Hunter's Fang will fail if they groundslide away midscreen).<br />
<br />
While {{clr|D|6D}} has similar shortcomings to {{clr|D|2D}} in its lack of cancels on block, its good range and pushback can also make it a deceptively good overhead, though spacing will be necessary if you plan to use this in pressure without getting lit up. Beware of Overdrive if your opponent has it, as {{clr|D|6D}}'s slow startup and overall long animation makes it easy pickings.<br />
<br />
* Hits crouching opponents on frame 26.<br />
** Also hits faraway opponents on frame 26, and is -8 on block.<br />
*Initial hitboxes are above Susano'o's head and may send airborne opponents flying behind him. Not a worthwhile anti-air.<br />
*Crumples on ground hit on frames 20-22, hard knockdowns for the rest of the active frames, and groundslides on air hit.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
{{BBCF Move Card<br />
|input=4D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 42<br />
}}<br />
*Not an attack.<br />
*On Frame 16, behaves as if Susano'o hit with a drive move for the purposes of unlocking seals.<br />
*Counterhit state for the entire move.<br />
<br />
Typically used as a followup to {{clr|A|6A}} on hit and block, or to quickly grab a highlighted icon in neutral if you have a moment. However, you can also use it to cut most combos short if you desperately want access to a certain special and other Drive moves might not yield it for one reason or another. Puts the pressure on your opponent to come towards you while at long range neutral since they'll unlikely want to watch you slowly unlock every special move. <br />
<br />
When using this at long distances, you want to go for unlocking major specials like Dancing Dual Kick, which lets you handle routing without much trouble. Do be careful of using this predictably however, the animation cannot be manually cut short and you'll always eat a counterhit if hit during the move.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 6<br />
|recovery = 21<br />
}}<br />
*Has hitboxes all around his body, but short range in all directions compared to his other air normals.<br />
<br />
<br />
You'll use this as an air combo ender more than anything else to unlock seals or tack on damage without Hunter's Fang, as ground-to-air combos give you great control over which seal you want to unlock. The nature of its hitbox also makes it good for the occasional crossup, though it doesn't have the bonus of also hitting high like most air crossups. It also doubles as his overall safest option to unlock during pressure. While it has landing recovery, your frame advantage can range from negative on block to a maximum of +9 on block when done perfectly.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|'''{{clr|B|5B}}+{{clr|C|C}}'''}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*100% minimum damage<br />
*Launches the opponent high in the air<br />
Untech time lasts until the opponent touches the ground, so you can go for a standard combo from the ground or jump into an air combo to begin with if Hunter's Fang is unlocked. Also combos effortlessly into his Astral if it's available.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|'''{{clr|B|4B}}+{{clr|C|C}}'''}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*100% minimum damage<br />
*Grabs the opponent and drops them behind himself before turning and punching them in the gut. Wallbounces at midscreen, wallsticks in the corner.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|'''{{clr|B|j.B}}+{{clr|C|C}}'''}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*100% minimum damage<br />
*Launches opponent in the air<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|'''{{clr|A|6A}}+{{clr|B|B}} while Blocking'''}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*Uses {{clr|D|5D}}'s animation<br />
<br />
Susano'o usually has to work for his defensive options, and this is no exception. The good news is that it shares its animation and hitboxes with the fairly generous {{clr|D|5D}}, so you can use this to get out of a sticky situation if you don't mind spending the meter.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|'''{{clr|A|5A}}+{{clr|B|B}} (Chargeable)'''}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*Causes Guard Crush on normal block. Will drain a portion of the Barrier Gauge when Barrier Blocked, and can be charged to drain even more.<br />
*Hard Knockdown on air hit<br />
Links into {{clr|B|6B}} during combos on all characters. Susano'o has good meter gain and it isn't difficult to incorporate this move into most of his combo routes, so you can get good mileage out of his Crush Trigger if you want to. Useful after Drive buttons as it'll allow more flexible control over which seal to unlock next. Note that a slightly or fully charged Crush Trigger has significantly less proration than an uncharged Crush Trigger, so use the former in combos whenever possible. As an actual guard crushing move, it gets rendered rather redundant if you have megalith powered up, but its uncharged version is particularly useful for setting up an untechable throw, seeing as Susano'o moves forward quite a bit during this attack, putting him in the ideal range for it.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Sundering Claws</big>=== <br />
[[File:BBCF_Susanoo_SunderingClawsIcon.png|28px]] {{InputBadge|'''{{clr|A|236A}}'''}} {{InputBadge|'''First Seal'''}} <br />
{{BBCF Move Card<br />
|input=236A Lv1,236A Lv2,236A Lv3 |versioned=input<br />
|description=<br />
*Short dashing shoulder tackle (Shoulder bite?)<br />
*At level 2, the lunge covers much more distance, more active frames, and links into {{clr|A|2A}} in the corner.<br />
*At level 3, Susano'o automatically follows up on hit with a launching slash and links into {{clr|A|5A}}/{{clr|A|2A}} anywhere.<br />
*Recovery frames immediately begin on hit/block.<br />
Opponents won't be able to punish this without instant blocking. You can occasionally try using this to frame trap opponents after more negative moves such as {{clr|C|3C}}, but don't expect to get away with it forever.<br />
<br />
You'll likely use this as a combo ender early into a match if you can't go into an air combo route. Once leveled up, it instead becomes a good combo extender that lets you get a strong confirm off almost any hit. Keep in mind that depending on your opponent's height when Sundering Claws connects, you might be able to link moves at levels you would otherwise be incapable of.<br />
}}<br />
<br />
===<big>Towering Flame</big>===<br />
[[File:BBCF_Susanoo_ToweringFlameIcon.png|28px]] {{InputBadge|'''{{clr|C|623C}}'''}} {{InputBadge|'''Second Seal'''}} <br />
{{BBCF Move Card<br />
|input=623C<br />
|description=<br />
*Reversal<br />
*Has a hitbox that extends behind Susano'o<br />
*Treated as a projectile.<br />
A massive reversal mercifully placed on this second seal icon that strikes the fear of god into most characters pressuring you once you unlock it, entirely changing Susanoo from a "very easy to pressure character" to "risky to pressure for too long".<br />
<br />
This move is utterly huge, is dripping with invul, does big damage and can lead into 5K+ damage very easily with 100 meter + OD, which isn't as situational as it might sound at first and even with less resources a simple combo like DP > rapid > {{clr|B|5B}} > {{clr|C|2C}} > air series does over 3K and gets real oki without seals. A fairly strong mixup is to simply walk up to your opponent as they tech and do {{clr|C|623C}} > rapid > throw, this will beat most of the reversals in the game and it will also make anyone using the throw OS get a Throw Reject Miss, if the DP hits you will whiff throw and still have time to press {{clr|B|5B}} for a full combo as they come down.<br />
}}<br />
<br />
===<big>Megalith</big>===<br />
[[File:BBCF_Susanoo_MegalithIcon.png|28px]] {{InputBadge|'''{{clr|A|214A}}'''}} {{InputBadge|'''Third Seal'''}} <br />
{{BBCF Move Card<br />
|input=214A Lv1,214A Lv2,214A Lv3 |versioned=input<br />
|description=<br />
*Fatal Counter<br />
*Level 3 guard crushes normal guard.<br />
*Guard crushed opponent recovers 20 frames after Susano'o.<br />
*Ruptures the ground with a powerful kick, creating a wave of dark energy.<br />
<br />
Level 1 version is very good at helping making certain normals safer to use such as {{clr|C|3C}} and {{clr|D|5D}}, as well as giving you access to an option with frame advantage from normals that would otherwise lack such an option. It helps that your hurtboxes don't extend forward too much. However, it has a lot of pushback on barrier guard, limiting its use as a pressure extender. Very plus on block at higher levels, but becomes very slow as well. Can be used in combos but mostly corner combos. Level 3 version can be used in specific midscreen combos, but these are mainly reserved for OD.<br />
}}<br />
<br />
===<big>Hunter's Fang</big>===<br />
[[File:BBCF_Susanoo_HuntersFangIcon.png|28px]] {{InputBadge|'''{{clr|B|214B}} (Air OK)'''}} {{InputBadge|'''Fourth Seal'''}} <br />
{{BBCF Move Card<br />
|input=214B Lv1,214B Lv2,j.214B Lv1,j.214B Lv2 |versioned=input<br />
|description=<br />
*Susano'o performs a falling spindash that carries the opponent to the ground for a hard knockdown. Hits high.<br />
*Grounded version has foot invulnerability while Susano'o is airborne. Air version hits multiple times.<br />
*At level 2, lands with an additional plume of energy that knocks the opponent into the air. This projectile spawns on the frame Susano'o lands and persists for 8 frames.<br />
<br />
A powerful move with many applications worth investing into for the aggressive Susano'o. It can be used at any level to confirm air-to-air hits into ground combos, to replace {{clr|D|j.D}} as an air combo ender for more damage, and as an overhead starter that leads to huge damage.<br />
<br />
At level 1, its bounce always links into {{clr|B|5B}}, and {{clr|C|2C}} on most characters as well as being a nice air ender.<br />
At level 2, this move is utterly deranged and you can be a complete and total degenerate in how you choose to abuse it, the projectile it creates hits essentially the entire screen vertically where it appears. If only the projectile portion connects, Susano'o will not experience hitstop, effectively reducing the move's recovery by 11 frames and making it go from -10 on block to +1. Spacing it far enough for this to occur is very easy, just do a long blockstring ending in {{clr|D|5D}}/{{clr|C|3C}}, if your opponent barrier blocks it becomes even easier to space this.<br />
<br />
The massive projectile is also very easy to convert from on hit, stray hits depending on height can go into {{clr|B|6B}}, {{clr|D|6D}} and {{clr|C|2C}} and from the overhead itself on the ground you get great damage on an extremely easy to confirm hit.<br />
<br />
Both in neutral and in pressure, Level 2 is one of the most obnoxious moves in the game as your opponent has to be extremely prepared to deal with it while it really isn't a crazy risk to just throw out there, just don't assume it will play the entire game for you since it CAN still be avoided, albeit at that stage they have to be doing some risky movement in anticipation.<br />
}}<br />
<br />
===<big>Dancing Dual Kick</big>===<br />
[[File:BBCF_Susanoo_DancingDualKickIcon.png|28px]] {{InputBadge|'''{{clr|B|236B}}'''}} {{InputBadge|'''Fifth Seal'''}} <br />
{{BBCF Move Card<br />
|input=236B<br />
|description=<br />
*Susano'o charges at the opponent and then performs a powerful kick that knocks them into the air. Hits low.<br />
*Jump cancelleable on final hit. Jump cancel as soon as possible, since late jump cancel doesn't retain second air action.<br />
<br />
Often called '''Ground Viper''', named after a special attack from Guilty Gear's Sol Badguy.<br />
This move's blockstun forces opponents to block every individual hit but the last as a low, also making it one of Susanoo's few low hitting attacks. Arguably, one of Susanoo's more important unlocks as it allows him a lot of control over which seal he is able to unlock next. While slower on startup and significantly worse on block/whiff than level 3 Sundering Claws, this special only needs to be unlocked once to be used at full power, tacks on a good amount of extra damage, and serves as a strong combo extender.<br />
<br />
Extremely useful to catch people doing fuzzy jumps or anything that isn't exclusively holding downback during your pressure, just don't do it too often without 50 meter to cancel it.<br />
}}<br />
<br />
===<big>Inevitable Calamity</big>===<br />
[[File:BBCF_Susanoo_InevitableCalamityIcon.png|28px]] {{InputBadge|'''Mash {{clr|C|C}}'''}} {{InputBadge|'''Sixth Seal'''}} <br />
{{BBCF Move Card<br />
|input=CCCC<br />
|description=<br />
*Generates a stationary projectile orb in front of Susanno that hits repeatedly<br />
*{{clr|C|C}} must be mashed at least 4 times within approximately 30F for the move to activate. The startup of {{clr|C|5C}} and {{clr|C|6C}} (but no other moves) can be kara-cancelled into this move, making it possible to activate at neutral. Doing this also causes Susano'o to step forward somewhat before the move activates, depending on how rapidly you mash and which move you kara-cancel from.<br />
*Mashing {{clr|C|C}} extends the duration of the attack. Pressing {{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} will end the attack and go into recovery.<br />
*Absorbs projectiles and has good chip damage, but high pushback.<br />
*Awkward input that can be tricky to activate on demand and can also activate accidentally if you aren't being disciplined with your inputs during other combos.<br />
*In spite of all this, Susanno's fastest move.<br />
<br />
A good move to go for due to its fast startup, and the ability for you to cancel it whenever you like by pressing B+{{clr|C|C}}+{{clr|D|D}}. While it's frame advantage is lackluster, the pushback on block combined with the ability to cancel makes it rather safe. Sees limited use during combos due to its scaling. It is -6 on block if canceled with B+{{clr|C|C}}+{{clr|D|D}}. You have good control on when the move goes into recovery so it allows you to cover holes in pressure. Also one of the more damaging hits during Strike of the Possessed God (See below)<br />
}}<br />
<br />
===<big>Splintering Thrust</big>===<br />
[[File:BBCF_Susanoo_SplinteringThrustIcon.png|28px]] {{InputBadge|'''{{clr|C|63214C}}'''}} {{InputBadge|'''Seventh Seal'''}} <br />
{{BBCF Move Card<br />
|input=63214C<br />
|description=<br />
*Often referred to as "God Press" due to its resemblance to The King Of Fighters' Rugal Bernstein and his special of the same name.<br />
*Susano'o pauses for its startup and then charges at the opponent. If it connects, he slams them into the far wall and punches them in a damaging explosion.<br />
*Combo "throw", will not cause purple !! marks for any reason, but does not have 100% minimum damage either.<br />
**As a result, it will deal 2160 outside of combos rather than 3600.<br />
*Can only hit Standing or Crouching opponents.<br />
*Somewhat deceptive animation where the pause at the start looks a bit like his dash startup.<br />
*Certain Counter Hits will combo into it, notably 6D and 6B (first hit) Counterhits<br />
*Can only be followed up with a Rapid cancel, Inevitable Calamity or if it was hit after the first hit of a Fatal {{clr|B|6B}}.<br />
*Counterhit recovery if it misses.<br />
Has exceptionally long range for a command grab, but horrible startup (The 30 Frames listed is only true at point blank range, where you'll likely never use it). This is also coupled with no invulnerabilities, guardpoints or low profiling so you'll have to treat this differently from most commands grabs to get any mileage out of it. Also note that it will generally lose to other command grabs that have greater reach, such as both of Tager's 360s, since Susano's hitbox is pretty much touching range when using this move. However because it can never be throw rejected for any reason, it can be a powerful tool when your opponent is teching since it's easy to get a meaty hit (Where they must start jumping or using a reversal as soon as possible to avoid it). Very powerful if you do land a hit with it since you're guarenteed to corner your opponent with them teching at your feet.<br />
}}<br />
<br />
===<big>Blade of Judgement</big>===<br />
[[File:BBCF_Susanoo_BladeOfJudgementIcon.png|28px]] {{InputBadge|'''{{clr|D|236D}}'''}} {{InputBadge|'''Eighth Seal'''}} <br />
{{BBCF Move Card<br />
|input=236D<br />
|description=<br />
*Wallbounces on Counter Hit.<br />
*Uses the D button but doesn't unlock anything, unlike other drive moves.<br />
A very high priority special worth unlocking as soon as possible. Pressing buttons while grounded becomes scary for the opponent, as a Counter Hit Blade of Judgement will wallbounce them directly into Susano'o for a free combo. Because of your newfound ground control, be prepared to deal with air approaches once your opponent sees that you have this.<br />
<br />
The sword's hitbox extends behind Susano'o. As a result, you can can use it to catch enemies thrown behind him by {{clr|D|6D}} for certain combos and also catch out characters with grounded crossups, such as Azrael's dash.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
===<big>Liberating Dagger</big>===<br />
{{InputBadge|'''{{clr|D|236236D}} (Requires Eighth Seal)'''}}<br />
{{BBCF Move Card<br />
|input=236236D<br />
|description=<br />
*Requires Blade of Judgement unlocked.<br />
*Can function as a reversal super<br />
*Minimum damage: 1120 OD: 1400<br />
<br />
Great for dealing with zoners. A big factor in why Blade of Judgement is such an important unlock. This attack has a huge horizontal hitbox that completely covers the ground, hitting the opponent no matter the distance between them and Susano'o. You can use this as a reversal in some situations, as well as easily blow up anyone who tries to use a super at range. Has better minimum damage than {{clr|D|632146D}} until he has a certain amount of seals.<br />
}}<br />
<br />
===<big>Strike of the Possessed God</big>===<br />
{{InputBadge|'''{{clr|D|632146D}}'''}}<br />
{{BBCF Move Card<br />
|input=632146D<br />
|description=<br />
General purpose reversal super that can add good damage to many combo routes and is very easy to combo into. If the initial attack hits, Susano'o attacks with every unlocked special move in order (Excluding Sundering claws if it is only at level 1) before finishing off with a beam cannon attack. Therefore the damage improves with every unlocked seal, although some add much more damage than others. Can be Rapid Cancelled after the first hit for specific combos, but the opponent will either be put in stagger or bounced high into the air depending on which specials are unlocked. Because each unlocked seal has its own minimum damage, you may want to capitalize your combo in order to unlock the strongest seal if you plan on ending with this super. No followups are possible under any circumstances.<br />
<br />
*Overdrive does not automatically enable all parts of this move to activate, Susano'o will still only use the special moves that have actually been unlocked.<br />
*Overdrive only improves the damage from the final beam cannon and Blade of Judgement (if unlocked)<br />
*If the initial strike finishes the opponent off, the rest of the move is not performed.<br />
*Only the initial strike and the very last hit of the beam cannon can end a round, therefore if they survive the first hit, you're going to be giving them back a lot of burst gauge due to the damage.<br />
*Can only be rapid cancelled on the first hit, the opponent will either be put in stagger or bounced high into the air depending on which specials are unlocked.<br />
*If Sundering Claws is above level 1, the first hit will always stagger the opponent.<br />
*On raw hit, this move will deal anywhere between 2428-4622 normally, 3380-5378 in Overdrive.<br />
*Counterhits will apply the bonus damage to all parts of the move.<br />
<br />
The minimum damage for each seal and their respective levels are as follows:<br />
<br />
*Initial Strike and final beam cannon: 499 (OD 765)<br />
*Sundering Claws: 0 / 75 / 150<br />
*Towering Flame: 75<br />
*Megalith: 75 / 90 / 105<br />
*Hunter's Fang: 120 / 210<br />
*Dancing Dual Kick: 180<br />
*Inevitable Calamity: 312<br />
*Splintering Thrust: 150<br />
*Blade of Judgment: 225 (OD 300)<br />
}}<br />
<br />
===<big>Collapsing Resentment</big>===<br />
{{InputBadge|'''{{clr|D|[2]8D}} during Overdrive'''}}<br />
{{BBCF Move Card<br />
|input=[2]8D<br />
|description=<br />
*Unlocks all of his specials for the remainder of the round. Will not upgrade any specials.<br />
*Guard Points against Body attacks on frames 1-10.<br />
While Susano'o suddenly gaining every special in one fell swoop is a very nice tool to have, the fact that your unlocked specials will still reset at the end of the round as well as requiring Overdrive, on top of its total duration, makes this a fairly situational super. However, using this can be good if you have been put at an early disadvantage to try and get back into the game or as a reason to get good milage out of a short overdrive, since unlocking all of your specials is similar to just having a permanent overdrive. Your opponent may fear trying to punish this since you'll still probably be in overdrive and have access to your exceed accel afterwards.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Bloodspiller</big>===<br />
{{InputBadge|'''{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive'''}}<br />
{{BBCF Move Card<br />
|input=ABCD<br />
|description=<br />
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*315/663 Minimum Damage<br />
*Good Push on block<br />
<br />
Puts Susano'o into Active Flow if he hasn't already entered it once in the round. Has full invulnerability but cannot be Rapid Cancelled. Deals significantly more damage if Susano'o is already in Active Flow.<br />
<br />
Difficult to punish on block without a fast, long reaching poke like Relius or Ragna's 5Bs.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Roar of the Mad King</big>===<br />
{{InputBadge|{{clr|C|2141236C}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=2141236C<br />
|description=<br />
Has a very strange hitbox that stretches to either side of Susano'o, and can be easy to whiff unless the opponent is very close.<br />
<br />
Combos from pretty much anything. Susano'o's Astral Heat is a realistic and practical way to end a match.<br />
<br />
'''Combos From...'''<br />
*All Throws<br />
*{{clr|B|5B}}<br />
*{{clr|B|6B}}<br />
*{{clr|B|2B}}<br />
*{{clr|C|5C}}<br />
*{{clr|C|6C}}<br />
*{{clr|C|2C}}<br />
*{{clr|C|3C}}<br />
*{{clr|D|5D}}<br />
*{{clr|D|6D}}<br />
*{{clr|D|2D}}<br />
*Level 3 Megalith <br />
*Godpress (if they don't recover neutral)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Susanoo}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Susano'o|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}<br />
[[Category:Unga]]</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Susano%27o&diff=448248BBCF/Susano'o2024-03-05T13:01:47Z<p>Manta: /* {{clr|D|4D}} */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=With '''high health, huge damage''', and big buttons, Susano'o is a fan favorite addition to Central Fiction. Susano'o has a wide variety of special moves to aid in combos and neutral. However, all but one of these specials moves are locked at the start of a round. Susano'o's Drive unlocks each of his special moves. He can also "level up" these moves for added properties and damage. Despite his seemingly unwieldy Drive, Susano'o has a simple gameplan with low execution requirements. If all else fails, Susano'o's Overdrive unlocks each of his specials for its duration. With Overdrive, he can convert even the smallest hits into big damage and unlock numerous specials. <br />
<br />
Unfortunately, Susano'o is not without his weaknesses. His large hurtboxes and slow speed can make it difficult for him to contest at close ranges. Additionally, while some of his tools are very powerful, he still needs to go out of his way to unlock them. He also lacks high/low mixup due to his lack of safe lows. As a result, it can be difficult for Susano'o to take back momentum without his Overdrive. With enough patience, Susano'o can make his way through neutral and space out opponents with his huge normals. Susano'o is a solid character with the damage and utility to help anyone succeed.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#Inevitable Calamity|CCCC]] (6F, requires seal)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Towering Flame|623C]] (12F)<br/>[[#Liberating Dagger|236236D]] (15F)<br/>[[#Strike of the Possessed God|632146D]] (16F)<br />
| fatalStarter = [[#6B|6B]]<br/>[[#Megalith|214A]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Divine Warrior<br />
|content=<br />
<center>[[File:BBCF_Susanoo_DriveIcons.png|400px|border]]</center><br />
<center><small>When on P1 side, icons order is left-to-right. On P2 side, it's reversed</small></center><br />
<br />
<br />
Susano'o has eight special moves in total, but starts every round with only the first special move unlocked. Each time he lands a hit with a normal move or universal mechanic, a cursor cycles through the eight icons/seals above his Heat Gauge in numerical order. He begins with no icon highlighted, so for example doing {{clr|A|5A}} > {{clr|B|5B}} > {{clr|C|5C}}, would highlight the third icon (Megalith).<br />
*Looping the cursor past the 8th icon will select the first one again (instead of none).<br />
*When a Normal Drive move hits (or is blocked by) the opponent, the currently highlighted icon becomes unlocked and the cursor is reset.<br />
*Certain icons can be levelled up by unlocking them multiple times, changing their properties and damage.<br />
*If the icon is both unlocked and at max level (if applicable), the next icon is highlighted instead, just like a normal non-Drive hit would.<br />
*Special moves (excluding universal mechanics), Exceed Accels and Distortion Drives do not increment the highlight nor unlock any seals, even if they use the D button to activate them.<br />
*Special moves are available instantly when unlocked and can even be special cancelled from the Drive move that unlocked it.<br />
|header2= Overdrive: Shrieks of the Entombed<br />
|content2=<br />
Susano'o can use all specials at their highest level while Overdrive is active, even if locked, with exception to {{clr|D|236236D}}, which still requires {{clr|D|236D}} (8th seal) to be unlocked. He also gains access to a Distortion Drive that instantly unlocks all of his specials for use outside of Overdrive. Susano'o's Distortion Drives also receive buffs.<br />
}}<br />
</div><br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
*Very slow jab, but +3 on block<br />
*Hits crouchers<br />
*His outstretched arm has no extended hurtbox.<br />
Doesn't gatling into itself, is the slowest {{clr|A|5A}}, and has limited use as an anti-air. In exchange, it hits everyone crouching, is exceptionally plus on block, and has a uniquely disjointed hitbox. A very good choice for going into frame traps due to its frame advantage, and also serves as one of his only jump cancelable normals on block.<br />
<br />
Amazing move to just throw out in neutral as a counterpoke, you can beat Azrael's {{clr|A|236A}}, Mai's {{clr|A|236A}}, stuff a ton of air approaches and because it has a tiny 6F of recovery you most likely won't be whiff punished for it either.<br />
<br />
The strongest aspect of it however is the ability to do completely safe meaties and bait most reversals in the game extremely easily, because of its large amount of active frames and meager 6F recovery you can just meaty {{clr|A|5A}} and block to bait every 9F reversal in the entire game, and most reversals in the game have 9F startup so this is an incredibly strong tool to have and will get you a lot of respect on wakeup to abuse as you see fit (until they have 50 meter, but you still get to block).<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
<br />
*The hitbox actually goes farther than it seems, allowing Susano'o to hit enemies with {{clr|B|5B}} at round start where most characters can't really do much about it except jump away or take a huge risk trying to beat it.<br />
One of the best normals in the entire game for its fantastic speed, active time, reach, options on hit and potential damage. Its great startup (only one frame slower than his {{clr|A|5A}}) and good recovery make this move great in neutral, outranging the majority of similar moves. This will be one of your go-to buttons in many situations. Similar to Ragna's {{clr|B|5B}}, the hitbox does not fully extend until frame 11, so bear this in mind when using it at farther ranges but it also becomes slightly disjointed on later frames as well, making it even stronger at the tip.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 18<br />
}}<br />
*Steps forward and performs a side kick.<br />
*Best damage opener for up-front damage and P1/P2 combination.<br />
<br />
Due to its range, this can be used as a very long poke, but its startup and lengthy recovery make it risky to use outside of combos. Susanoo's best punish if you aren't going to get a counterhit, if you are, use {{clr|B|6B}} instead for its Fatal property.<br />
<br />
By plinking C before B, you are able to cancel the start up of {{clr|C|5C}} into a throw, giving you a little more throw range than usual (a kara throw).<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|C|2C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 10<br />
}}<br />
*Chains into itself 3 times on whiff, block, and hit<br />
One frame faster than his {{clr|A|5A}} and neutral on block, making this your actual "jab" the way other characters think of it. Also great for stagger pressure due to its gatling window. Can be useful to mash at the start of the combo to select the seal you want later in the combo.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
*Hits mid<br />
Unfortunately, Susano'o is saddled with a {{clr|B|2B}} that doesn't hit low. While {{clr|B|5B}} is an overall better poke, {{clr|B|2B}} does have its place in neutral. The hitbox is static unlike {{clr|B|5B}} so you get its max range immediately ({{clr|B|5B}} doesn't fully extend until frame 11), and it can be used as a situational anti-air due to its hitbox and Susano'o's lowered hurtbox. Good blockstring filler if you don't want to use your {{clr|B|5B}} gatlings too early.<br />
<br />
It has foot property, which allows it to stuff moves like Litchi's {{clr|C|421C}}, Hakumen's {{clr|A|623AA}}, Carl 236X and more, which is very useful because while {{clr|C|3C}} can do this that is a much larger risk (for more reward) that you don't want to take as often.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|inactive2= 2<br />
|active3 = 5<br />
|recovery = 22<br />
}}<br />
*Anti-air<br />
*Untech time lasts until the opponent touches the ground on Counter Hit.<br />
Susano'o's dedicated anti-air. It doesn't gain head invulnerability until the active frames begin, however it has a crouching hurtbox from Frame 1.<br />
<br />
Most anti-air {{clr|C|2C}} hits can be be converted into an air combo or {{clr|D|6D}} depending on positioning and the unlocked specials, but scoring a Counter Hit (which, due to this move being two hits is easy to confirm) enables you to go straight into a standard ground combo for solid damage regardless of resources. Also facilitates ground-to-air combos very effectively for both a little extra damage and more hits with which to cycle through seals. The forward movement baked into {{clr|C|2C}} also extends its range, but it can also cause it to whiff against certain jump-ins when Susano'o is cornered. <br />
<br />
In pressure, being jump cancelable on block gives it a lot of use during pressure and makes it fairly safe if blocked.<br />
{{clr|C|2C}} moves Susanoo forward slightly and has useful gatlings into his overhead and low, making it a good centerpiece for your blockstrings.<br />
<br />
Overall a fantastic button owing to its large hitbox, pressure applications, good recovery (relative to its size), and obscene damage on CH or a regular hit with the right seals in stock.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|5C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|isProjectile = true<br />
|recovery = 37<br />
}}<br />
Susanno'o fires a wisp of dark energy that instantly travels across the screen.<br />
<br />
Susano'o's answer to long ranged zoning. Horribly unsafe when used too close to the enemy and doesn't combo into virtually anything. However, it does cancel into {{clr|D|4D}}, and so can be used to quickly unlock or level a special - usually his DP or Sundering Claws. It's a decent poke for this purpose, but be careful not to whiff. Also good for heckling opponents staying at a distance before closing in; you have plenty of time to begin your dash once you land a hit.<br />
<br />
Just don't get carried away with it, as it is very very easy to punish if they happen to airdash over it and you will probably also get counterhit.<br />
<br />
*Has zero vertical coverage, and opponents may low profile it.<br />
*Has a projectile guard point and thus will remove one hit from any projectile, regardless of level. Can even destroy one of Hakumen's {{MiniMoveCard|game=BBCF|chara=Hakumen|input=Fuumajin|label=Fuumajins}}. If a projectile is hit, this move cannot then hit the opponent. The opponent's projectile is considered blocked rather than clashed, so they may be able to cancel their projectile into others depending on what was blocked. Will defeat strike+projectile moves however.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 4<br />
|inactive2= 11<br />
|active3 = 5<br />
|recovery = 10<br />
}}<br />
*Fatal Counter<br />
*Hits twice.<br />
<br />
The go-to big punish starter and a very obnoxious normal to throw out from time to time.<br />
<br />
This attack moves Susano'o forward a sizeable amount, allowing him to stay in his opponent's face. If you abuse it too much savvy opponents will manage to jump over it and punish, but for many characters this is a huge risk as getting hit by it in the air is an outrageously easy convert for Susanoo and he will almost certainly end the combo in the corner. It shines in pressure thanks to good frame advantage (+4!!!) and gatling options. Due to generous untech time as well as a very good P2, this normal is also virtually omnipresent in all of your strongest combos.<br />
<br />
If the opponent isn't good at instant blocking this move will destroy them, as if you press {{clr|B|5B}} afterwards it only leaves a 5F gap on normal block (8F on instant block) meaning they have to take enormous risks to escape. If they do instant block it, then you can make use of your great gatlings and +1 on block situation after it to still exert pressure on them.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 4<br />
|recovery = 20<br />
}}<br />
*Hits high.<br />
*Forces crouching on ground hit and hard knockdown on air hit.<br />
Slower startup than his {{clr|D|6D}} (though see notes on that move too), but significantly safer on block; even if you block it, he has access to {{clr|D|5D}}, {{clr|D|2D}}, and {{clr|D|6D}}. {{clr|C|6C}}>{{clr|D|5D}} is a true blockstring even on instant block, though it can be highly vulnerable to OD. You'll use this in mixups as well as combos, such as to convert stray Counter Hits on an airborne opponent into a ground combo. {{clr|C|6C}} has 20 frames of blockstun on normal block, so it allows you to make your opponent block the initial part of {{clr|D|6D}} if you chain into it immediately, thus forcing them to react to a 20f overhead (with very little animation that early) instead of a 26f one and if you hold Crush Trigger as the {{clr|D|6D}} it hits, you don't even need to hitconfirm it to get massive damage.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|inactive2= 8<br />
|active3 = 4<br />
|recovery = 23<br />
}}<br />
*Hits low, and hits twice.<br />
*Has soft knockdown on regular hit and hard knockdown on Counter Hit.<br />
An invaluable mixup tool despite its shortcomings. Use it to keep your opponent honest amidst the plethora of overheads at your disposal. Unless you score a Counter Hit, you'll need your Crush Trigger or other tools like upgraded {{clr|A|236A}}, {{clr|B|236B}} or {{clr|D|236D}} to earn any strong damage from connecting with this.<br />
<br />
Due to its overall long animation it sees limited use in neutral, but it can see occasional use as a very long-reaching, low-hitting attack that also puts Susano'o relatively close to the floor.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 5<br />
|recovery = 15<br />
}}<br />
*This move has a diagonal hitbox extending across both hands.<br />
Very good air normal due to its hitbox and active frames. This is your main air-to-air option and hits in certain spots that {{clr|B|j.B}} can't. while also being your primary choice for fuzzies due to its speed.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 4<br />
|recovery = 22<br />
}}<br />
*Decent diagonal range.<br />
A hitbox slanting downwards makes this good for jump-ins, though it doesn't fare well against opponents higher than Susano'o and might not hit opponents below him if they're too close. A lot of Susano'o's basic normals are jump-cancellable, so you have a lot of opportunities to use this for jump-in pressure. Also serves as decent air combo filler, and can be used for fuzzies if you want a higher reward.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|inactive2= 2<br />
|active3 = 3<br />
|recovery = 23<br />
}}<br />
*Hits twice. Second hit leads to soft knockdown.<br />
An absurdly good air button, how you use this move can dictate a lot of the match as many characters have to play around and deal with this move very carefully so as to avoid getting swatted out of the air at any point, it hits both above and below itself at different points and as such covers a gigantic portion of the screen, simply doing air dash and then {{clr|C|j.C}} is a very strong play so long as you don't get too predictable with it, as it allows you to get in quite easily from a variety of screen positions while the opponent has to be ready for it.<br />
<br />
In combos it is a great tool for cycling through seals to get what you want before going into {{clr|D|j.D}} to unlock/upgrade a special. Keep in mind that the lower part of the hitbox does not become active until frame 16. In normal air combos you'll want to ensure the second hit comes out to push them downwards so {{clr|D|j.D}} connects.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}<br />
}}<br />
<br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|recovery = 28<br />
}}<br />
*Wallbounces on air hit.<br />
Gatlings into {{clr|D|6D}} and {{clr|D|2D}} - and unlike those moves, also has special/OD cancels available on block. Due to its slow startup and long recovery, it is dangerous to use in a blockstring if your opponent has OD or resources. However, if they don't use or have said options, it has good enough pushback to be a decent blockstring ender despite being negative on block - moreso if your opponent likes to barrier. If they start attacking you after blocking this you can use {{clr|D|2D}} or your special moves to frame trap them for attempting to punish you or make yourself safe. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 5<br />
|recovery = 22<br />
}}<br />
*Hits low.<br />
*Hard knockdown<br />
Fills a similar niche to {{clr|C|3C}} as one of your very few lows, and also puts Susano'o fairly close to the ground. However, {{clr|D|2D}} can only cancel into specials and Overdrive on hit; if your opponent blocks, the only way to cancel is with a Rapid. Since its knockdown is the same on regular and Counter Hit, unlocks or other resources will be necessary to convert a {{clr|D|2D}} hit into anything meaningful. While you can hardly afford to disregard the low options you get, hold onto this one until you know you can catch someone sleeping on it and turn it into something big.<br />
<br />
Regardless of its utility as a mixup, it makes for a good combo tool later into the round thanks to its hard knockdown enabling you to go into many specials off it without much concern.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 3<br />
|inactive2= 3<br />
|active3 = 1<br />
|recovery = 26<br />
}}<br />
This move cancels well into many other useful moves such as Crush Trigger, Sundering Claws, Hunter's Fang, and Dancing Dual Kick (But only on hit). As a result, many combos go into this before branching into whatever specific route is available in the situation, making this a staple in your extended combo game. Keep in mind where your opponent is when you use it, as your available routes may depend on the type of knockdown you get (e.g. {{clr|D|6D}} > Crush Trigger/lvl 1 Hunter's Fang will fail if they groundslide away midscreen).<br />
<br />
While {{clr|D|6D}} has similar shortcomings to {{clr|D|2D}} in its lack of cancels on block, its good range and pushback can also make it a deceptively good overhead, though spacing will be necessary if you plan to use this in pressure without getting lit up. Beware of Overdrive if your opponent has it, as {{clr|D|6D}}'s slow startup and overall long animation makes it easy pickings.<br />
<br />
* Hits crouching opponents on frame 26.<br />
** Also hits faraway opponents on frame 26, and is -8 on block.<br />
*Initial hitboxes are above Susano'o's head and may send airborne opponents flying behind him. Not a worthwhile anti-air.<br />
*Crumples on ground hit on frames 20-22, hard knockdowns for the rest of the active frames, and groundslides on air hit.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
{{BBCF Move Card<br />
|input=4D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 42<br />
}}<br />
*Not an attack.<br />
*On Frame 16, behaves as if Susano'o hit with a drive move for the purposes of unlocking seals.<br />
*Counterhit state for the entire move.<br />
<br />
Typically used as a followup to {{clr|A|6A}} on hit and block, or to quickly grab a highlighted icon in neutral if you have a moment. However, you can also use it to cut most combos short if you desperately want access to a certain special and other Drive moves might not yield it for one reason or another. Puts the pressure on your opponent to come towards you while at long range neutral since they'll unlikely want to watch you slowly unlock every special move. <br />
<br />
When using this at long distances, you want to go for unlocking major specials like Dancing Dual Kick, which lets you handle routing without much trouble. Do be careful of using this predictably however, the animation cannot be manually cut short and you'll always eat a counterhit if hit during the move.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 6<br />
|recovery = 21<br />
}}<br />
*Has hitboxes all around his body, but short range in all directions compared to his other air normals.<br />
<br />
<br />
You'll use this as an air combo ender more than anything else to unlock seals or tack on damage without Hunter's Fang, as ground-to-air combos give you great control over which seal you want to unlock. The nature of its hitbox also makes it good for the occasional crossup, though it doesn't have the bonus of also hitting high like most air crossups. It also doubles as his overall safest option to unlock during pressure. While it has landing recovery, your frame advantage can range from negative on block to a maximum of +9 on block when done perfectly.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|'''{{clr|B|5B}}+{{clr|C|C}}'''}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*100% minimum damage<br />
*Launches the opponent high in the air<br />
Untech time lasts until the opponent touches the ground, so you can go for a standard combo from the ground or jump into an air combo to begin with if Hunter's Fang is unlocked. Also combos effortlessly into his Astral if it's available.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|'''{{clr|B|4B}}+{{clr|C|C}}'''}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*100% minimum damage<br />
*Grabs the opponent and drops them behind himself before turning and punching them in the gut. Wallbounces at midscreen, wallsticks in the corner.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|'''{{clr|B|j.B}}+{{clr|C|C}}'''}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*100% minimum damage<br />
*Launches opponent in the air<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|'''{{clr|A|6A}}+{{clr|B|B}} while Blocking'''}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*Uses {{clr|D|5D}}'s animation<br />
<br />
Susano'o usually has to work for his defensive options, and this is no exception. The good news is that it shares its animation and hitboxes with the fairly generous {{clr|D|5D}}, so you can use this to get out of a sticky situation if you don't mind spending the meter.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|'''{{clr|A|5A}}+{{clr|B|B}} (Chargeable)'''}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*Causes Guard Crush on normal block. Will drain a portion of the Barrier Gauge when Barrier Blocked, and can be charged to drain even more.<br />
*Hard Knockdown on air hit<br />
Links into {{clr|B|6B}} during combos on all characters. Susano'o has good meter gain and it isn't difficult to incorporate this move into most of his combo routes, so you can get good mileage out of his Crush Trigger if you want to. Useful after Drive buttons as it'll allow more flexible control over which seal to unlock next. Note that a slightly or fully charged Crush Trigger has significantly less proration than an uncharged Crush Trigger, so use the former in combos whenever possible. As an actual guard crushing move, it gets rendered rather redundant if you have megalith powered up, but its uncharged version is particularly useful for setting up an untechable throw, seeing as Susano'o moves forward quite a bit during this attack, putting him in the ideal range for it.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Sundering Claws</big>=== <br />
[[File:BBCF_Susanoo_SunderingClawsIcon.png|28px]] {{InputBadge|'''{{clr|A|236A}}'''}} {{InputBadge|'''First Seal'''}} <br />
{{BBCF Move Card<br />
|input=236A Lv1,236A Lv2,236A Lv3 |versioned=input<br />
|description=<br />
*Short dashing shoulder tackle (Shoulder bite?)<br />
*At level 2, the lunge covers much more distance, more active frames, and links into {{clr|A|2A}} in the corner.<br />
*At level 3, Susano'o automatically follows up on hit with a launching slash and links into {{clr|A|5A}}/{{clr|A|2A}} anywhere.<br />
*Recovery frames immediately begin on hit/block.<br />
Opponents won't be able to punish this without instant blocking. You can occasionally try using this to frame trap opponents after more negative moves such as {{clr|C|3C}}, but don't expect to get away with it forever.<br />
<br />
You'll likely use this as a combo ender early into a match if you can't go into an air combo route. Once leveled up, it instead becomes a good combo extender that lets you get a strong confirm off almost any hit. Keep in mind that depending on your opponent's height when Sundering Claws connects, you might be able to link moves at levels you would otherwise be incapable of.<br />
}}<br />
<br />
===<big>Towering Flame</big>===<br />
[[File:BBCF_Susanoo_ToweringFlameIcon.png|28px]] {{InputBadge|'''{{clr|C|623C}}'''}} {{InputBadge|'''Second Seal'''}} <br />
{{BBCF Move Card<br />
|input=623C<br />
|description=<br />
*Reversal<br />
*Has a hitbox that extends behind Susano'o<br />
*Treated as a projectile.<br />
A massive reversal mercifully placed on this second seal icon that strikes the fear of god into most characters pressuring you once you unlock it, entirely changing Susanoo from a "very easy to pressure character" to "risky to pressure for too long".<br />
<br />
This move is utterly huge, is dripping with invul, does big damage and can lead into 5K+ damage very easily with 100 meter + OD, which isn't as situational as it might sound at first and even with less resources a simple combo like DP > rapid > {{clr|B|5B}} > {{clr|C|2C}} > air series does over 3K and gets real oki without seals. A fairly strong mixup is to simply walk up to your opponent as they tech and do {{clr|C|623C}} > rapid > throw, this will beat most of the reversals in the game and it will also make anyone using the throw OS get a Throw Reject Miss, if the DP hits you will whiff throw and still have time to press {{clr|B|5B}} for a full combo as they come down.<br />
}}<br />
<br />
===<big>Megalith</big>===<br />
[[File:BBCF_Susanoo_MegalithIcon.png|28px]] {{InputBadge|'''{{clr|A|214A}}'''}} {{InputBadge|'''Third Seal'''}} <br />
{{BBCF Move Card<br />
|input=214A Lv1,214A Lv2,214A Lv3 |versioned=input<br />
|description=<br />
*Fatal Counter<br />
*Level 3 guard crushes normal guard.<br />
*Guard crushed opponent recovers 20 frames after Susano'o.<br />
*Ruptures the ground with a powerful kick, creating a wave of dark energy.<br />
<br />
Level 1 version is very good at helping making certain normals safer to use such as {{clr|C|3C}} and {{clr|D|5D}}, as well as giving you access to an option with frame advantage from normals that would otherwise lack such an option. It helps that your hurtboxes don't extend forward too much. However, it has a lot of pushback on barrier guard, limiting its use as a pressure extender. Very plus on block at higher levels, but becomes very slow as well. Can be used in combos but mostly corner combos. Level 3 version can be used in specific midscreen combos, but these are mainly reserved for OD.<br />
}}<br />
<br />
===<big>Hunter's Fang</big>===<br />
[[File:BBCF_Susanoo_HuntersFangIcon.png|28px]] {{InputBadge|'''{{clr|B|214B}} (Air OK)'''}} {{InputBadge|'''Fourth Seal'''}} <br />
{{BBCF Move Card<br />
|input=214B Lv1,214B Lv2,j.214B Lv1,j.214B Lv2 |versioned=input<br />
|description=<br />
*Susano'o performs a falling spindash that carries the opponent to the ground for a hard knockdown. Hits high.<br />
*Grounded version has foot invulnerability while Susano'o is airborne. Air version hits multiple times.<br />
*At level 2, lands with an additional plume of energy that knocks the opponent into the air. This projectile spawns on the frame Susano'o lands and persists for 8 frames.<br />
<br />
A powerful move with many applications worth investing into for the aggressive Susano'o. It can be used at any level to confirm air-to-air hits into ground combos, to replace {{clr|D|j.D}} as an air combo ender for more damage, and as an overhead starter that leads to huge damage.<br />
<br />
At level 1, its bounce always links into {{clr|B|5B}}, and {{clr|C|2C}} on most characters as well as being a nice air ender.<br />
At level 2, this move is utterly deranged and you can be a complete and total degenerate in how you choose to abuse it, the projectile it creates hits essentially the entire screen vertically where it appears. If only the projectile portion connects, Susano'o will not experience hitstop, effectively reducing the move's recovery by 11 frames and making it go from -10 on block to +1. Spacing it far enough for this to occur is very easy, just do a long blockstring ending in {{clr|D|5D}}/{{clr|C|3C}}, if your opponent barrier blocks it becomes even easier to space this.<br />
<br />
The massive projectile is also very easy to convert from on hit, stray hits depending on height can go into {{clr|B|6B}}, {{clr|D|6D}} and {{clr|C|2C}} and from the overhead itself on the ground you get great damage on an extremely easy to confirm hit.<br />
<br />
Both in neutral and in pressure, Level 2 is one of the most obnoxious moves in the game as your opponent has to be extremely prepared to deal with it while it really isn't a crazy risk to just throw out there, just don't assume it will play the entire game for you since it CAN still be avoided, albeit at that stage they have to be doing some risky movement in anticipation.<br />
}}<br />
<br />
===<big>Dancing Dual Kick</big>===<br />
[[File:BBCF_Susanoo_DancingDualKickIcon.png|28px]] {{InputBadge|'''{{clr|B|236B}}'''}} {{InputBadge|'''Fifth Seal'''}} <br />
{{BBCF Move Card<br />
|input=236B<br />
|description=<br />
*Susano'o charges at the opponent and then performs a powerful kick that knocks them into the air. Hits low.<br />
*Jump cancelleable on final hit. Jump cancel as soon as possible, since late jump cancel doesn't retain second air action.<br />
<br />
Often called '''Ground Viper''', named after a special attack from Guilty Gear's Sol Badguy.<br />
This move's blockstun forces opponents to block every individual hit but the last as a low, also making it one of Susanoo's few low hitting attacks. Arguably, one of Susanoo's more important unlocks as it allows him a lot of control over which seal he is able to unlock next. While slower on startup and significantly worse on block/whiff than level 3 Sundering Claws, this special only needs to be unlocked once to be used at full power, tacks on a good amount of extra damage, and serves as a strong combo extender.<br />
<br />
Extremely useful to catch people doing fuzzy jumps or anything that isn't exclusively holding downback during your pressure, just don't do it too often without 50 meter to cancel it.<br />
}}<br />
<br />
===<big>Inevitable Calamity</big>===<br />
[[File:BBCF_Susanoo_InevitableCalamityIcon.png|28px]] {{InputBadge|'''Mash {{clr|C|C}}'''}} {{InputBadge|'''Sixth Seal'''}} <br />
{{BBCF Move Card<br />
|input=CCCC<br />
|description=<br />
*Generates a stationary projectile orb in front of Susanno that hits repeatedly<br />
*{{clr|C|C}} must be mashed at least 4 times within approximately 30F for the move to activate. The startup of {{clr|C|5C}} and {{clr|C|6C}} (but no other moves) can be kara-cancelled into this move, making it possible to activate at neutral. Doing this also causes Susano'o to step forward somewhat before the move activates, depending on how rapidly you mash and which move you kara-cancel from.<br />
*Mashing {{clr|C|C}} extends the duration of the attack. Pressing {{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} will end the attack and go into recovery.<br />
*Absorbs projectiles and has good chip damage, but high pushback.<br />
*Awkward input that can be tricky to activate on demand and can also activate accidentally if you aren't being disciplined with your inputs during other combos.<br />
*In spite of all this, Susanno's fastest move.<br />
<br />
A good move to go for due to its fast startup, and the ability for you to cancel it whenever you like by pressing B+{{clr|C|C}}+{{clr|D|D}}. While it's frame advantage is lackluster, the pushback on block combined with the ability to cancel makes it rather safe. Sees limited use during combos due to its scaling. It is -6 on block if canceled with B+{{clr|C|C}}+{{clr|D|D}}. You have good control on when the move goes into recovery so it allows you to cover holes in pressure. Also one of the more damaging hits during Strike of the Possessed God (See below)<br />
}}<br />
<br />
===<big>Splintering Thrust</big>===<br />
[[File:BBCF_Susanoo_SplinteringThrustIcon.png|28px]] {{InputBadge|'''{{clr|C|63214C}}'''}} {{InputBadge|'''Seventh Seal'''}} <br />
{{BBCF Move Card<br />
|input=63214C<br />
|description=<br />
*Often referred to as "God Press" due to its resemblance to The King Of Fighters' Rugal Bernstein and his special of the same name.<br />
*Susano'o pauses for its startup and then charges at the opponent. If it connects, he slams them into the far wall and punches them in a damaging explosion.<br />
*Combo "throw", will not cause purple !! marks for any reason, but does not have 100% minimum damage either.<br />
**As a result, it will deal 2160 outside of combos rather than 3600.<br />
*Can only hit Standing or Crouching opponents.<br />
*Somewhat deceptive animation where the pause at the start looks a bit like his dash startup.<br />
*Certain Counter Hits will combo into it, notably 6D and 6B (first hit) Counterhits<br />
*Can only be followed up with a Rapid cancel, Inevitable Calamity or if it was hit after the first hit of a Fatal {{clr|B|6B}}.<br />
*Counterhit recovery if it misses.<br />
Has exceptionally long range for a command grab, but horrible startup (The 30 Frames listed is only true at point blank range, where you'll likely never use it). This is also coupled with no invulnerabilities, guardpoints or low profiling so you'll have to treat this differently from most commands grabs to get any mileage out of it. Also note that it will generally lose to other command grabs that have greater reach, such as both of Tager's 360s, since Susano's hitbox is pretty much touching range when using this move. However because it can never be throw rejected for any reason, it can be a powerful tool when your opponent is teching since it's easy to get a meaty hit (Where they must start jumping or using a reversal as soon as possible to avoid it). Very powerful if you do land a hit with it since you're guarenteed to corner your opponent with them teching at your feet.<br />
}}<br />
<br />
===<big>Blade of Judgement</big>===<br />
[[File:BBCF_Susanoo_BladeOfJudgementIcon.png|28px]] {{InputBadge|'''{{clr|D|236D}}'''}} {{InputBadge|'''Eighth Seal'''}} <br />
{{BBCF Move Card<br />
|input=236D<br />
|description=<br />
*Wallbounces on Counter Hit.<br />
*Uses the D button but doesn't unlock anything, unlike other drive moves.<br />
A very high priority special worth unlocking as soon as possible. Pressing buttons while grounded becomes scary for the opponent, as a Counter Hit Blade of Judgement will wallbounce them directly into Susano'o for a free combo. Because of your newfound ground control, be prepared to deal with air approaches once your opponent sees that you have this.<br />
<br />
The sword's hitbox extends behind Susano'o. As a result, you can can use it to catch enemies thrown behind him by {{clr|D|6D}} for certain combos and also catch out characters with grounded crossups, such as Azrael's dash.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
===<big>Liberating Dagger</big>===<br />
{{InputBadge|'''{{clr|D|236236D}} (Requires Eighth Seal)'''}}<br />
{{BBCF Move Card<br />
|input=236236D<br />
|description=<br />
*Requires Blade of Judgement unlocked.<br />
*Can function as a reversal super<br />
*Minimum damage: 1120 OD: 1400<br />
<br />
Great for dealing with zoners. A big factor in why Blade of Judgement is such an important unlock. This attack has a huge horizontal hitbox that completely covers the ground, hitting the opponent no matter the distance between them and Susano'o. You can use this as a reversal in some situations, as well as easily blow up anyone who tries to use a super at range. Has better minimum damage than {{clr|D|632146D}} until he has a certain amount of seals.<br />
}}<br />
<br />
===<big>Strike of the Possessed God</big>===<br />
{{InputBadge|'''{{clr|D|632146D}}'''}}<br />
{{BBCF Move Card<br />
|input=632146D<br />
|description=<br />
General purpose reversal super that can add good damage to many combo routes and is very easy to combo into. If the initial attack hits, Susano'o attacks with every unlocked special move in order (Excluding Sundering claws if it is only at level 1) before finishing off with a beam cannon attack. Therefore the damage improves with every unlocked seal, although some add much more damage than others. Can be Rapid Cancelled after the first hit for specific combos, but the opponent will either be put in stagger or bounced high into the air depending on which specials are unlocked. Because each unlocked seal has its own minimum damage, you may want to capitalize your combo in order to unlock the strongest seal if you plan on ending with this super. No followups are possible under any circumstances.<br />
<br />
*Overdrive does not automatically enable all parts of this move to activate, Susano'o will still only use the special moves that have actually been unlocked.<br />
*Overdrive only improves the damage from the final beam cannon and Blade of Judgement (if unlocked)<br />
*If the initial strike finishes the opponent off, the rest of the move is not performed.<br />
*Only the initial strike and the very last hit of the beam cannon can end a round, therefore if they survive the first hit, you're going to be giving them back a lot of burst gauge due to the damage.<br />
*Can only be rapid cancelled on the first hit, the opponent will either be put in stagger or bounced high into the air depending on which specials are unlocked.<br />
*If Sundering Claws is above level 1, the first hit will always stagger the opponent.<br />
*On raw hit, this move will deal anywhere between 2428-4622 normally, 3380-5378 in Overdrive.<br />
*Counterhits will apply the bonus damage to all parts of the move.<br />
<br />
The minimum damage for each seal and their respective levels are as follows:<br />
<br />
*Initial Strike and final beam cannon: 499 (OD 765)<br />
*Sundering Claws: 0 / 75 / 150<br />
*Towering Flame: 75<br />
*Megalith: 75 / 90 / 105<br />
*Hunter's Fang: 120 / 210<br />
*Dancing Dual Kick: 180<br />
*Inevitable Calamity: 312<br />
*Splintering Thrust: 150<br />
*Blade of Judgment: 225 (OD 300)<br />
}}<br />
<br />
===<big>Collapsing Resentment</big>===<br />
{{InputBadge|'''{{clr|D|[2]8D}} during Overdrive'''}}<br />
{{BBCF Move Card<br />
|input=[2]8D<br />
|description=<br />
*Unlocks all of his specials for the remainder of the round. Will not upgrade any specials.<br />
*Guard Points against Body attacks on frames 1-10.<br />
While Susano'o suddenly gaining every special in one fell swoop is a very nice tool to have, the fact that your unlocked specials will still reset at the end of the round as well as requiring Overdrive, on top of its total duration, makes this a fairly situational super. However, using this can be good if you have been put at an early disadvantage to try and get back into the game or as a reason to get good milage out of a short overdrive, since unlocking all of your specials is similar to just having a permanent overdrive. Your opponent may fear trying to punish this since you'll still probably be in overdrive and have access to your exceed accel afterwards.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Bloodspiller</big>===<br />
{{InputBadge|'''{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive'''}}<br />
{{BBCF Move Card<br />
|input=ABCD<br />
|description=<br />
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*315/663 Minimum Damage<br />
*Good Push on block<br />
<br />
Puts Susano'o into Active Flow if he hasn't already entered it once in the round. Has full invulnerability but cannot be Rapid Cancelled. Deals significantly more damage if Susano'o is already in Active Flow.<br />
<br />
Difficult to punish on block without a fast, long reaching poke like Relius or Ragna's 5Bs.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Roar of the Mad King</big>===<br />
{{InputBadge|{{clr|C|2141236C}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=2141236C<br />
|description=<br />
Has a very strange hitbox that stretches to either side of Susano'o, and can be easy to whiff unless the opponent is very close.<br />
<br />
Combos from pretty much anything. Susano'o's Astral Heat is a realistic and practical way to end a match.<br />
<br />
'''Combos From...'''<br />
*All Throws<br />
*{{clr|B|5B}}<br />
*{{clr|B|6B}}<br />
*{{clr|B|2B}}<br />
*{{clr|C|5C}}<br />
*{{clr|C|6C}}<br />
*{{clr|C|2C}}<br />
*{{clr|C|3C}}<br />
*{{clr|D|5D}}<br />
*{{clr|D|6D}}<br />
*{{clr|D|2D}}<br />
*Level 3 Megalith <br />
*Godpress (if they don't recover neutral)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Susanoo}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Susano'o|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}<br />
[[Category:Unga]]</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Susano%27o&diff=448247BBCF/Susano'o2024-03-05T12:55:57Z<p>Manta: /* {{clr|A|2A}} */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=With '''high health, huge damage''', and big buttons, Susano'o is a fan favorite addition to Central Fiction. Susano'o has a wide variety of special moves to aid in combos and neutral. However, all but one of these specials moves are locked at the start of a round. Susano'o's Drive unlocks each of his special moves. He can also "level up" these moves for added properties and damage. Despite his seemingly unwieldy Drive, Susano'o has a simple gameplan with low execution requirements. If all else fails, Susano'o's Overdrive unlocks each of his specials for its duration. With Overdrive, he can convert even the smallest hits into big damage and unlock numerous specials. <br />
<br />
Unfortunately, Susano'o is not without his weaknesses. His large hurtboxes and slow speed can make it difficult for him to contest at close ranges. Additionally, while some of his tools are very powerful, he still needs to go out of his way to unlock them. He also lacks high/low mixup due to his lack of safe lows. As a result, it can be difficult for Susano'o to take back momentum without his Overdrive. With enough patience, Susano'o can make his way through neutral and space out opponents with his huge normals. Susano'o is a solid character with the damage and utility to help anyone succeed.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#Inevitable Calamity|CCCC]] (6F, requires seal)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Towering Flame|623C]] (12F)<br/>[[#Liberating Dagger|236236D]] (15F)<br/>[[#Strike of the Possessed God|632146D]] (16F)<br />
| fatalStarter = [[#6B|6B]]<br/>[[#Megalith|214A]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Divine Warrior<br />
|content=<br />
<center>[[File:BBCF_Susanoo_DriveIcons.png|400px|border]]</center><br />
<center><small>When on P1 side, icons order is left-to-right. On P2 side, it's reversed</small></center><br />
<br />
<br />
Susano'o has eight special moves in total, but starts every round with only the first special move unlocked. Each time he lands a hit with a normal move or universal mechanic, a cursor cycles through the eight icons/seals above his Heat Gauge in numerical order. He begins with no icon highlighted, so for example doing {{clr|A|5A}} > {{clr|B|5B}} > {{clr|C|5C}}, would highlight the third icon (Megalith).<br />
*Looping the cursor past the 8th icon will select the first one again (instead of none).<br />
*When a Normal Drive move hits (or is blocked by) the opponent, the currently highlighted icon becomes unlocked and the cursor is reset.<br />
*Certain icons can be levelled up by unlocking them multiple times, changing their properties and damage.<br />
*If the icon is both unlocked and at max level (if applicable), the next icon is highlighted instead, just like a normal non-Drive hit would.<br />
*Special moves (excluding universal mechanics), Exceed Accels and Distortion Drives do not increment the highlight nor unlock any seals, even if they use the D button to activate them.<br />
*Special moves are available instantly when unlocked and can even be special cancelled from the Drive move that unlocked it.<br />
|header2= Overdrive: Shrieks of the Entombed<br />
|content2=<br />
Susano'o can use all specials at their highest level while Overdrive is active, even if locked, with exception to {{clr|D|236236D}}, which still requires {{clr|D|236D}} (8th seal) to be unlocked. He also gains access to a Distortion Drive that instantly unlocks all of his specials for use outside of Overdrive. Susano'o's Distortion Drives also receive buffs.<br />
}}<br />
</div><br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
*Very slow jab, but +3 on block<br />
*Hits crouchers<br />
*His outstretched arm has no extended hurtbox.<br />
Doesn't gatling into itself, is the slowest {{clr|A|5A}}, and has limited use as an anti-air. In exchange, it hits everyone crouching, is exceptionally plus on block, and has a uniquely disjointed hitbox. A very good choice for going into frame traps due to its frame advantage, and also serves as one of his only jump cancelable normals on block.<br />
<br />
Amazing move to just throw out in neutral as a counterpoke, you can beat Azrael's {{clr|A|236A}}, Mai's {{clr|A|236A}}, stuff a ton of air approaches and because it has a tiny 6F of recovery you most likely won't be whiff punished for it either.<br />
<br />
The strongest aspect of it however is the ability to do completely safe meaties and bait most reversals in the game extremely easily, because of its large amount of active frames and meager 6F recovery you can just meaty {{clr|A|5A}} and block to bait every 9F reversal in the entire game, and most reversals in the game have 9F startup so this is an incredibly strong tool to have and will get you a lot of respect on wakeup to abuse as you see fit (until they have 50 meter, but you still get to block).<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
<br />
*The hitbox actually goes farther than it seems, allowing Susano'o to hit enemies with {{clr|B|5B}} at round start where most characters can't really do much about it except jump away or take a huge risk trying to beat it.<br />
One of the best normals in the entire game for its fantastic speed, active time, reach, options on hit and potential damage. Its great startup (only one frame slower than his {{clr|A|5A}}) and good recovery make this move great in neutral, outranging the majority of similar moves. This will be one of your go-to buttons in many situations. Similar to Ragna's {{clr|B|5B}}, the hitbox does not fully extend until frame 11, so bear this in mind when using it at farther ranges but it also becomes slightly disjointed on later frames as well, making it even stronger at the tip.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 18<br />
}}<br />
*Steps forward and performs a side kick.<br />
*Best damage opener for up-front damage and P1/P2 combination.<br />
<br />
Due to its range, this can be used as a very long poke, but its startup and lengthy recovery make it risky to use outside of combos. Susanoo's best punish if you aren't going to get a counterhit, if you are, use {{clr|B|6B}} instead for its Fatal property.<br />
<br />
By plinking C before B, you are able to cancel the start up of {{clr|C|5C}} into a throw, giving you a little more throw range than usual (a kara throw).<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|C|2C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 10<br />
}}<br />
*Chains into itself 3 times on whiff, block, and hit<br />
One frame faster than his {{clr|A|5A}} and neutral on block, making this your actual "jab" the way other characters think of it. Also great for stagger pressure due to its gatling window. Can be useful to mash at the start of the combo to select the seal you want later in the combo.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
*Hits mid<br />
Unfortunately, Susano'o is saddled with a {{clr|B|2B}} that doesn't hit low. While {{clr|B|5B}} is an overall better poke, {{clr|B|2B}} does have its place in neutral. The hitbox is static unlike {{clr|B|5B}} so you get its max range immediately ({{clr|B|5B}} doesn't fully extend until frame 11), and it can be used as a situational anti-air due to its hitbox and Susano'o's lowered hurtbox. Good blockstring filler if you don't want to use your {{clr|B|5B}} gatlings too early.<br />
<br />
It has foot property, which allows it to stuff moves like Litchi's {{clr|C|421C}}, Hakumen's {{clr|A|623AA}}, Carl 236X and more, which is very useful because while {{clr|C|3C}} can do this that is a much larger risk (for more reward) that you don't want to take as often.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|inactive2= 2<br />
|active3 = 5<br />
|recovery = 22<br />
}}<br />
*Anti-air<br />
*Untech time lasts until the opponent touches the ground on Counter Hit.<br />
Susano'o's dedicated anti-air. It doesn't gain head invulnerability until the active frames begin, however it has a crouching hurtbox from Frame 1.<br />
<br />
Most anti-air {{clr|C|2C}} hits can be be converted into an air combo or {{clr|D|6D}} depending on positioning and the unlocked specials, but scoring a Counter Hit (which, due to this move being two hits is easy to confirm) enables you to go straight into a standard ground combo for solid damage regardless of resources. Also facilitates ground-to-air combos very effectively for both a little extra damage and more hits with which to cycle through seals. The forward movement baked into {{clr|C|2C}} also extends its range, but it can also cause it to whiff against certain jump-ins when Susano'o is cornered. <br />
<br />
In pressure, being jump cancelable on block gives it a lot of use during pressure and makes it fairly safe if blocked.<br />
{{clr|C|2C}} moves Susanoo forward slightly and has useful gatlings into his overhead and low, making it a good centerpiece for your blockstrings.<br />
<br />
Overall a fantastic button owing to its large hitbox, pressure applications, good recovery (relative to its size), and obscene damage on CH or a regular hit with the right seals in stock.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|5C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|isProjectile = true<br />
|recovery = 37<br />
}}<br />
Susanno'o fires a wisp of dark energy that instantly travels across the screen.<br />
<br />
Susano'o's answer to long ranged zoning. Horribly unsafe when used too close to the enemy and doesn't combo into virtually anything. However, it does cancel into {{clr|D|4D}}, and so can be used to quickly unlock or level a special - usually his DP or Sundering Claws. It's a decent poke for this purpose, but be careful not to whiff. Also good for heckling opponents staying at a distance before closing in; you have plenty of time to begin your dash once you land a hit.<br />
<br />
Just don't get carried away with it, as it is very very easy to punish if they happen to airdash over it and you will probably also get counterhit.<br />
<br />
*Has zero vertical coverage, and opponents may low profile it.<br />
*Has a projectile guard point and thus will remove one hit from any projectile, regardless of level. Can even destroy one of Hakumen's {{MiniMoveCard|game=BBCF|chara=Hakumen|input=Fuumajin|label=Fuumajins}}. If a projectile is hit, this move cannot then hit the opponent. The opponent's projectile is considered blocked rather than clashed, so they may be able to cancel their projectile into others depending on what was blocked. Will defeat strike+projectile moves however.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 4<br />
|inactive2= 11<br />
|active3 = 5<br />
|recovery = 10<br />
}}<br />
*Fatal Counter<br />
*Hits twice.<br />
<br />
The go-to big punish starter and a very obnoxious normal to throw out from time to time.<br />
<br />
This attack moves Susano'o forward a sizeable amount, allowing him to stay in his opponent's face. If you abuse it too much savvy opponents will manage to jump over it and punish, but for many characters this is a huge risk as getting hit by it in the air is an outrageously easy convert for Susanoo and he will almost certainly end the combo in the corner. It shines in pressure thanks to good frame advantage (+4!!!) and gatling options. Due to generous untech time as well as a very good P2, this normal is also virtually omnipresent in all of your strongest combos.<br />
<br />
If the opponent isn't good at instant blocking this move will destroy them, as if you press {{clr|B|5B}} afterwards it only leaves a 5F gap on normal block (8F on instant block) meaning they have to take enormous risks to escape. If they do instant block it, then you can make use of your great gatlings and +1 on block situation after it to still exert pressure on them.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 4<br />
|recovery = 20<br />
}}<br />
*Hits high.<br />
*Forces crouching on ground hit and hard knockdown on air hit.<br />
Slower startup than his {{clr|D|6D}} (though see notes on that move too), but significantly safer on block; even if you block it, he has access to {{clr|D|5D}}, {{clr|D|2D}}, and {{clr|D|6D}}. {{clr|C|6C}}>{{clr|D|5D}} is a true blockstring even on instant block, though it can be highly vulnerable to OD. You'll use this in mixups as well as combos, such as to convert stray Counter Hits on an airborne opponent into a ground combo. {{clr|C|6C}} has 20 frames of blockstun on normal block, so it allows you to make your opponent block the initial part of {{clr|D|6D}} if you chain into it immediately, thus forcing them to react to a 20f overhead (with very little animation that early) instead of a 26f one and if you hold Crush Trigger as the {{clr|D|6D}} it hits, you don't even need to hitconfirm it to get massive damage.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|inactive2= 8<br />
|active3 = 4<br />
|recovery = 23<br />
}}<br />
*Hits low, and hits twice.<br />
*Has soft knockdown on regular hit and hard knockdown on Counter Hit.<br />
An invaluable mixup tool despite its shortcomings. Use it to keep your opponent honest amidst the plethora of overheads at your disposal. Unless you score a Counter Hit, you'll need your Crush Trigger or other tools like upgraded {{clr|A|236A}}, {{clr|B|236B}} or {{clr|D|236D}} to earn any strong damage from connecting with this.<br />
<br />
Due to its overall long animation it sees limited use in neutral, but it can see occasional use as a very long-reaching, low-hitting attack that also puts Susano'o relatively close to the floor.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 5<br />
|recovery = 15<br />
}}<br />
*This move has a diagonal hitbox extending across both hands.<br />
Very good air normal due to its hitbox and active frames. This is your main air-to-air option and hits in certain spots that {{clr|B|j.B}} can't. while also being your primary choice for fuzzies due to its speed.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 4<br />
|recovery = 22<br />
}}<br />
*Decent diagonal range.<br />
A hitbox slanting downwards makes this good for jump-ins, though it doesn't fare well against opponents higher than Susano'o and might not hit opponents below him if they're too close. A lot of Susano'o's basic normals are jump-cancellable, so you have a lot of opportunities to use this for jump-in pressure. Also serves as decent air combo filler, and can be used for fuzzies if you want a higher reward.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|inactive2= 2<br />
|active3 = 3<br />
|recovery = 23<br />
}}<br />
*Hits twice. Second hit leads to soft knockdown.<br />
An absurdly good air button, how you use this move can dictate a lot of the match as many characters have to play around and deal with this move very carefully so as to avoid getting swatted out of the air at any point, it hits both above and below itself at different points and as such covers a gigantic portion of the screen, simply doing air dash and then {{clr|C|j.C}} is a very strong play so long as you don't get too predictable with it, as it allows you to get in quite easily from a variety of screen positions while the opponent has to be ready for it.<br />
<br />
In combos it is a great tool for cycling through seals to get what you want before going into {{clr|D|j.D}} to unlock/upgrade a special. Keep in mind that the lower part of the hitbox does not become active until frame 16. In normal air combos you'll want to ensure the second hit comes out to push them downwards so {{clr|D|j.D}} connects.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}<br />
}}<br />
<br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|recovery = 28<br />
}}<br />
*Wallbounces on air hit.<br />
Gatlings into {{clr|D|6D}} and {{clr|D|2D}} - and unlike those moves, also has special/OD cancels available on block. Due to its slow startup and long recovery, it is dangerous to use in a blockstring if your opponent has OD or resources. However, if they don't use or have said options, it has good enough pushback to be a decent blockstring ender despite being negative on block - moreso if your opponent likes to barrier. If they start attacking you after blocking this you can use {{clr|D|2D}} or your special moves to frame trap them for attempting to punish you or make yourself safe. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 5<br />
|recovery = 22<br />
}}<br />
*Hits low.<br />
*Hard knockdown<br />
Fills a similar niche to {{clr|C|3C}} as one of your very few lows, and also puts Susano'o fairly close to the ground. However, {{clr|D|2D}} can only cancel into specials and Overdrive on hit; if your opponent blocks, the only way to cancel is with a Rapid. Since its knockdown is the same on regular and Counter Hit, unlocks or other resources will be necessary to convert a {{clr|D|2D}} hit into anything meaningful. While you can hardly afford to disregard the low options you get, hold onto this one until you know you can catch someone sleeping on it and turn it into something big.<br />
<br />
Regardless of its utility as a mixup, it makes for a good combo tool later into the round thanks to its hard knockdown enabling you to go into many specials off it without much concern.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 3<br />
|inactive2= 3<br />
|active3 = 1<br />
|recovery = 26<br />
}}<br />
This move cancels well into many other useful moves such as Crush Trigger, Sundering Claws, Hunter's Fang, and Dancing Dual Kick (But only on hit). As a result, many combos go into this before branching into whatever specific route is available in the situation, making this a staple in your extended combo game. Keep in mind where your opponent is when you use it, as your available routes may depend on the type of knockdown you get (e.g. {{clr|D|6D}} > Crush Trigger/lvl 1 Hunter's Fang will fail if they groundslide away midscreen).<br />
<br />
While {{clr|D|6D}} has similar shortcomings to {{clr|D|2D}} in its lack of cancels on block, its good range and pushback can also make it a deceptively good overhead, though spacing will be necessary if you plan to use this in pressure without getting lit up. Beware of Overdrive if your opponent has it, as {{clr|D|6D}}'s slow startup and overall long animation makes it easy pickings.<br />
<br />
* Hits crouching opponents on frame 26.<br />
** Also hits faraway opponents on frame 26, and is -8 on block.<br />
*Initial hitboxes are above Susano'o's head and may send airborne opponents flying behind him. Not a worthwhile anti-air.<br />
*Crumples on ground hit on frames 20-22, hard knockdowns for the rest of the active frames, and groundslides on air hit.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
{{BBCF Move Card<br />
|input=4D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 42<br />
}}<br />
*Behaves like all other Drive moves, but does not require an attack to hit or be blocked<br />
<br />
Typically used as a followup to {{clr|A|6A}} on hit and block, or to quickly grab a highlighted icon in neutral if you have a moment. However, you can also use it to cut most combos short if you desperately want access to a certain special and other Drive moves might not yield it for one reason or another. Puts the pressure on your opponent to come towards you while at long range neutral since they'll unlikely want to watch you slowly unlock every special move. <br />
<br />
When using this at long distances, you want to go for unlocking major specials like Dancing Dual Kick, which lets you handle routing without much trouble.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 6<br />
|recovery = 21<br />
}}<br />
*Has hitboxes all around his body, but short range in all directions compared to his other air normals.<br />
<br />
<br />
You'll use this as an air combo ender more than anything else to unlock seals or tack on damage without Hunter's Fang, as ground-to-air combos give you great control over which seal you want to unlock. The nature of its hitbox also makes it good for the occasional crossup, though it doesn't have the bonus of also hitting high like most air crossups. It also doubles as his overall safest option to unlock during pressure. While it has landing recovery, your frame advantage can range from negative on block to a maximum of +9 on block when done perfectly.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|'''{{clr|B|5B}}+{{clr|C|C}}'''}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*100% minimum damage<br />
*Launches the opponent high in the air<br />
Untech time lasts until the opponent touches the ground, so you can go for a standard combo from the ground or jump into an air combo to begin with if Hunter's Fang is unlocked. Also combos effortlessly into his Astral if it's available.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|'''{{clr|B|4B}}+{{clr|C|C}}'''}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*100% minimum damage<br />
*Grabs the opponent and drops them behind himself before turning and punching them in the gut. Wallbounces at midscreen, wallsticks in the corner.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|'''{{clr|B|j.B}}+{{clr|C|C}}'''}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*100% minimum damage<br />
*Launches opponent in the air<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|'''{{clr|A|6A}}+{{clr|B|B}} while Blocking'''}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*Uses {{clr|D|5D}}'s animation<br />
<br />
Susano'o usually has to work for his defensive options, and this is no exception. The good news is that it shares its animation and hitboxes with the fairly generous {{clr|D|5D}}, so you can use this to get out of a sticky situation if you don't mind spending the meter.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|'''{{clr|A|5A}}+{{clr|B|B}} (Chargeable)'''}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*Causes Guard Crush on normal block. Will drain a portion of the Barrier Gauge when Barrier Blocked, and can be charged to drain even more.<br />
*Hard Knockdown on air hit<br />
Links into {{clr|B|6B}} during combos on all characters. Susano'o has good meter gain and it isn't difficult to incorporate this move into most of his combo routes, so you can get good mileage out of his Crush Trigger if you want to. Useful after Drive buttons as it'll allow more flexible control over which seal to unlock next. Note that a slightly or fully charged Crush Trigger has significantly less proration than an uncharged Crush Trigger, so use the former in combos whenever possible. As an actual guard crushing move, it gets rendered rather redundant if you have megalith powered up, but its uncharged version is particularly useful for setting up an untechable throw, seeing as Susano'o moves forward quite a bit during this attack, putting him in the ideal range for it.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Sundering Claws</big>=== <br />
[[File:BBCF_Susanoo_SunderingClawsIcon.png|28px]] {{InputBadge|'''{{clr|A|236A}}'''}} {{InputBadge|'''First Seal'''}} <br />
{{BBCF Move Card<br />
|input=236A Lv1,236A Lv2,236A Lv3 |versioned=input<br />
|description=<br />
*Short dashing shoulder tackle (Shoulder bite?)<br />
*At level 2, the lunge covers much more distance, more active frames, and links into {{clr|A|2A}} in the corner.<br />
*At level 3, Susano'o automatically follows up on hit with a launching slash and links into {{clr|A|5A}}/{{clr|A|2A}} anywhere.<br />
*Recovery frames immediately begin on hit/block.<br />
Opponents won't be able to punish this without instant blocking. You can occasionally try using this to frame trap opponents after more negative moves such as {{clr|C|3C}}, but don't expect to get away with it forever.<br />
<br />
You'll likely use this as a combo ender early into a match if you can't go into an air combo route. Once leveled up, it instead becomes a good combo extender that lets you get a strong confirm off almost any hit. Keep in mind that depending on your opponent's height when Sundering Claws connects, you might be able to link moves at levels you would otherwise be incapable of.<br />
}}<br />
<br />
===<big>Towering Flame</big>===<br />
[[File:BBCF_Susanoo_ToweringFlameIcon.png|28px]] {{InputBadge|'''{{clr|C|623C}}'''}} {{InputBadge|'''Second Seal'''}} <br />
{{BBCF Move Card<br />
|input=623C<br />
|description=<br />
*Reversal<br />
*Has a hitbox that extends behind Susano'o<br />
*Treated as a projectile.<br />
A massive reversal mercifully placed on this second seal icon that strikes the fear of god into most characters pressuring you once you unlock it, entirely changing Susanoo from a "very easy to pressure character" to "risky to pressure for too long".<br />
<br />
This move is utterly huge, is dripping with invul, does big damage and can lead into 5K+ damage very easily with 100 meter + OD, which isn't as situational as it might sound at first and even with less resources a simple combo like DP > rapid > {{clr|B|5B}} > {{clr|C|2C}} > air series does over 3K and gets real oki without seals. A fairly strong mixup is to simply walk up to your opponent as they tech and do {{clr|C|623C}} > rapid > throw, this will beat most of the reversals in the game and it will also make anyone using the throw OS get a Throw Reject Miss, if the DP hits you will whiff throw and still have time to press {{clr|B|5B}} for a full combo as they come down.<br />
}}<br />
<br />
===<big>Megalith</big>===<br />
[[File:BBCF_Susanoo_MegalithIcon.png|28px]] {{InputBadge|'''{{clr|A|214A}}'''}} {{InputBadge|'''Third Seal'''}} <br />
{{BBCF Move Card<br />
|input=214A Lv1,214A Lv2,214A Lv3 |versioned=input<br />
|description=<br />
*Fatal Counter<br />
*Level 3 guard crushes normal guard.<br />
*Guard crushed opponent recovers 20 frames after Susano'o.<br />
*Ruptures the ground with a powerful kick, creating a wave of dark energy.<br />
<br />
Level 1 version is very good at helping making certain normals safer to use such as {{clr|C|3C}} and {{clr|D|5D}}, as well as giving you access to an option with frame advantage from normals that would otherwise lack such an option. It helps that your hurtboxes don't extend forward too much. However, it has a lot of pushback on barrier guard, limiting its use as a pressure extender. Very plus on block at higher levels, but becomes very slow as well. Can be used in combos but mostly corner combos. Level 3 version can be used in specific midscreen combos, but these are mainly reserved for OD.<br />
}}<br />
<br />
===<big>Hunter's Fang</big>===<br />
[[File:BBCF_Susanoo_HuntersFangIcon.png|28px]] {{InputBadge|'''{{clr|B|214B}} (Air OK)'''}} {{InputBadge|'''Fourth Seal'''}} <br />
{{BBCF Move Card<br />
|input=214B Lv1,214B Lv2,j.214B Lv1,j.214B Lv2 |versioned=input<br />
|description=<br />
*Susano'o performs a falling spindash that carries the opponent to the ground for a hard knockdown. Hits high.<br />
*Grounded version has foot invulnerability while Susano'o is airborne. Air version hits multiple times.<br />
*At level 2, lands with an additional plume of energy that knocks the opponent into the air. This projectile spawns on the frame Susano'o lands and persists for 8 frames.<br />
<br />
A powerful move with many applications worth investing into for the aggressive Susano'o. It can be used at any level to confirm air-to-air hits into ground combos, to replace {{clr|D|j.D}} as an air combo ender for more damage, and as an overhead starter that leads to huge damage.<br />
<br />
At level 1, its bounce always links into {{clr|B|5B}}, and {{clr|C|2C}} on most characters as well as being a nice air ender.<br />
At level 2, this move is utterly deranged and you can be a complete and total degenerate in how you choose to abuse it, the projectile it creates hits essentially the entire screen vertically where it appears. If only the projectile portion connects, Susano'o will not experience hitstop, effectively reducing the move's recovery by 11 frames and making it go from -10 on block to +1. Spacing it far enough for this to occur is very easy, just do a long blockstring ending in {{clr|D|5D}}/{{clr|C|3C}}, if your opponent barrier blocks it becomes even easier to space this.<br />
<br />
The massive projectile is also very easy to convert from on hit, stray hits depending on height can go into {{clr|B|6B}}, {{clr|D|6D}} and {{clr|C|2C}} and from the overhead itself on the ground you get great damage on an extremely easy to confirm hit.<br />
<br />
Both in neutral and in pressure, Level 2 is one of the most obnoxious moves in the game as your opponent has to be extremely prepared to deal with it while it really isn't a crazy risk to just throw out there, just don't assume it will play the entire game for you since it CAN still be avoided, albeit at that stage they have to be doing some risky movement in anticipation.<br />
}}<br />
<br />
===<big>Dancing Dual Kick</big>===<br />
[[File:BBCF_Susanoo_DancingDualKickIcon.png|28px]] {{InputBadge|'''{{clr|B|236B}}'''}} {{InputBadge|'''Fifth Seal'''}} <br />
{{BBCF Move Card<br />
|input=236B<br />
|description=<br />
*Susano'o charges at the opponent and then performs a powerful kick that knocks them into the air. Hits low.<br />
*Jump cancelleable on final hit. Jump cancel as soon as possible, since late jump cancel doesn't retain second air action.<br />
<br />
Often called '''Ground Viper''', named after a special attack from Guilty Gear's Sol Badguy.<br />
This move's blockstun forces opponents to block every individual hit but the last as a low, also making it one of Susanoo's few low hitting attacks. Arguably, one of Susanoo's more important unlocks as it allows him a lot of control over which seal he is able to unlock next. While slower on startup and significantly worse on block/whiff than level 3 Sundering Claws, this special only needs to be unlocked once to be used at full power, tacks on a good amount of extra damage, and serves as a strong combo extender.<br />
<br />
Extremely useful to catch people doing fuzzy jumps or anything that isn't exclusively holding downback during your pressure, just don't do it too often without 50 meter to cancel it.<br />
}}<br />
<br />
===<big>Inevitable Calamity</big>===<br />
[[File:BBCF_Susanoo_InevitableCalamityIcon.png|28px]] {{InputBadge|'''Mash {{clr|C|C}}'''}} {{InputBadge|'''Sixth Seal'''}} <br />
{{BBCF Move Card<br />
|input=CCCC<br />
|description=<br />
*Generates a stationary projectile orb in front of Susanno that hits repeatedly<br />
*{{clr|C|C}} must be mashed at least 4 times within approximately 30F for the move to activate. The startup of {{clr|C|5C}} and {{clr|C|6C}} (but no other moves) can be kara-cancelled into this move, making it possible to activate at neutral. Doing this also causes Susano'o to step forward somewhat before the move activates, depending on how rapidly you mash and which move you kara-cancel from.<br />
*Mashing {{clr|C|C}} extends the duration of the attack. Pressing {{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} will end the attack and go into recovery.<br />
*Absorbs projectiles and has good chip damage, but high pushback.<br />
*Awkward input that can be tricky to activate on demand and can also activate accidentally if you aren't being disciplined with your inputs during other combos.<br />
*In spite of all this, Susanno's fastest move.<br />
<br />
A good move to go for due to its fast startup, and the ability for you to cancel it whenever you like by pressing B+{{clr|C|C}}+{{clr|D|D}}. While it's frame advantage is lackluster, the pushback on block combined with the ability to cancel makes it rather safe. Sees limited use during combos due to its scaling. It is -6 on block if canceled with B+{{clr|C|C}}+{{clr|D|D}}. You have good control on when the move goes into recovery so it allows you to cover holes in pressure. Also one of the more damaging hits during Strike of the Possessed God (See below)<br />
}}<br />
<br />
===<big>Splintering Thrust</big>===<br />
[[File:BBCF_Susanoo_SplinteringThrustIcon.png|28px]] {{InputBadge|'''{{clr|C|63214C}}'''}} {{InputBadge|'''Seventh Seal'''}} <br />
{{BBCF Move Card<br />
|input=63214C<br />
|description=<br />
*Often referred to as "God Press" due to its resemblance to The King Of Fighters' Rugal Bernstein and his special of the same name.<br />
*Susano'o pauses for its startup and then charges at the opponent. If it connects, he slams them into the far wall and punches them in a damaging explosion.<br />
*Combo "throw", will not cause purple !! marks for any reason, but does not have 100% minimum damage either.<br />
**As a result, it will deal 2160 outside of combos rather than 3600.<br />
*Can only hit Standing or Crouching opponents.<br />
*Somewhat deceptive animation where the pause at the start looks a bit like his dash startup.<br />
*Certain Counter Hits will combo into it, notably 6D and 6B (first hit) Counterhits<br />
*Can only be followed up with a Rapid cancel, Inevitable Calamity or if it was hit after the first hit of a Fatal {{clr|B|6B}}.<br />
*Counterhit recovery if it misses.<br />
Has exceptionally long range for a command grab, but horrible startup (The 30 Frames listed is only true at point blank range, where you'll likely never use it). This is also coupled with no invulnerabilities, guardpoints or low profiling so you'll have to treat this differently from most commands grabs to get any mileage out of it. Also note that it will generally lose to other command grabs that have greater reach, such as both of Tager's 360s, since Susano's hitbox is pretty much touching range when using this move. However because it can never be throw rejected for any reason, it can be a powerful tool when your opponent is teching since it's easy to get a meaty hit (Where they must start jumping or using a reversal as soon as possible to avoid it). Very powerful if you do land a hit with it since you're guarenteed to corner your opponent with them teching at your feet.<br />
}}<br />
<br />
===<big>Blade of Judgement</big>===<br />
[[File:BBCF_Susanoo_BladeOfJudgementIcon.png|28px]] {{InputBadge|'''{{clr|D|236D}}'''}} {{InputBadge|'''Eighth Seal'''}} <br />
{{BBCF Move Card<br />
|input=236D<br />
|description=<br />
*Wallbounces on Counter Hit.<br />
*Uses the D button but doesn't unlock anything, unlike other drive moves.<br />
A very high priority special worth unlocking as soon as possible. Pressing buttons while grounded becomes scary for the opponent, as a Counter Hit Blade of Judgement will wallbounce them directly into Susano'o for a free combo. Because of your newfound ground control, be prepared to deal with air approaches once your opponent sees that you have this.<br />
<br />
The sword's hitbox extends behind Susano'o. As a result, you can can use it to catch enemies thrown behind him by {{clr|D|6D}} for certain combos and also catch out characters with grounded crossups, such as Azrael's dash.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
===<big>Liberating Dagger</big>===<br />
{{InputBadge|'''{{clr|D|236236D}} (Requires Eighth Seal)'''}}<br />
{{BBCF Move Card<br />
|input=236236D<br />
|description=<br />
*Requires Blade of Judgement unlocked.<br />
*Can function as a reversal super<br />
*Minimum damage: 1120 OD: 1400<br />
<br />
Great for dealing with zoners. A big factor in why Blade of Judgement is such an important unlock. This attack has a huge horizontal hitbox that completely covers the ground, hitting the opponent no matter the distance between them and Susano'o. You can use this as a reversal in some situations, as well as easily blow up anyone who tries to use a super at range. Has better minimum damage than {{clr|D|632146D}} until he has a certain amount of seals.<br />
}}<br />
<br />
===<big>Strike of the Possessed God</big>===<br />
{{InputBadge|'''{{clr|D|632146D}}'''}}<br />
{{BBCF Move Card<br />
|input=632146D<br />
|description=<br />
General purpose reversal super that can add good damage to many combo routes and is very easy to combo into. If the initial attack hits, Susano'o attacks with every unlocked special move in order (Excluding Sundering claws if it is only at level 1) before finishing off with a beam cannon attack. Therefore the damage improves with every unlocked seal, although some add much more damage than others. Can be Rapid Cancelled after the first hit for specific combos, but the opponent will either be put in stagger or bounced high into the air depending on which specials are unlocked. Because each unlocked seal has its own minimum damage, you may want to capitalize your combo in order to unlock the strongest seal if you plan on ending with this super. No followups are possible under any circumstances.<br />
<br />
*Overdrive does not automatically enable all parts of this move to activate, Susano'o will still only use the special moves that have actually been unlocked.<br />
*Overdrive only improves the damage from the final beam cannon and Blade of Judgement (if unlocked)<br />
*If the initial strike finishes the opponent off, the rest of the move is not performed.<br />
*Only the initial strike and the very last hit of the beam cannon can end a round, therefore if they survive the first hit, you're going to be giving them back a lot of burst gauge due to the damage.<br />
*Can only be rapid cancelled on the first hit, the opponent will either be put in stagger or bounced high into the air depending on which specials are unlocked.<br />
*If Sundering Claws is above level 1, the first hit will always stagger the opponent.<br />
*On raw hit, this move will deal anywhere between 2428-4622 normally, 3380-5378 in Overdrive.<br />
*Counterhits will apply the bonus damage to all parts of the move.<br />
<br />
The minimum damage for each seal and their respective levels are as follows:<br />
<br />
*Initial Strike and final beam cannon: 499 (OD 765)<br />
*Sundering Claws: 0 / 75 / 150<br />
*Towering Flame: 75<br />
*Megalith: 75 / 90 / 105<br />
*Hunter's Fang: 120 / 210<br />
*Dancing Dual Kick: 180<br />
*Inevitable Calamity: 312<br />
*Splintering Thrust: 150<br />
*Blade of Judgment: 225 (OD 300)<br />
}}<br />
<br />
===<big>Collapsing Resentment</big>===<br />
{{InputBadge|'''{{clr|D|[2]8D}} during Overdrive'''}}<br />
{{BBCF Move Card<br />
|input=[2]8D<br />
|description=<br />
*Unlocks all of his specials for the remainder of the round. Will not upgrade any specials.<br />
*Guard Points against Body attacks on frames 1-10.<br />
While Susano'o suddenly gaining every special in one fell swoop is a very nice tool to have, the fact that your unlocked specials will still reset at the end of the round as well as requiring Overdrive, on top of its total duration, makes this a fairly situational super. However, using this can be good if you have been put at an early disadvantage to try and get back into the game or as a reason to get good milage out of a short overdrive, since unlocking all of your specials is similar to just having a permanent overdrive. Your opponent may fear trying to punish this since you'll still probably be in overdrive and have access to your exceed accel afterwards.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Bloodspiller</big>===<br />
{{InputBadge|'''{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive'''}}<br />
{{BBCF Move Card<br />
|input=ABCD<br />
|description=<br />
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*315/663 Minimum Damage<br />
*Good Push on block<br />
<br />
Puts Susano'o into Active Flow if he hasn't already entered it once in the round. Has full invulnerability but cannot be Rapid Cancelled. Deals significantly more damage if Susano'o is already in Active Flow.<br />
<br />
Difficult to punish on block without a fast, long reaching poke like Relius or Ragna's 5Bs.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Roar of the Mad King</big>===<br />
{{InputBadge|{{clr|C|2141236C}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=2141236C<br />
|description=<br />
Has a very strange hitbox that stretches to either side of Susano'o, and can be easy to whiff unless the opponent is very close.<br />
<br />
Combos from pretty much anything. Susano'o's Astral Heat is a realistic and practical way to end a match.<br />
<br />
'''Combos From...'''<br />
*All Throws<br />
*{{clr|B|5B}}<br />
*{{clr|B|6B}}<br />
*{{clr|B|2B}}<br />
*{{clr|C|5C}}<br />
*{{clr|C|6C}}<br />
*{{clr|C|2C}}<br />
*{{clr|C|3C}}<br />
*{{clr|D|5D}}<br />
*{{clr|D|6D}}<br />
*{{clr|D|2D}}<br />
*Level 3 Megalith <br />
*Godpress (if they don't recover neutral)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Susanoo}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Susano'o|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}<br />
[[Category:Unga]]</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Susano%27o&diff=448246BBCF/Susano'o2024-03-05T12:53:32Z<p>Manta: /* {{clr|B|5B}} */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=With '''high health, huge damage''', and big buttons, Susano'o is a fan favorite addition to Central Fiction. Susano'o has a wide variety of special moves to aid in combos and neutral. However, all but one of these specials moves are locked at the start of a round. Susano'o's Drive unlocks each of his special moves. He can also "level up" these moves for added properties and damage. Despite his seemingly unwieldy Drive, Susano'o has a simple gameplan with low execution requirements. If all else fails, Susano'o's Overdrive unlocks each of his specials for its duration. With Overdrive, he can convert even the smallest hits into big damage and unlock numerous specials. <br />
<br />
Unfortunately, Susano'o is not without his weaknesses. His large hurtboxes and slow speed can make it difficult for him to contest at close ranges. Additionally, while some of his tools are very powerful, he still needs to go out of his way to unlock them. He also lacks high/low mixup due to his lack of safe lows. As a result, it can be difficult for Susano'o to take back momentum without his Overdrive. With enough patience, Susano'o can make his way through neutral and space out opponents with his huge normals. Susano'o is a solid character with the damage and utility to help anyone succeed.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#Inevitable Calamity|CCCC]] (6F, requires seal)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Towering Flame|623C]] (12F)<br/>[[#Liberating Dagger|236236D]] (15F)<br/>[[#Strike of the Possessed God|632146D]] (16F)<br />
| fatalStarter = [[#6B|6B]]<br/>[[#Megalith|214A]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Divine Warrior<br />
|content=<br />
<center>[[File:BBCF_Susanoo_DriveIcons.png|400px|border]]</center><br />
<center><small>When on P1 side, icons order is left-to-right. On P2 side, it's reversed</small></center><br />
<br />
<br />
Susano'o has eight special moves in total, but starts every round with only the first special move unlocked. Each time he lands a hit with a normal move or universal mechanic, a cursor cycles through the eight icons/seals above his Heat Gauge in numerical order. He begins with no icon highlighted, so for example doing {{clr|A|5A}} > {{clr|B|5B}} > {{clr|C|5C}}, would highlight the third icon (Megalith).<br />
*Looping the cursor past the 8th icon will select the first one again (instead of none).<br />
*When a Normal Drive move hits (or is blocked by) the opponent, the currently highlighted icon becomes unlocked and the cursor is reset.<br />
*Certain icons can be levelled up by unlocking them multiple times, changing their properties and damage.<br />
*If the icon is both unlocked and at max level (if applicable), the next icon is highlighted instead, just like a normal non-Drive hit would.<br />
*Special moves (excluding universal mechanics), Exceed Accels and Distortion Drives do not increment the highlight nor unlock any seals, even if they use the D button to activate them.<br />
*Special moves are available instantly when unlocked and can even be special cancelled from the Drive move that unlocked it.<br />
|header2= Overdrive: Shrieks of the Entombed<br />
|content2=<br />
Susano'o can use all specials at their highest level while Overdrive is active, even if locked, with exception to {{clr|D|236236D}}, which still requires {{clr|D|236D}} (8th seal) to be unlocked. He also gains access to a Distortion Drive that instantly unlocks all of his specials for use outside of Overdrive. Susano'o's Distortion Drives also receive buffs.<br />
}}<br />
</div><br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
*Very slow jab, but +3 on block<br />
*Hits crouchers<br />
*His outstretched arm has no extended hurtbox.<br />
Doesn't gatling into itself, is the slowest {{clr|A|5A}}, and has limited use as an anti-air. In exchange, it hits everyone crouching, is exceptionally plus on block, and has a uniquely disjointed hitbox. A very good choice for going into frame traps due to its frame advantage, and also serves as one of his only jump cancelable normals on block.<br />
<br />
Amazing move to just throw out in neutral as a counterpoke, you can beat Azrael's {{clr|A|236A}}, Mai's {{clr|A|236A}}, stuff a ton of air approaches and because it has a tiny 6F of recovery you most likely won't be whiff punished for it either.<br />
<br />
The strongest aspect of it however is the ability to do completely safe meaties and bait most reversals in the game extremely easily, because of its large amount of active frames and meager 6F recovery you can just meaty {{clr|A|5A}} and block to bait every 9F reversal in the entire game, and most reversals in the game have 9F startup so this is an incredibly strong tool to have and will get you a lot of respect on wakeup to abuse as you see fit (until they have 50 meter, but you still get to block).<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
<br />
*The hitbox actually goes farther than it seems, allowing Susano'o to hit enemies with {{clr|B|5B}} at round start where most characters can't really do much about it except jump away or take a huge risk trying to beat it.<br />
One of the best normals in the entire game for its fantastic speed, active time, reach, options on hit and potential damage. Its great startup (only one frame slower than his {{clr|A|5A}}) and good recovery make this move great in neutral, outranging the majority of similar moves. This will be one of your go-to buttons in many situations. Similar to Ragna's {{clr|B|5B}}, the hitbox does not fully extend until frame 11, so bear this in mind when using it at farther ranges but it also becomes slightly disjointed on later frames as well, making it even stronger at the tip.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 18<br />
}}<br />
*Steps forward and performs a side kick.<br />
*Best damage opener for up-front damage and P1/P2 combination.<br />
<br />
Due to its range, this can be used as a very long poke, but its startup and lengthy recovery make it risky to use outside of combos. Susanoo's best punish if you aren't going to get a counterhit, if you are, use {{clr|B|6B}} instead for its Fatal property.<br />
<br />
By plinking C before B, you are able to cancel the start up of {{clr|C|5C}} into a throw, giving you a little more throw range than usual (a kara throw).<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|C|2C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 10<br />
}}<br />
*Chains into itself 3 times on whiff, block, and hit<br />
One frame faster than his {{clr|A|5A}} and neutral on block, making it the best tool Susano'o has for poking his way out of situations in general. Also great for stagger pressure due to its gatling window. can be useful to mash at the start of the combo to select the seal you want later in the combo.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
*Hits mid<br />
Unfortunately, Susano'o is saddled with a {{clr|B|2B}} that doesn't hit low. While {{clr|B|5B}} is an overall better poke, {{clr|B|2B}} does have its place in neutral. The hitbox is static unlike {{clr|B|5B}} so you get its max range immediately ({{clr|B|5B}} doesn't fully extend until frame 11), and it can be used as a situational anti-air due to its hitbox and Susano'o's lowered hurtbox. Good blockstring filler if you don't want to use your {{clr|B|5B}} gatlings too early.<br />
<br />
It has foot property, which allows it to stuff moves like Litchi's {{clr|C|421C}}, Hakumen's {{clr|A|623AA}}, Carl 236X and more, which is very useful because while {{clr|C|3C}} can do this that is a much larger risk (for more reward) that you don't want to take as often.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|inactive2= 2<br />
|active3 = 5<br />
|recovery = 22<br />
}}<br />
*Anti-air<br />
*Untech time lasts until the opponent touches the ground on Counter Hit.<br />
Susano'o's dedicated anti-air. It doesn't gain head invulnerability until the active frames begin, however it has a crouching hurtbox from Frame 1.<br />
<br />
Most anti-air {{clr|C|2C}} hits can be be converted into an air combo or {{clr|D|6D}} depending on positioning and the unlocked specials, but scoring a Counter Hit (which, due to this move being two hits is easy to confirm) enables you to go straight into a standard ground combo for solid damage regardless of resources. Also facilitates ground-to-air combos very effectively for both a little extra damage and more hits with which to cycle through seals. The forward movement baked into {{clr|C|2C}} also extends its range, but it can also cause it to whiff against certain jump-ins when Susano'o is cornered. <br />
<br />
In pressure, being jump cancelable on block gives it a lot of use during pressure and makes it fairly safe if blocked.<br />
{{clr|C|2C}} moves Susanoo forward slightly and has useful gatlings into his overhead and low, making it a good centerpiece for your blockstrings.<br />
<br />
Overall a fantastic button owing to its large hitbox, pressure applications, good recovery (relative to its size), and obscene damage on CH or a regular hit with the right seals in stock.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|5C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|isProjectile = true<br />
|recovery = 37<br />
}}<br />
Susanno'o fires a wisp of dark energy that instantly travels across the screen.<br />
<br />
Susano'o's answer to long ranged zoning. Horribly unsafe when used too close to the enemy and doesn't combo into virtually anything. However, it does cancel into {{clr|D|4D}}, and so can be used to quickly unlock or level a special - usually his DP or Sundering Claws. It's a decent poke for this purpose, but be careful not to whiff. Also good for heckling opponents staying at a distance before closing in; you have plenty of time to begin your dash once you land a hit.<br />
<br />
Just don't get carried away with it, as it is very very easy to punish if they happen to airdash over it and you will probably also get counterhit.<br />
<br />
*Has zero vertical coverage, and opponents may low profile it.<br />
*Has a projectile guard point and thus will remove one hit from any projectile, regardless of level. Can even destroy one of Hakumen's {{MiniMoveCard|game=BBCF|chara=Hakumen|input=Fuumajin|label=Fuumajins}}. If a projectile is hit, this move cannot then hit the opponent. The opponent's projectile is considered blocked rather than clashed, so they may be able to cancel their projectile into others depending on what was blocked. Will defeat strike+projectile moves however.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 4<br />
|inactive2= 11<br />
|active3 = 5<br />
|recovery = 10<br />
}}<br />
*Fatal Counter<br />
*Hits twice.<br />
<br />
The go-to big punish starter and a very obnoxious normal to throw out from time to time.<br />
<br />
This attack moves Susano'o forward a sizeable amount, allowing him to stay in his opponent's face. If you abuse it too much savvy opponents will manage to jump over it and punish, but for many characters this is a huge risk as getting hit by it in the air is an outrageously easy convert for Susanoo and he will almost certainly end the combo in the corner. It shines in pressure thanks to good frame advantage (+4!!!) and gatling options. Due to generous untech time as well as a very good P2, this normal is also virtually omnipresent in all of your strongest combos.<br />
<br />
If the opponent isn't good at instant blocking this move will destroy them, as if you press {{clr|B|5B}} afterwards it only leaves a 5F gap on normal block (8F on instant block) meaning they have to take enormous risks to escape. If they do instant block it, then you can make use of your great gatlings and +1 on block situation after it to still exert pressure on them.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 4<br />
|recovery = 20<br />
}}<br />
*Hits high.<br />
*Forces crouching on ground hit and hard knockdown on air hit.<br />
Slower startup than his {{clr|D|6D}} (though see notes on that move too), but significantly safer on block; even if you block it, he has access to {{clr|D|5D}}, {{clr|D|2D}}, and {{clr|D|6D}}. {{clr|C|6C}}>{{clr|D|5D}} is a true blockstring even on instant block, though it can be highly vulnerable to OD. You'll use this in mixups as well as combos, such as to convert stray Counter Hits on an airborne opponent into a ground combo. {{clr|C|6C}} has 20 frames of blockstun on normal block, so it allows you to make your opponent block the initial part of {{clr|D|6D}} if you chain into it immediately, thus forcing them to react to a 20f overhead (with very little animation that early) instead of a 26f one and if you hold Crush Trigger as the {{clr|D|6D}} it hits, you don't even need to hitconfirm it to get massive damage.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|inactive2= 8<br />
|active3 = 4<br />
|recovery = 23<br />
}}<br />
*Hits low, and hits twice.<br />
*Has soft knockdown on regular hit and hard knockdown on Counter Hit.<br />
An invaluable mixup tool despite its shortcomings. Use it to keep your opponent honest amidst the plethora of overheads at your disposal. Unless you score a Counter Hit, you'll need your Crush Trigger or other tools like upgraded {{clr|A|236A}}, {{clr|B|236B}} or {{clr|D|236D}} to earn any strong damage from connecting with this.<br />
<br />
Due to its overall long animation it sees limited use in neutral, but it can see occasional use as a very long-reaching, low-hitting attack that also puts Susano'o relatively close to the floor.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 5<br />
|recovery = 15<br />
}}<br />
*This move has a diagonal hitbox extending across both hands.<br />
Very good air normal due to its hitbox and active frames. This is your main air-to-air option and hits in certain spots that {{clr|B|j.B}} can't. while also being your primary choice for fuzzies due to its speed.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 4<br />
|recovery = 22<br />
}}<br />
*Decent diagonal range.<br />
A hitbox slanting downwards makes this good for jump-ins, though it doesn't fare well against opponents higher than Susano'o and might not hit opponents below him if they're too close. A lot of Susano'o's basic normals are jump-cancellable, so you have a lot of opportunities to use this for jump-in pressure. Also serves as decent air combo filler, and can be used for fuzzies if you want a higher reward.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|inactive2= 2<br />
|active3 = 3<br />
|recovery = 23<br />
}}<br />
*Hits twice. Second hit leads to soft knockdown.<br />
An absurdly good air button, how you use this move can dictate a lot of the match as many characters have to play around and deal with this move very carefully so as to avoid getting swatted out of the air at any point, it hits both above and below itself at different points and as such covers a gigantic portion of the screen, simply doing air dash and then {{clr|C|j.C}} is a very strong play so long as you don't get too predictable with it, as it allows you to get in quite easily from a variety of screen positions while the opponent has to be ready for it.<br />
<br />
In combos it is a great tool for cycling through seals to get what you want before going into {{clr|D|j.D}} to unlock/upgrade a special. Keep in mind that the lower part of the hitbox does not become active until frame 16. In normal air combos you'll want to ensure the second hit comes out to push them downwards so {{clr|D|j.D}} connects.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}<br />
}}<br />
<br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|recovery = 28<br />
}}<br />
*Wallbounces on air hit.<br />
Gatlings into {{clr|D|6D}} and {{clr|D|2D}} - and unlike those moves, also has special/OD cancels available on block. Due to its slow startup and long recovery, it is dangerous to use in a blockstring if your opponent has OD or resources. However, if they don't use or have said options, it has good enough pushback to be a decent blockstring ender despite being negative on block - moreso if your opponent likes to barrier. If they start attacking you after blocking this you can use {{clr|D|2D}} or your special moves to frame trap them for attempting to punish you or make yourself safe. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 5<br />
|recovery = 22<br />
}}<br />
*Hits low.<br />
*Hard knockdown<br />
Fills a similar niche to {{clr|C|3C}} as one of your very few lows, and also puts Susano'o fairly close to the ground. However, {{clr|D|2D}} can only cancel into specials and Overdrive on hit; if your opponent blocks, the only way to cancel is with a Rapid. Since its knockdown is the same on regular and Counter Hit, unlocks or other resources will be necessary to convert a {{clr|D|2D}} hit into anything meaningful. While you can hardly afford to disregard the low options you get, hold onto this one until you know you can catch someone sleeping on it and turn it into something big.<br />
<br />
Regardless of its utility as a mixup, it makes for a good combo tool later into the round thanks to its hard knockdown enabling you to go into many specials off it without much concern.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 3<br />
|inactive2= 3<br />
|active3 = 1<br />
|recovery = 26<br />
}}<br />
This move cancels well into many other useful moves such as Crush Trigger, Sundering Claws, Hunter's Fang, and Dancing Dual Kick (But only on hit). As a result, many combos go into this before branching into whatever specific route is available in the situation, making this a staple in your extended combo game. Keep in mind where your opponent is when you use it, as your available routes may depend on the type of knockdown you get (e.g. {{clr|D|6D}} > Crush Trigger/lvl 1 Hunter's Fang will fail if they groundslide away midscreen).<br />
<br />
While {{clr|D|6D}} has similar shortcomings to {{clr|D|2D}} in its lack of cancels on block, its good range and pushback can also make it a deceptively good overhead, though spacing will be necessary if you plan to use this in pressure without getting lit up. Beware of Overdrive if your opponent has it, as {{clr|D|6D}}'s slow startup and overall long animation makes it easy pickings.<br />
<br />
* Hits crouching opponents on frame 26.<br />
** Also hits faraway opponents on frame 26, and is -8 on block.<br />
*Initial hitboxes are above Susano'o's head and may send airborne opponents flying behind him. Not a worthwhile anti-air.<br />
*Crumples on ground hit on frames 20-22, hard knockdowns for the rest of the active frames, and groundslides on air hit.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
{{BBCF Move Card<br />
|input=4D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 42<br />
}}<br />
*Behaves like all other Drive moves, but does not require an attack to hit or be blocked<br />
<br />
Typically used as a followup to {{clr|A|6A}} on hit and block, or to quickly grab a highlighted icon in neutral if you have a moment. However, you can also use it to cut most combos short if you desperately want access to a certain special and other Drive moves might not yield it for one reason or another. Puts the pressure on your opponent to come towards you while at long range neutral since they'll unlikely want to watch you slowly unlock every special move. <br />
<br />
When using this at long distances, you want to go for unlocking major specials like Dancing Dual Kick, which lets you handle routing without much trouble.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 6<br />
|recovery = 21<br />
}}<br />
*Has hitboxes all around his body, but short range in all directions compared to his other air normals.<br />
<br />
<br />
You'll use this as an air combo ender more than anything else to unlock seals or tack on damage without Hunter's Fang, as ground-to-air combos give you great control over which seal you want to unlock. The nature of its hitbox also makes it good for the occasional crossup, though it doesn't have the bonus of also hitting high like most air crossups. It also doubles as his overall safest option to unlock during pressure. While it has landing recovery, your frame advantage can range from negative on block to a maximum of +9 on block when done perfectly.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|'''{{clr|B|5B}}+{{clr|C|C}}'''}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*100% minimum damage<br />
*Launches the opponent high in the air<br />
Untech time lasts until the opponent touches the ground, so you can go for a standard combo from the ground or jump into an air combo to begin with if Hunter's Fang is unlocked. Also combos effortlessly into his Astral if it's available.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|'''{{clr|B|4B}}+{{clr|C|C}}'''}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*100% minimum damage<br />
*Grabs the opponent and drops them behind himself before turning and punching them in the gut. Wallbounces at midscreen, wallsticks in the corner.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|'''{{clr|B|j.B}}+{{clr|C|C}}'''}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*100% minimum damage<br />
*Launches opponent in the air<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|'''{{clr|A|6A}}+{{clr|B|B}} while Blocking'''}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*Uses {{clr|D|5D}}'s animation<br />
<br />
Susano'o usually has to work for his defensive options, and this is no exception. The good news is that it shares its animation and hitboxes with the fairly generous {{clr|D|5D}}, so you can use this to get out of a sticky situation if you don't mind spending the meter.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|'''{{clr|A|5A}}+{{clr|B|B}} (Chargeable)'''}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*Causes Guard Crush on normal block. Will drain a portion of the Barrier Gauge when Barrier Blocked, and can be charged to drain even more.<br />
*Hard Knockdown on air hit<br />
Links into {{clr|B|6B}} during combos on all characters. Susano'o has good meter gain and it isn't difficult to incorporate this move into most of his combo routes, so you can get good mileage out of his Crush Trigger if you want to. Useful after Drive buttons as it'll allow more flexible control over which seal to unlock next. Note that a slightly or fully charged Crush Trigger has significantly less proration than an uncharged Crush Trigger, so use the former in combos whenever possible. As an actual guard crushing move, it gets rendered rather redundant if you have megalith powered up, but its uncharged version is particularly useful for setting up an untechable throw, seeing as Susano'o moves forward quite a bit during this attack, putting him in the ideal range for it.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Sundering Claws</big>=== <br />
[[File:BBCF_Susanoo_SunderingClawsIcon.png|28px]] {{InputBadge|'''{{clr|A|236A}}'''}} {{InputBadge|'''First Seal'''}} <br />
{{BBCF Move Card<br />
|input=236A Lv1,236A Lv2,236A Lv3 |versioned=input<br />
|description=<br />
*Short dashing shoulder tackle (Shoulder bite?)<br />
*At level 2, the lunge covers much more distance, more active frames, and links into {{clr|A|2A}} in the corner.<br />
*At level 3, Susano'o automatically follows up on hit with a launching slash and links into {{clr|A|5A}}/{{clr|A|2A}} anywhere.<br />
*Recovery frames immediately begin on hit/block.<br />
Opponents won't be able to punish this without instant blocking. You can occasionally try using this to frame trap opponents after more negative moves such as {{clr|C|3C}}, but don't expect to get away with it forever.<br />
<br />
You'll likely use this as a combo ender early into a match if you can't go into an air combo route. Once leveled up, it instead becomes a good combo extender that lets you get a strong confirm off almost any hit. Keep in mind that depending on your opponent's height when Sundering Claws connects, you might be able to link moves at levels you would otherwise be incapable of.<br />
}}<br />
<br />
===<big>Towering Flame</big>===<br />
[[File:BBCF_Susanoo_ToweringFlameIcon.png|28px]] {{InputBadge|'''{{clr|C|623C}}'''}} {{InputBadge|'''Second Seal'''}} <br />
{{BBCF Move Card<br />
|input=623C<br />
|description=<br />
*Reversal<br />
*Has a hitbox that extends behind Susano'o<br />
*Treated as a projectile.<br />
A massive reversal mercifully placed on this second seal icon that strikes the fear of god into most characters pressuring you once you unlock it, entirely changing Susanoo from a "very easy to pressure character" to "risky to pressure for too long".<br />
<br />
This move is utterly huge, is dripping with invul, does big damage and can lead into 5K+ damage very easily with 100 meter + OD, which isn't as situational as it might sound at first and even with less resources a simple combo like DP > rapid > {{clr|B|5B}} > {{clr|C|2C}} > air series does over 3K and gets real oki without seals. A fairly strong mixup is to simply walk up to your opponent as they tech and do {{clr|C|623C}} > rapid > throw, this will beat most of the reversals in the game and it will also make anyone using the throw OS get a Throw Reject Miss, if the DP hits you will whiff throw and still have time to press {{clr|B|5B}} for a full combo as they come down.<br />
}}<br />
<br />
===<big>Megalith</big>===<br />
[[File:BBCF_Susanoo_MegalithIcon.png|28px]] {{InputBadge|'''{{clr|A|214A}}'''}} {{InputBadge|'''Third Seal'''}} <br />
{{BBCF Move Card<br />
|input=214A Lv1,214A Lv2,214A Lv3 |versioned=input<br />
|description=<br />
*Fatal Counter<br />
*Level 3 guard crushes normal guard.<br />
*Guard crushed opponent recovers 20 frames after Susano'o.<br />
*Ruptures the ground with a powerful kick, creating a wave of dark energy.<br />
<br />
Level 1 version is very good at helping making certain normals safer to use such as {{clr|C|3C}} and {{clr|D|5D}}, as well as giving you access to an option with frame advantage from normals that would otherwise lack such an option. It helps that your hurtboxes don't extend forward too much. However, it has a lot of pushback on barrier guard, limiting its use as a pressure extender. Very plus on block at higher levels, but becomes very slow as well. Can be used in combos but mostly corner combos. Level 3 version can be used in specific midscreen combos, but these are mainly reserved for OD.<br />
}}<br />
<br />
===<big>Hunter's Fang</big>===<br />
[[File:BBCF_Susanoo_HuntersFangIcon.png|28px]] {{InputBadge|'''{{clr|B|214B}} (Air OK)'''}} {{InputBadge|'''Fourth Seal'''}} <br />
{{BBCF Move Card<br />
|input=214B Lv1,214B Lv2,j.214B Lv1,j.214B Lv2 |versioned=input<br />
|description=<br />
*Susano'o performs a falling spindash that carries the opponent to the ground for a hard knockdown. Hits high.<br />
*Grounded version has foot invulnerability while Susano'o is airborne. Air version hits multiple times.<br />
*At level 2, lands with an additional plume of energy that knocks the opponent into the air. This projectile spawns on the frame Susano'o lands and persists for 8 frames.<br />
<br />
A powerful move with many applications worth investing into for the aggressive Susano'o. It can be used at any level to confirm air-to-air hits into ground combos, to replace {{clr|D|j.D}} as an air combo ender for more damage, and as an overhead starter that leads to huge damage.<br />
<br />
At level 1, its bounce always links into {{clr|B|5B}}, and {{clr|C|2C}} on most characters as well as being a nice air ender.<br />
At level 2, this move is utterly deranged and you can be a complete and total degenerate in how you choose to abuse it, the projectile it creates hits essentially the entire screen vertically where it appears. If only the projectile portion connects, Susano'o will not experience hitstop, effectively reducing the move's recovery by 11 frames and making it go from -10 on block to +1. Spacing it far enough for this to occur is very easy, just do a long blockstring ending in {{clr|D|5D}}/{{clr|C|3C}}, if your opponent barrier blocks it becomes even easier to space this.<br />
<br />
The massive projectile is also very easy to convert from on hit, stray hits depending on height can go into {{clr|B|6B}}, {{clr|D|6D}} and {{clr|C|2C}} and from the overhead itself on the ground you get great damage on an extremely easy to confirm hit.<br />
<br />
Both in neutral and in pressure, Level 2 is one of the most obnoxious moves in the game as your opponent has to be extremely prepared to deal with it while it really isn't a crazy risk to just throw out there, just don't assume it will play the entire game for you since it CAN still be avoided, albeit at that stage they have to be doing some risky movement in anticipation.<br />
}}<br />
<br />
===<big>Dancing Dual Kick</big>===<br />
[[File:BBCF_Susanoo_DancingDualKickIcon.png|28px]] {{InputBadge|'''{{clr|B|236B}}'''}} {{InputBadge|'''Fifth Seal'''}} <br />
{{BBCF Move Card<br />
|input=236B<br />
|description=<br />
*Susano'o charges at the opponent and then performs a powerful kick that knocks them into the air. Hits low.<br />
*Jump cancelleable on final hit. Jump cancel as soon as possible, since late jump cancel doesn't retain second air action.<br />
<br />
Often called '''Ground Viper''', named after a special attack from Guilty Gear's Sol Badguy.<br />
This move's blockstun forces opponents to block every individual hit but the last as a low, also making it one of Susanoo's few low hitting attacks. Arguably, one of Susanoo's more important unlocks as it allows him a lot of control over which seal he is able to unlock next. While slower on startup and significantly worse on block/whiff than level 3 Sundering Claws, this special only needs to be unlocked once to be used at full power, tacks on a good amount of extra damage, and serves as a strong combo extender.<br />
<br />
Extremely useful to catch people doing fuzzy jumps or anything that isn't exclusively holding downback during your pressure, just don't do it too often without 50 meter to cancel it.<br />
}}<br />
<br />
===<big>Inevitable Calamity</big>===<br />
[[File:BBCF_Susanoo_InevitableCalamityIcon.png|28px]] {{InputBadge|'''Mash {{clr|C|C}}'''}} {{InputBadge|'''Sixth Seal'''}} <br />
{{BBCF Move Card<br />
|input=CCCC<br />
|description=<br />
*Generates a stationary projectile orb in front of Susanno that hits repeatedly<br />
*{{clr|C|C}} must be mashed at least 4 times within approximately 30F for the move to activate. The startup of {{clr|C|5C}} and {{clr|C|6C}} (but no other moves) can be kara-cancelled into this move, making it possible to activate at neutral. Doing this also causes Susano'o to step forward somewhat before the move activates, depending on how rapidly you mash and which move you kara-cancel from.<br />
*Mashing {{clr|C|C}} extends the duration of the attack. Pressing {{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} will end the attack and go into recovery.<br />
*Absorbs projectiles and has good chip damage, but high pushback.<br />
*Awkward input that can be tricky to activate on demand and can also activate accidentally if you aren't being disciplined with your inputs during other combos.<br />
*In spite of all this, Susanno's fastest move.<br />
<br />
A good move to go for due to its fast startup, and the ability for you to cancel it whenever you like by pressing B+{{clr|C|C}}+{{clr|D|D}}. While it's frame advantage is lackluster, the pushback on block combined with the ability to cancel makes it rather safe. Sees limited use during combos due to its scaling. It is -6 on block if canceled with B+{{clr|C|C}}+{{clr|D|D}}. You have good control on when the move goes into recovery so it allows you to cover holes in pressure. Also one of the more damaging hits during Strike of the Possessed God (See below)<br />
}}<br />
<br />
===<big>Splintering Thrust</big>===<br />
[[File:BBCF_Susanoo_SplinteringThrustIcon.png|28px]] {{InputBadge|'''{{clr|C|63214C}}'''}} {{InputBadge|'''Seventh Seal'''}} <br />
{{BBCF Move Card<br />
|input=63214C<br />
|description=<br />
*Often referred to as "God Press" due to its resemblance to The King Of Fighters' Rugal Bernstein and his special of the same name.<br />
*Susano'o pauses for its startup and then charges at the opponent. If it connects, he slams them into the far wall and punches them in a damaging explosion.<br />
*Combo "throw", will not cause purple !! marks for any reason, but does not have 100% minimum damage either.<br />
**As a result, it will deal 2160 outside of combos rather than 3600.<br />
*Can only hit Standing or Crouching opponents.<br />
*Somewhat deceptive animation where the pause at the start looks a bit like his dash startup.<br />
*Certain Counter Hits will combo into it, notably 6D and 6B (first hit) Counterhits<br />
*Can only be followed up with a Rapid cancel, Inevitable Calamity or if it was hit after the first hit of a Fatal {{clr|B|6B}}.<br />
*Counterhit recovery if it misses.<br />
Has exceptionally long range for a command grab, but horrible startup (The 30 Frames listed is only true at point blank range, where you'll likely never use it). This is also coupled with no invulnerabilities, guardpoints or low profiling so you'll have to treat this differently from most commands grabs to get any mileage out of it. Also note that it will generally lose to other command grabs that have greater reach, such as both of Tager's 360s, since Susano's hitbox is pretty much touching range when using this move. However because it can never be throw rejected for any reason, it can be a powerful tool when your opponent is teching since it's easy to get a meaty hit (Where they must start jumping or using a reversal as soon as possible to avoid it). Very powerful if you do land a hit with it since you're guarenteed to corner your opponent with them teching at your feet.<br />
}}<br />
<br />
===<big>Blade of Judgement</big>===<br />
[[File:BBCF_Susanoo_BladeOfJudgementIcon.png|28px]] {{InputBadge|'''{{clr|D|236D}}'''}} {{InputBadge|'''Eighth Seal'''}} <br />
{{BBCF Move Card<br />
|input=236D<br />
|description=<br />
*Wallbounces on Counter Hit.<br />
*Uses the D button but doesn't unlock anything, unlike other drive moves.<br />
A very high priority special worth unlocking as soon as possible. Pressing buttons while grounded becomes scary for the opponent, as a Counter Hit Blade of Judgement will wallbounce them directly into Susano'o for a free combo. Because of your newfound ground control, be prepared to deal with air approaches once your opponent sees that you have this.<br />
<br />
The sword's hitbox extends behind Susano'o. As a result, you can can use it to catch enemies thrown behind him by {{clr|D|6D}} for certain combos and also catch out characters with grounded crossups, such as Azrael's dash.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
===<big>Liberating Dagger</big>===<br />
{{InputBadge|'''{{clr|D|236236D}} (Requires Eighth Seal)'''}}<br />
{{BBCF Move Card<br />
|input=236236D<br />
|description=<br />
*Requires Blade of Judgement unlocked.<br />
*Can function as a reversal super<br />
*Minimum damage: 1120 OD: 1400<br />
<br />
Great for dealing with zoners. A big factor in why Blade of Judgement is such an important unlock. This attack has a huge horizontal hitbox that completely covers the ground, hitting the opponent no matter the distance between them and Susano'o. You can use this as a reversal in some situations, as well as easily blow up anyone who tries to use a super at range. Has better minimum damage than {{clr|D|632146D}} until he has a certain amount of seals.<br />
}}<br />
<br />
===<big>Strike of the Possessed God</big>===<br />
{{InputBadge|'''{{clr|D|632146D}}'''}}<br />
{{BBCF Move Card<br />
|input=632146D<br />
|description=<br />
General purpose reversal super that can add good damage to many combo routes and is very easy to combo into. If the initial attack hits, Susano'o attacks with every unlocked special move in order (Excluding Sundering claws if it is only at level 1) before finishing off with a beam cannon attack. Therefore the damage improves with every unlocked seal, although some add much more damage than others. Can be Rapid Cancelled after the first hit for specific combos, but the opponent will either be put in stagger or bounced high into the air depending on which specials are unlocked. Because each unlocked seal has its own minimum damage, you may want to capitalize your combo in order to unlock the strongest seal if you plan on ending with this super. No followups are possible under any circumstances.<br />
<br />
*Overdrive does not automatically enable all parts of this move to activate, Susano'o will still only use the special moves that have actually been unlocked.<br />
*Overdrive only improves the damage from the final beam cannon and Blade of Judgement (if unlocked)<br />
*If the initial strike finishes the opponent off, the rest of the move is not performed.<br />
*Only the initial strike and the very last hit of the beam cannon can end a round, therefore if they survive the first hit, you're going to be giving them back a lot of burst gauge due to the damage.<br />
*Can only be rapid cancelled on the first hit, the opponent will either be put in stagger or bounced high into the air depending on which specials are unlocked.<br />
*If Sundering Claws is above level 1, the first hit will always stagger the opponent.<br />
*On raw hit, this move will deal anywhere between 2428-4622 normally, 3380-5378 in Overdrive.<br />
*Counterhits will apply the bonus damage to all parts of the move.<br />
<br />
The minimum damage for each seal and their respective levels are as follows:<br />
<br />
*Initial Strike and final beam cannon: 499 (OD 765)<br />
*Sundering Claws: 0 / 75 / 150<br />
*Towering Flame: 75<br />
*Megalith: 75 / 90 / 105<br />
*Hunter's Fang: 120 / 210<br />
*Dancing Dual Kick: 180<br />
*Inevitable Calamity: 312<br />
*Splintering Thrust: 150<br />
*Blade of Judgment: 225 (OD 300)<br />
}}<br />
<br />
===<big>Collapsing Resentment</big>===<br />
{{InputBadge|'''{{clr|D|[2]8D}} during Overdrive'''}}<br />
{{BBCF Move Card<br />
|input=[2]8D<br />
|description=<br />
*Unlocks all of his specials for the remainder of the round. Will not upgrade any specials.<br />
*Guard Points against Body attacks on frames 1-10.<br />
While Susano'o suddenly gaining every special in one fell swoop is a very nice tool to have, the fact that your unlocked specials will still reset at the end of the round as well as requiring Overdrive, on top of its total duration, makes this a fairly situational super. However, using this can be good if you have been put at an early disadvantage to try and get back into the game or as a reason to get good milage out of a short overdrive, since unlocking all of your specials is similar to just having a permanent overdrive. Your opponent may fear trying to punish this since you'll still probably be in overdrive and have access to your exceed accel afterwards.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Bloodspiller</big>===<br />
{{InputBadge|'''{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive'''}}<br />
{{BBCF Move Card<br />
|input=ABCD<br />
|description=<br />
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*315/663 Minimum Damage<br />
*Good Push on block<br />
<br />
Puts Susano'o into Active Flow if he hasn't already entered it once in the round. Has full invulnerability but cannot be Rapid Cancelled. Deals significantly more damage if Susano'o is already in Active Flow.<br />
<br />
Difficult to punish on block without a fast, long reaching poke like Relius or Ragna's 5Bs.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Roar of the Mad King</big>===<br />
{{InputBadge|{{clr|C|2141236C}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=2141236C<br />
|description=<br />
Has a very strange hitbox that stretches to either side of Susano'o, and can be easy to whiff unless the opponent is very close.<br />
<br />
Combos from pretty much anything. Susano'o's Astral Heat is a realistic and practical way to end a match.<br />
<br />
'''Combos From...'''<br />
*All Throws<br />
*{{clr|B|5B}}<br />
*{{clr|B|6B}}<br />
*{{clr|B|2B}}<br />
*{{clr|C|5C}}<br />
*{{clr|C|6C}}<br />
*{{clr|C|2C}}<br />
*{{clr|C|3C}}<br />
*{{clr|D|5D}}<br />
*{{clr|D|6D}}<br />
*{{clr|D|2D}}<br />
*Level 3 Megalith <br />
*Godpress (if they don't recover neutral)<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Susanoo}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Susano'o|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}<br />
[[Category:Unga]]</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Litchi_Faye_Ling&diff=447497BBCF/Litchi Faye Ling2024-02-28T13:30:44Z<p>Manta: /* Reach: Last Chance followups */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Litchi Faye Ling is a versatile character with tools for oppressive neutral, scary mixups, and looping okizeme utilising her staff, Mantenbou.<br />
<br />
Broadly speaking, Litchi has two "modes", one where her staff is floating behind her, and the other where it is placed on the ground, with each mode almost completely changing her Normals and Specials. While she has her staff, Litchi's normals tend to be slower overall but have huge range, while without her staff her moves tend to be quicker and either shorter ranged or lunges at the opponent, she also gains access to more special moves overall, with many of them specifically interacting with her placed staff in some way.<br />
<br />
The staff itself is controlled with the Drive button. It can be placed and launched with various Drive moves and also then recalled in various ways to switch between the two modes while also functioning as a projectile. Many of Litchi's combos and strategies require fluidly switching between each mode and thus a deep understanding of Litchi's very large set of moves is essential to playing as Litchi well.<br />
<br />
For notation purposes, moves that require the staff to be equipped have an "m" (Matenbou) suffix (E.g. {{clr|C|5Cm}}), and moves that require it to be unequipped have an "e" (Empty) suffix (e.g. {{clr|C|5Ce}}). Moves that have neither suffix can be performed in either situation.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#5A|5A]] (6F, whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Tsubame Gaeshi|623Dm]] (11F)<br/>[[#All Terminals|632146C]] (14F)<br/>[[#Thirteen Orphans (Kokushi)|632146De (Vertical)]] (12F)<br />
| fatalStarter = [[#6Cm|6Cm]]<br/>[[#6Dm|6Dm]]<br/>[[#Straight Through (Itsuu)|41236Cm]]<br/>[[#Unarmed Lunge (Kanchan)|421[C]e]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Mantenbou<br />
|content=Litchi's Drive is a mode changing mechanic that allows her to switch between fighting with Mantenbou, her staff, and placing it on the ground to fight empty-handed. Litchi has access to different attacks when she is switching between these two modes. In general, when she has Mantenbou, '''normally written as m in combo notation''', Litchi has increased range, but her attacks are slower and she has less mixup/pressure options. The opposite is true when she's empty-handed, '''normally written as e in combo notation'''. Litchi starts every match with Mantenbou equipped.<br />
<br />
If Mantenbou is not set, pressing the Drive button will set it onto the ground. Litchi has two ways of setting down Mantenbou: '''Vertically''' ({{clr|D|5D}}/{{clr|D|j.2D}} Set) and '''Horizontally''' ({{clr|D|2D}}/{{clr|D|j.D}} Set). Depending on the set, Mantenbou will fly at different angles. Certain attacks will automatically place it in a specific set. If Litchi is empty-handed, she can change between Mantenbou being set horizontally or vertically at any time by using [[#Kote Gaeshi|Kote Gaeshi]] ({{clr|D|623D}}/{{clr|D|421D}}). <br />
<br />
Once Mantenbou is set, pressing the Drive button will launch it in the direction of Litchi's opponent '''relative to when it was set'''. Litchi can recalculate the launch direction with the following specials:<br />
*{{clr|D|623D}}/{{clr|D|421D}} (These also change staff set/mode)<br />
*{{clr|B|63214B}}/{{clr|C|C}}<br />
*{{clr|A|63214A}}~{{clr|B|B}}<br />
*{{clr|A|63214A}}~{{clr|C|C}}<br />
*Getting hit while Mantenbou is in motion (includes delaying a launch)<br />
<small>''For a basic visual reference, every time Mantenbou wiggles, it has readjusted its direction.''</small><br />
<br />
<br />
Litchi can also hold the Drive button for a short time to delay the launch. This aids Litchi in pressure extensions, oki, and mid-combo adjustments. Litchi is fully actionable while delaying the launch, and when she's delaying the launch or Mantenbou is in motion, several different things can happen to it:<br />
*If Litchi is hit, Mantenbou will immediately stop its attack and plant itself in front of her. This will recalculate its direction. If you recover in time, Mantenbou can be relaunched forward as it falls.<br />
*If Litchi blocks, Mantenbou will immediately stop its attack and return to her. This puts Litchi in Mantenbou Mode. As it travels back to her, it stays in a floating state which allows for it to be relaunched forward.<br />
*If Mantenbou clashes with a projectile, it will lose its hitbox but travel the rest of its path as normal.<br />
<br />
<small>For a video explanation on Litchi's Drive, check the [[/Strategy|Strategy Section]].</small><br />
<br/><br />
|header2=Overdrive: The Great Wheel<br />
|content2=Mantenbou returns (if it was set) and follows her around the screen, constantly spinning in circles behind her. During Overdrive, Mantenbou acts independently from Litchi— except for when she's in blockstun or hitstun, being guard crushed or during teching.<br />
<br />
*While Overdrive is active, Litchi is always empty-handed.<br />
*When Overdrive ends, Litchi automatically equips Mantenbou.<br />
*Mantenbou is controlled by pressing any direction + Drive. It will briefly pause, grow in size and spin rapidly, then thrust in that direction.<br />
*After an attack, Mantenbou will briefly stay in place before returning to Litchi. Doing another attack before it returns will do it from its current position, allowing players to send Mantenbou out far distances or sandwich the opponent between it and Litchi.<br />
*All normals (Except {{clr|C|6C}}) gatling into all other normals, normal throw and jump. 2B and 2C may only be used twice in any string.<br />
}}<br />
</div><br />
<br />
===Normals and Specials===<br />
*Mantenbou moves are indicated with ‘'''m'''‘ whilst Empty-handed moves are indicated with ‘'''e'''‘.<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
All {{clr|A|A}} normals except {{clr|A|6A}} are the same regardless of whether Matenbou is equipped or not.<br />
<br />
{{clr|A|5A}} is Litchi's quickest normal, but it also whiffs on most crouching characters, limiting it to an emergency anti-air rather than a mashable button up close.<br />
<br />
Confirms into {{clr|B|5B}}m → {{clr|B|214B}}m for a full combo on air hit, or directly into {{clr|B|214B}}m on air counter hit. Unfortunately, if the opponent is too high for {{clr|B|5B}}, and you don't have a counter hit, your only option to combo off this is {{clr|A|j.A}}.<br />
<br />
*Chains into itself 3 times.<br />
*Whiffs on all crouchers except for Relius, Hakumen, Tager.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] ({{tt|Note|If the buttons are not specified between staffed or empty handed, then you can gatling into both.}}): {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|B|4B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, Launch, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5Bm,5Be |versioned=input<br />
|description=<br />
<br />
<br />
A great neutral button that's also used in pressure and combos to hit opponents OTG.<br />
<br />
*Doesn't hit Platinum, Izayoi, Amane, Naoto and Izanami OTG.<br />
*Both versions can jump cancel<br />
<br />
----<br />
'''{{clr|B|5B}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 22<br />
}}<br />
This is Litchi's best ground poke. It has absurd range for how disjointed it is, and has strong cancel options on either block or hit, such as IAD {{clr|D|j.2D}}, her grounded overheads / lows, or {{clr|D|6D}}. It's also a nice punish, as it can combo directly into {{clr|C|6C}}m on CH.<br />
<br />
You can also confirm with OD combos which lead to good damage. E.x: {{clr|B|5B}}m → {{clr|D|6D}} → ODC or {{clr|B|5B}}m → {{clr|C|5C}}m → {{clr|C|3C}}m → ODC ...<br />
<br />
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|6A}}m, {{clr|B|2B}}m, {{clr|B|6B}}m, {{clr|B|4B}}m, {{clr|C|5C}}m, {{clr|C|2C}}m, {{clr|C|6C}}m, {{clr|C|3C}}m, {{clr|D|5D}}m, {{clr|D|2D}}m, {{clr|D|6D}}m, {{clr|D|4D}}m<br />
----<br />
<br />
'''{{clr|B|5B}}e''' <br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
Empty-handed Litchi's best normal. It's good for pressure, catching rolls in the corner, and is one of her best pokes due to the speed, range and low recovery.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|2A}}e, {{clr|A|6A}}e, {{clr|B|2B}}e, {{clr|B|6B}}e, {{clr|B|4B}}e, {{clr|C|5C}}e, {{clr|C|2C}}e, {{clr|C|6C}}e, {{clr|C|3C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5Cm,5Ce |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|C|5C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|inactive2= 3<br />
|active3 = 3<br />
|recovery = 23<br />
}}<br />
Blockstring and grounded combo fodder. It has decent cancels in pressure, like {{clr|D|4D}}, {{clr|C|3C}} and {{clr|D|6D}}. You can also place Mantenbou instead of letting the second hit land as a way to throw off the opponent's rhythm.<br />
<br />
Without counter hit, skipping the second hit is required to combo into {{clr|C|3C}} {{clr|B|214B}} off standing hit {{clr|B|5B}} for Litchi's midscreen bnbs. It's also great for pushing the opponent way from Litchi to make {{clr|B|214B}} meaty as a way to reset pressure and place Mantenbou near the opponent.<br />
<br />
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|3C}}m, {{clr|D|5D}}m, {{clr|D|2D}}m, {{clr|D|6D}}m, {{clr|D|4D}}m<br />
----<br />
<br />
'''{{clr|C|5C}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 30<br />
}}<br />
Combo and blockstring fodder. It moves you foward which is nice for staying in your opponents face, but the recovery and startup are too slow to use it anywhere else.<br />
<br />
*Jump cancellable.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|2C}}e, {{clr|C|3C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Good for [[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]] safe stagger pressure, jab throw TRM attempts, mashing out of pressure, and roll catching.<br />
<br />
*Chains into itself 3 times.<br />
*Does not hit opponents off the ground. This means that it will only punish the opponent's tech options if they actually commit to one.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] ({{tt|Note|If the buttons are not specified between staffed or empty handed, then you can gatling into both.}}): {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|B|4B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}m, {{clr|C|3C}}, Launch, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2Bm,2Be |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|B|2B}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 4<br />
|recovery = 26<br />
}}<br />
At 17f, {{clr|B|2B}}m is rather slow, but it's Litchi's fastest low with Mantenbou equipped. It can be difficult to combo on standing opponents, being limited to {{clr|B|6B}}m, {{clr|B|4B}}m and {{clr|D|6D}}m, and can leave mashable gaps if done in pressure. However, in exchange for these shortcomings, {{clr|B|2B}}m has more hitstun than regular a {{clr|B|2B}} and its range is excellent, especially when used after other Mantenbou normals— Litchi can also threaten high/low mixups with {{clr|B|2B}}m → {{clr|A|6A}}m and {{clr|B|2B}}m → {{clr|C|3C}}.<br />
<br />
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|6A}}m, {{clr|B|6B}}m, {{clr|B|4B}}m, {{clr|C|6C}}m, {{clr|C|3C}}m, {{clr|D|5D}}m, {{clr|D|2D}}m, {{clr|D|6D}}m, {{clr|D|4D}}m<br />
----<br />
'''{{clr|B|2B}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 22<br />
}}<br />
Finally, a somewhat fast low! {{clr|C|2C}}e is your only cancel that will combo off this on standing at range, since {{clr|B|5B}}e will whiff. Also useful in combos as an OTG after {{clr|C|6C}}e on characters that {{clr|B|5B}} will not hit grounded. It's still GCOD unsafe like all of Litchi's lows, but when done in setplay you can use the returning staff to confirm off it rather than having to commit to more unsafe normals.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|5B}}e, {{clr|B|6B}}e, {{clr|B|4B}}e, {{clr|C|2C}}e, {{clr|C|3C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2Cm,2Ce |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|C|2C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 28<br />
}}<br />
Mostly a combo tool. It has similar cancel options to {{clr|C|5C}}m, so it's at least decent on block, but moves you closer instead of pushing the opponent away. It's usually used to combo into {{clr|D|6D}}(1) → Delay → {{clr|B|214B}} → ..., or just directly into {{clr|B|214B}} on standing opponents. {{clr|C|2C}}m can also combo directly into {{clr|D|4D}} which leads to decent damage in the corner. <br />
<br />
As with other Mantenbou normals, it extends the attack foward, though since Litchi advances naturally, it can somtimes make move {{clr|C|5C}}m whiff if too close..<br />
<br />
*Launches on hit.<br />
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|5C}}m, {{clr|C|6C}}m, {{clr|C|3C}}m, {{clr|D|5D}}m, {{clr|D|2D}}m, {{clr|D|6D}}m, {{clr|D|4D}}m<br />
----<br />
<br />
'''{{clr|C|2C}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
One of the normals litchi can use to combo into {{clr|C|6C}}e for a standing confirm. Also jump cancellable, which is alright for pressure in the corner since Litchi IAD {{clr|C|j.C}}e will hit crouching opponents when done as soon as possible, and can reverse beat into {{clr|B|j.B}}e to not be horrifically unsafe.<br />
<br />
*Jump cancellable.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|5C}}e, {{clr|C|6C}}e, {{clr|C|3C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6Am,6Ae |versioned=input<br />
|description=<br />
<br />
<br />
*Both versions ground bounce on air hit. <br />
----<br />
'''{{clr|A|6A}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
A strong overhead despite the below average speed. The fact its range can be increased means you can do at distances or in situations the opponent doesn't expect, such as {{clr|C|41236C}} RC {{clr|A|6A}}m, or to confirm with {{clr|B|4B}}m → {{clr|B|6[B]}}m<br />
<br />
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|4B}}m<br />
----<br />
'''{{clr|A|6A}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 3<br />
|recovery = 18<br />
}}<br />
An amazing overhead. It's fast and only -2 on block. It can special or drive cancel for a full combo, or be used during setplay to let the returning Mantenbou make you plus.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Launch<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6Bm,6[B]m,6Be,6[B]e |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|B|6B}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 18<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 28<br />
}}<br />
A very long poke that's good in neutral, although it can be low-profiled. It's relatively safe on block and functions as a high reward frame trap with {{clr|C|6C}}m.<br />
<br />
If the button is held, a feint version {{clr|B|6B}} will be done which can be used for reducing the recovery of other buttons like {{clr|B|4B}}m for pressure resets or throws.<br />
<br />
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
**Slightly reduces range if done after a dash.<br />
*Can only jump/special cancel on hit<br />
*Wall bounces in the corner on air-hit<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|6C}}m<br />
----<br />
'''{{clr|B|6B}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 4<br />
|recovery = 23<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 26<br />
}}<br />
Exclusively a pressure tool. The attack itself can cancel into {{clr|C|5C}}/{{clr|C|2C}}, or jump cancel on block, but doesn't really combo out of anything. The feint is good for getting into range for throw or to just reset pressure in a ambiguous way.<br />
<br />
*Can jump cancel.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|4B}}e, {{clr|C|5C}}e, {{clr|C|2C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6Cm,6Ce |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|C|6C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 23<br />
|active = 12<br />
|recovery = 27<br />
}}<br />
A frame trap, combo tool, and Litchi's best starter. It's also fine on block because you can cancel into {{clr|D|5D}}m or {{clr|D|2D}}m on any of the four hits.<br />
<br />
*Launches opponent away on air hit<br />
*Crumples on hit<br />
**Untechable CH air-hit.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|D|5D}}m, {{clr|D|2D}}m<br />
----<br />
'''{{clr|C|6C}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|inactive2= 25<br />
|active3 = 3<br />
|recovery = 7<br />
|specialRecovery= 6<br />
}}<br />
''Amazing'' combo filler. This is used in basically every combo since it has bonus 110% proration the first time it's used. It's also a standing confirm off most staffless ground normals.<br />
<br />
It's used to allow you to recall the staff via {{clr|C|6C}}e1 {{clr|D|5[D]}} in this {{tt|route|Against airborne-> {{clr|C|6C}}e(1) > {{clr|D|5[D]}} > {{clr|C|6C}}e > {{clr|B|j.236B}}e > {{clr|D|]D[}} > {{clr|C|j.236C}}e > staff 2 > {{clr|C|6C}}e(1) > {{clr|D|623D}}m - May require delays in rekkas or release timing depending on staff position. The core idea is that your staff hits should 1. fill in the gap between {{clr|B|j.236B}}~{{clr|C|j.236C}} and 2. Cover your landing recovery from {{clr|C|j.236C}} > {{clr|C|6C}}e(1).}}, which is the primary route you will be using with Litchi.<br />
<br />
*Second hit will hard knockdown on ground hit<br />
**Will soft knockdown on air hit.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Launch<br />
}}<br />
<br />
===<big>{{clr|B|4B}}</big>===<br />
{{BBCF Move Card<br />
|input=4Bm,4Be |versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 3<br />
|recovery = 29<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 21<br />
}}<br />
'''{{clr|B|4B}}'''<br />
<br />
Litchi's dedicated head-invulnerable anti air. Unfortunately, it suffers from poor horizontal range, so other options, such as {{clr|A|5A}} may be preferable depending on range or situation. {{clr|B|4B}} is at its best against crossups, and can be used to snipe extended hurtboxes to make up for its lack of range. Additionally, while it doesn't low-profile, Litchi's hurtbox is noticeably reduced beginning on frame 3.<br />
<br />
*{{clr|B|4B}}m exclusive:<br />
**Uses staff position, which extends the range if used after an attack that moves the staff, and shortens it if done with dash momentum. Used to combo after spaced {{clr|B|2B}} or {{clr|A|6A}}.<br />
**Launches on ground hit.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|6B}}m<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3Cm,3Ce |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|C|3C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 12<br />
|recovery = 15<br />
}}<br />
A huge normal with lengthy active frames. It's one of Litchi's better staffed lows because it can lead to establishing staffless pressure by doing {{clr|C|3C}}m → {{clr|D|2D}}m → {{clr|D|2[D]}}e on hit. It can also cancel into {{clr|C|41236C}} for a double low that will lead to full combos in the corner via {{clr|C|3C}}m → {{clr|C|41236C}} → {{clr|A|5A}} → {{clr|B|5B}}m → {{clr|B|214B}}m → ... <br />
<br />
*Hard knockdown on counter hit. Can be followed up by doing {{clr|B|2B}}m → {{clr|B|4B}} → ... or even {{clr|D|2D}}m → {{clr|D|5D}}e → 66 → {{clr|B|j.B}} →{{clr|C|C}} → Delay → {{clr|B|j.B}}m → ...<br />
*{{Tt|Extends Mantenbou forward|Moves that use the staff's location (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) have extended horizontal range. In the case of this move it doesn't mean much since you need to RC to extend the range of relevant moves.}}.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|D|5D}}m, {{clr|D|2D}}m<br />
----<br />
'''{{clr|C|3C}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 21<br />
}}<br />
A low sweep that's used for pressure and combos. It can haveniche use in okizeme as a way to call out to people who don't emergency tech after {{clr|D|623D}}m. At midscreen, you can do 66{{clr|C|3C}}e which will blue beat opponents who don't tech, and if they do, Litchi is neutral on whiff. It can also be done in the corner and be slightly plus without the microdash. If they get hit the backwards movement in the recovery will push you too far out for them to roll through, but it's generally better to do 44 {{clr|D|5[D]}}e {{clr|B|5B}}e whiff in the corner instead.<br />
<br />
*Shifts Litchi backwards during recovery.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
{{clr|A|j.A}} is an extremely good, low commitment, anti air when done rising. While it doesn't lead to any damage or setups, it's still a powerful option to contest opponents above you. It also sees use as a cancel option after {{clr|B|j.B}}m to make Litchi more plus.<br />
*Chains into itself indefinitely on block and on hit.<br />
*Jump cancellable.<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.Bm,j.Be |versioned=input<br />
|description=<br />
'''{{clr|B|j.B}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 18<br />
}}<br />
An extremely good air to air, and decent air to ground with an above average crossup hitbox. Leads to full combos if you counter hit them close enough to the ground. Also combos into {{clr|D|j.D}}m for a low damage knockdown that launches them away from you. Recovers quick enough that you can do it rising as another anti air.<br />
----<br />
'''{{clr|B|j.B}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 4<br />
|recovery = 12<br />
}}<br />
A strong air-to-air attack and average jump in with a good crossup hitbox. Used as a cancel after {{clr|C|j.C}}e to make Litchi more plus. It recovers quick enough that you can do it rising as another anti air.<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.Cm,j.Ce |versioned=input<br />
|description=<br />
<br />
'''{{clr|C|j.C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 4<br />
|recovery = 14<br />
|specialRecovery= 4<br />
}}<br />
A dedicated air to air with high reward on counter hit near the corner, though the air-to-ground hitbox can be poor, and combined with the slow startup and landing recovery means it carries some risk.<br />
<br />
*Blows back the opponent on CH<br />
**Wall bounces in the corner<br />
----<br />
'''{{clr|C|j.C}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 3<br />
|recovery = 22<br />
}}<br />
Litchi's best air-to-ground normal. This will hit opponents crouching if done as soon as possible after an IAD, and can cancel into {{clr|B|j.B}}e to allow Litchi to continue pressure. It has limited use in air combos due to knocking the opponent down, but Litchi can extend with {{tt|staff launch|Roll catch in the corner while holding vertical staff: {{clr|B|5B}}e → {{clr|C|5C}}e → sj9 → {{clr|B|j.B}} → {{clr|C|j.C}}e → {{clr|D|]D[} →}} {{clr|C|j.236C}}e → {{clr|B|4B}}m → {{clr|B|214B}}m → ...}} {{clr|B|j.236B}}, or by {{tt|cancelling into {{clr|B|j.B}}|Horizontal staff set: {{clr|D|5D}}e → 669 → {{clr|B|j.B}} →{{clr|C|j.C}}e → Delay → {{clr|B|j.B}}m → {{clr|B|214B}}m → ...}} if the opponent is high enough early in the combo.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>{{clr|D|5/2D}}m</big>===<br />
{{BBCF Move Card<br />
|input=5Dm,2Dm |versioned=input<br />
|description=<br />
'''{{clr|D|5D}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 27<br />
}}<br />
Sets Mantenbou '''vertically'''. It's useful in pressure if your opponent is jumping out of horizontal set, but placing it is a little slower.<br />
----<br />
<br />
'''{{clr|D|2D}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 23<br />
}}<br />
Sets Mantenbou '''horizontally'''. It has faster recovery than {{clr|D|5D}}m and can be used for pressure resets. <br />
}}<br />
<br />
===<big>{{clr|D|6D}}m</big>===<br />
{{BBCF Move Card<br />
|input=6Dm<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 9<br />
|inactive2= 4<br />
|active3 = 5<br />
|recovery = 17<br />
}}<br />
This sets Mantenbou '''horizontally'''. It's a multi-hit, advancing normal which leaves Litchi +3 on block, making it a great tool for pressure and combos. For example, Litchi can potentially reset pressure twice: once with the plus frames, and then again by doing a partially charged {{clr|D|5D}}e. In midscreen combos, it pushes her in range for {{clr|B|214B}}m or {{clr|D|623D}}m, while in corner combos it's her go-to move for horizontal sets.<br />
<br />
Litchi can't special cancel the second hit, so the opponent can IB to force a 0-on-block situation, where Litchi will usually trade or lose due to her 7-frame 2A. To discourage this, the first hit can be cancelled into {{clr|C|41236C}}m, which allows Litchi to call out her opponent. Stance cancel to take advantage of attempted instant blocks with throw, delay to frame trap mashers with a Fatal, or simply let the hit go for an airtight low. Another option is {{clr|D|6D}}(1) > CT, which will guard crush IB attempts, though this is best used sparingly.<br />
<br />
*Wall-splats in the corner<br />
}}<br />
<br />
===<big>{{clr|D|4D}}m</big>===<br />
{{BBCF Move Card<br />
|input=4Dm<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 9<br />
|recovery = 8<br />
|specialRecovery= 8<br />
}}<br />
This sets Mantenbou '''vertically''', and is a great overhead: it's fast and even to plus when spaced which makes it difficult to punish. On hit, it groundslides for easy pickups combos that have great corner carry . E.x: {{clr|D|4D}}m → Dash → {{clr|C|3C}}e → {{clr|C|421C}} → ...<br />
<br />
It's good for routes if used after a CH or {{clr|C|2C}}m in the corner, and its airborne state enables tricky mixups with RC such as {{clr|D|4D}}m → {{clr|A|j.A}} that retain good pressure on block, and don't mess up combos on hit.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}m</big>===<br />
{{BBCF Move Card<br />
|input=j.Dm<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|isProjectile = true<br />
|recovery = 32<br />
|specialRecovery = 4<br />
}}<br />
The infamous Litchi {{clr|D|j.D}}m; stops Litchi in the air and then launches her upwards and backwards slightly while launching the staff as a projectile at a steep downward angle, setting Mantenbou '''horizontally''' as it lands.<br />
<br />
This move is one of Litchi's primary ways to annoy the opponent, as it is extremely difficult for some characters to punish. It beats anti airs since it is a projectile that moves Litchi back, and allows Litchi to attempt to frame trap the opponent with {{clr|D|j.D}}e after the initial projectile. {{clr|D|j.D}}e can even beat attempts at doing attempts at grounded anti airs against Litchi later if you hold off on the initial frame trap. The best way for the opponent to deal with this is to respect the initial frame trap, then attempt to do rising anti air options like airthrow. Litchi is still not defenseless against this if you do not attempt to frame trap the opponent, because she can flip to the staff with {{clr|A|j.63214A}}/{{clr|B|B}}/{{clr|C|C}}e or set it to Vertical set via {{clr|D|j.623D}}e then launch to anti air the opponent.<br />
<br />
Thankfully for the opponent, Litchi gets almost no reward outside of frustration, because the damage is low and it leads to no combos. Despite this, it is still a critical part of Litchi's neutral as a low commitment zoning tool.<br />
<br />
*Cancels all air momentum<br />
}}<br />
<br />
===<big>{{clr|D|j.2D}}m</big>===<br />
{{BBCF Move Card<br />
|input=j.2Dm<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|isProjectile = true<br />
|inactive2= 8<br />
|active3 = 2<br />
|recovery = 8<br />
}}<br />
Stops Litchi's air momentum and then drops her straight downwards, setting the staff '''vertically''' as she lands and kicking backwards with a low attack. A good crossup that leaves Litchi plus if blocked, with Mantenbou right next to the opponent to allow for Litchi's powerful staff plus {{clr|C|421[C]}} mixup. On hit, Litchi can either combo normally or side swap to retain corner if you vacuumed them out of it to cross them up.<br />
<br />
There is a gap if the opponent instant blocks the first hit, which can let the opponent reversal out. If the second hit whiffs, Litchi is very negative, so be careful when you use this.<br />
<br />
*Cancels air momentum once it becomes active.<br />
*Second attack hits exclusively behind her and vacuums the opponent towards her on hit and block.<br />
}}<br />
<br />
===<big>{{clr|D|5/2/6[6]/j.D}}e</big>===<br />
{{BBCF Move Card<br />
|input=5De,2De,6[6]De,j.De |versioned=input<br />
|description=<br />
Launches the staff; See [[#Staff Launch|Staff Launch]] for more info on what the staff itself actually does. {{clr|D|5D}}e is usually the launch of choice after {{clr|C|6C}}(1) because it's an easier input. Holding {{clr|D|D}} will delay the launch until {{clr|D|D}} is released.<br />
----<br />
'''{{clr|D|5D}}'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
}}<br />
*If not held, Staff is active on frame 9.<br />
*+5/+1 for Vertical/Horizontal set if the staff hits first possible frame.<br />
----<br />
'''{{clr|D|2D}}'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
}}<br />
*If not held, Staff is active on frame 10.<br />
*+6/+2 for Vertical/Horizontal set if the staff hits first possible frame.<br />
----<br />
'''{{clr|D|6[6]D}}'''<br />
<br />
A Staff Launch that Litchi can only use after running for over 12 frames. This does not use blazblue's 5f buffer window, so doing this immediately is a 1f link.<br />
*If {{clr|D|D}} is pressed on frame 13 and not held, frame 14 is the earliest possible active frame.<br />
*+16/+12 for Vertical/Horizontal set.<br />
----<br />
'''{{clr|D|j.D}}'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 26<br />
|specialRecovery= 7<br />
}}<br />
A somewhat safe anti anti-air with Horizontal set or frame trap if used after {{clr|D|j.D}}m. Has significant landing recovery, so be careful using this.<br />
*If not held, Staff is active on frame 12.<br />
*Cancels all air momentum.<br />
}}<br />
<br />
===<big>Staff Launch</big>===<br />
{{BBCF Move Card<br />
|input=Staff Launch Vertical,Staff Launch Horizontal |versioned=name<br />
|description=<br />
'''Vertical Set'''<br />
<br />
Amazing for pressure due to having two hits. However, its arc quickly becomes too high to hit a crouching opponent if they're not near the initial launch. Also great for covering air space. It's more threatening when returning, as it's much easier for Litchi to get a full combo on opponent that gets hit by returning staff.<br />
<br />
Unlike Horizontal set, it doesn't launch standing opponents, so it's preferable to use for crossup {{clr|C|421[C]}}.<br />
<br />
In the corner, it's even better for pressure because it's significantly more difficult to avoid, and the second hit will vacuum the opponent out of the corner to enable crossups via jumping over the opponent.<br />
<br />
'''Moves that set the staff in Vertical/{{clr|D|5D}} Mode'''<br />
*{{clr|D|5D}}m<br />
*{{clr|D|4D}}m<br />
*{{clr|D|j.2D}}m<br />
*{{clr|B|214B}}/{{clr|C|C}}m<br />
*{{clr|D|623D}}e<br />
----<br />
'''Horizontal Set'''<br />
<br />
Generally not as good as Vertical Set due to only having a single hit, but not without its strengths. This is the preferred set for midscreen pressure due to its low angle preventing whiffs on crouchers. However, Litchi's strong corner carry and powerful corner offense means you should be playing midscreen as little as possible. Regardless of screen position, if you've conditioned your opponent to respect a delayed launch, it can still generate a large amount of frame advantage for Litchi. <br />
<br />
On hit, it launches even grounded opponents, which is great for some combos, but makes it unusable in crossup {{clr|C|421[C]}} okizeme.<br />
<br />
Extremely powerful tool to annoy the opponent with in neutral. When used fullscreen, it only takes 20~ frames to hit an opponent in the other corner, as well as covering the entire ground area while it's active, which can incentivize punishable air approaches.<br />
<br />
Has some utility in oki, as it will not hit the opponent on the ground until after the combo timer resets, while still catching rolls and meatying neutral tech, but isn't great because it's extremely difficult to combo from these setups. If you have a 2D set on okizeme, it's likely best to go for a {{clr|D|41236D}} setup.<br />
<br />
'''Moves that set the staff in Horizontal/{{clr|D|2D}} Mode'''<br />
*{{clr|D|2D}}m<br />
*{{clr|D|6D}}m<br />
*{{clr|D|j.D}}m <br />
*{{clr|D|421D}}e<br />
*{{clr|C|632146C}}m~{{clr|D|D}}<br />
----<br />
*If the staff is at the corner, it will not travel off screen.<br />
*The staff must be blocked relative to Litchi. Even if it comes from behind, hold away from her to block it.<br />
*If Litchi is hit while this is active, it deactivates and is launched upwards and backwards, returning to the same set orientation.<br />
*If Litchi blocks, the staff will stop dead and then return to Litchi.<br />
*The launch direction of the staff is calculated when it is set, so even if Litchi or her Opponent swap sides with the staff, it will still go in the same direction when launched had they not done so. Certain special moves listed below will recalculate this launch direction without needing to recall the staff.<br />
}}<br />
<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 23<br />
}}<br />
Universal mixup tool that leads to average damage. Can be impactful in situations where you don't have the opportunity to set up staff.<br />
<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw.]]<br />
*Special cancelable<br />
*Counter hit recovery<br />
*Kara throw: {{clr|B|6B}}~{{clr|C|C}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
===<big>Backwards Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 23<br />
}}<br />
Foward throw, but backwards. Launches the opponent higher in the air than forward throw, but can be followed up the same way.<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw.]]<br />
*Special cancelable<br />
*Counter hit recovery<br />
*Kara throw: {{clr|B|6B}}~{{clr|C|C}}<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 23<br />
|specialRecovery= 3<br />
}}<br />
Airthrows are extremely powerful offensive anti airs. Use this.<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw.]]<br />
*Counter hit recovery<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|When blocking {{clr|A|6A}}+{{clr|B|B}}}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 2<br />
|recovery = 36<br />
}}<br />
A [[BBCF/Mechanics#Counter_Assault| Counter Assault]] with solid range. Since {{clr|D|623D}}m cannot be rapid cancelled, this is where most of your defensive meter usage will go. Plus enough on counter hit for you to move the staff with {{clr|D|421D}}e and still meaty them.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small><br />
|startup = 20<br />
|active = 1<br />
|recovery = 25<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Max Charge</small><br />
|startup = 61<br />
|active = 1<br />
|recovery = 25<br />
|frcStart = 30<br />
|frcEnd = 60<br />
}}<br />
A somewhat above average crush trigger. Like her throw, Litchi doesn't really need this with staff placed because of her strong character specific mixup options. However, you can use held staff to confirm off uncharged crush trigger without corner, which makes it better than most.<br />
}}<br />
<br />
===<big>Backdash</big>===<br />
{{InputBadge|44}}<br />
{{BBCF Move Card<br />
|input=44<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 22<br />
}}<br />
Litchi's backdash can be used to escape pressure or avoid meaties with normals that do not have the range to catch the recovery midscreen. Since it is airborne, getting hit can be awkward for your opponent to combo, but if they manage to confirm it will likely lead to higher damage.<br />
*Can cancel into 447 on frame 18.<br />
*Airborne 1-15f<br />
}}<br />
<br />
===<big>Additional Back Step</big>===<br />
{{InputBadge|447}}<br />
{{BBCF Move Card<br />
|input=447<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 43<br />
}}<br />
A second backdash if they failed to punish your first one. The invulnerability is small, but Litchi can cancel into a very low forward air dash from it. This is useful for surprising opponents that after your backdash with {{clr|C|j.C}} or {{clr|B|j.B}}. You should always cancel this with something, as it has much higher recovery if you don't cancel into normals before landing.<br />
*Available on frame 18 of Backdash.<br />
*Can cancel into forward airdash, air normals/throw, Riichi and Kote Gaeshi during frames 20-34.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Straight Through (Itsuu) </big>===<br />
{{InputBadge|{{clr|A|41236A}}/{{clr|B|B}}/{{clr|C|C}}m (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=41236Am,41236Bm,41236Cm,41236Xm~D |versioned=input<br />
|description=<br />
Provides guard point, until frame 12 or the frame you stop holding, at which point the attack transitions into one of the following versions below. You can hold {{clr|A|A}}/{{clr|B|B}}/{{clr|C|C}} to delay the attack, or press {{clr|D|D}} while holding the button to cancel the attack with 14 frames of recovery. The fastest possible Itsuu~{{clr|D|D}} is 26 frames. Litchi has no way to be plus or even neutral from an Itsuu cancel, with the best possible advantage being -6 from {{clr|D|6D}}(1). The move also cancels on its own if held for the maximum amount of time, with only 6 frames of non-guardpoint recovery.<br />
*All versions of the stance are at least -26 on {{Tt|[[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]].|The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that '''both players input during the hitstop of a prior move''', so that this attack and ODR start on the same frame.}} However, you can hold the stance to try and meaty them, or cancel with {{clr|D|D}} to be +0 instead.<br />
*{{Tt|All versions extend the staff forward|Moves that use the staff's location (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) have extended horizontal range. In the case of this move it doesn't mean much since you need to RC to extend the range of relevant moves.}}.<br />
*If fully held, has 6F recovery instead of attacking. The staff also counts as placed for the first frame after recovering from this, so you can link {{clr|D|5D}}e despite having Mantenbou equipped. It uses the last staff placement, or Horizontal set if the staff has not been placed yet.<br />
*All versions are always -2 on normal block, regardless of what active frame they hit on.<br />
----<br />
;'''{{clr|A|41236A}}m'''<br />
<br />
One of Litchi's anti airs. Good for controlling space above Litchi aggressively due to being completely disjointed and having high reward on counter hit, but is fairly slow. Very nice as a read for people jumping out of your corner pressure, as it wallbounces in the corner for a full combo without counter hit.<br />
*Counter hit wall bounces midscreen.<br />
<br />
----<br />
;'''{{clr|B|41236B}}m'''<br />
<br />
A slow, but very long poke to control space on the ground. It needs to be RC'd to combo from, but is harder to avoid than {{clr|C|41236C}}.<br />
----<br />
;'''{{clr|C|41236C}}m''' <br />
<br />
An extremely long range low that's unpunishable on normal block, and even on IB most of the time. Itsuu C is a strong frame trap with high reward on Fatal Counter, leading to {{keyword|OTG}} combos. In the corner, it can lead to full combos on normal hit via linking {{clr|A|5A}}.<br />
<br />
*Fatal Counter.<br />
*Causes hard knockdown on counter hit. Example pickups: dash {{clr|C|5C}}m/({{clr|B|2B}}m > {{clr|B|4B}}m) > {{clr|B|214B}}...<br />
*Can rapid cancel to take advantage of the extended staff range and combo with {{clr|A|6A}}m.<br />
}}<br />
<br />
===<big>Ren Chan</big>===<br />
{{InputBadge|{{clr|B|214B}}/{{clr|C|C}}m}}<br />
{{BBCF Move Card<br />
|input=214Bm,214Cm |versioned=input<br />
|description=<br />
<br />
Litchi flicks Mantenbou forward in an arc, placing it '''vertically'''. If Litchi is hit, the staff's attack is deactivated and is launched upwards and backwards, but still lands in a vertical set.<br />
<br />
----<br />
'''{{clr|B|214B}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|isProjectile= true<br />
|recovery = 32<br />
}}<br />
Probably Litchi's best anti air, despite the lack of head attribute invulnerability. It covers an enormous amount of space for the speed and will lead to full combos on relatively high hits, or at any height if it counter hits. A great way to reset pressure as well if spaced, as it can be plus when meaty. This lets Litchi frame trap the opponent with {{clr|D|5D}}e, partially charge {{clr|D|5D}}e to generate more frame advantage and run or IAD in, or you can run in and do mid-run animationless staff launch.<br />
<br />
Also a combo staple, almost every basic combo will involve using this at some point on an airborne opponent.<br />
<br />
*Sets Mantenbou a little over 1/2 screen from Litchi.<br />
<br />
----<br />
'''{{clr|C|214C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|isProjectile= true<br />
|recovery = 26<br />
}}<br />
Awful. It's too slow compared to the {{clr|B|B}} version and doesn't cover as useful an area while also having limited combo utility.<br />
<br />
*Sets Mantenbou at about a full screen distance away<br />
<br />
}}<br />
<br />
===<big>Tsubame Gaeshi</big>===<br />
{{InputBadge|{{clr|D|623D}}m}}<br />
{{BBCF Move Card<br />
|input=623Dm<br />
|description=<br />
Tsubame Gaeshi is Litchi's DP with good speed and an amazing hitbox that goes all around and high above her. It carries the opponent to the top of the screen and scores a knockdown shortly after. However, it can only be used with Mantenbou equipped '''and cannot be RC'd.'''<br />
<br />
For combos, it's Litchi's go-to ender for knockdowns. At midscreen, she struggles to prevent the opponent from rolling away, but in the corner, she can safely meaty the opponent and check rolls by doing {{clr|D|623D}}m 44 {{clr|D|5[D]}}e with neutral techs being covered by releasing the staff early. If the opponent doesn't, you can continue holding the staff and press {{tt|{{clr|B|5B}}e buffer {{clr|C|5C}}e|Combo on roll, make sure to continue holding {{clr|D|[D]}}: {{clr|B|5B}}e {{clr|C|5C}}e sjc9 {{clr|B|j.B}}{{clr|C|C}}e {{clr|C|j.236C}}e {{clr|B|4B}}m {{clr|B|214B}}m {{clr|B|236B}}e {{clr|A|63214A}}e~{{clr|B|B}} {{clr|C|6C}}e1 {{clr|D|5[D]}} {{clr|C|6C}}e2 dl {{clr|B|236B}}e {{clr|C|236C}}e {{clr|B|4B}}e {{clr|D|623D}}m}} to check rolls. Once the opponent respects this, you can start doing {{clr|C|421[C]}}e plus {{clr|D|5]D[}} for an unreactable crossup.<br />
<br />
If you need to kill, it also allows Litchi to combo into supers trivially anywhere on the screen. Midscreen, you can combo {{clr|D|623D}}m {{clr|C|6428C}}. In the corner, you can do {{clr|D|623D}}m {{clr|C|6C1}}e {{clr|D|632146D}}e -> IABD {{clr|C|j.C}}w OD {{clr|C|6428C}} dl EA for 2215 minimum damage.<br />
<br />
Being able to converrt after it in the corner also makes it niche combo filler, but this isn't used much.<br />
<br />
*The staff is considered a new projectile after reappearing and will be active '''even if Litchi is already in hitstun''', but will disappear if she's hit after this.<br />
*If the opponent goes a punish too late, the second hit can punish the opponent instead - This only occurs if Litchi would be able to recover and block anyway, however, as the projectile is inactive if Litchi is in hitstun or blockstun.<br />
*Sets Mantenbou '''vertically'''.<br />
*If jumped over, will left/right unblockable the opponent.<br />
}}<br />
<br />
===<big>Three Dragons</big>===<br />
{{InputBadge|{{clr|A|236A}}/{{clr|B|B}}/{{clr|C|C}}e}}<br />
{{BBCF Move Card |versioned=name<br />
|input=236Ae,236Be,j.236Be,236Ce,j.236Ce<br />
|description=<br />
Litchi's Rekka series, each move can be cancelled into any of the other moves, but no move may be repeated in the same chain.<br />
*On hit, all three can cancel into all versions of [[#Reach_(Riichi)|Reach]], or Four Winds<br />
*Third special used in the chain gains increased hitstop<br />
----<br />
'''Three Dragons: White (Haku)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
Litchi's special low. Usually used as combo filler after {{clr|B|214B}}m, but also has use as a character specific combo extender when used as the last hit of the sequence, as Litchi can do 66 {{clr|B|5B}}e to extend after it. Also good for frame trapping after {{clr|C|236C}}e, since it's safe on block. The only move of this set that must be performed grounded, so be sure to allow the move you used beforehand to land before trying this.<br />
*-7 on {{Tt|[[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]].|The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that '''both players input during the hitstop of a prior move''', so that this attack and ODR start on the same frame.}}<br />
----<br />
'''Three Dragons: Green (Hatsu)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 4<br />
|recovery = 23<br />
|specialRecovery = 15<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|specialRecovery = 15<br />
}}<br />
Litchi's primary combo extender. Has enough hitstun to perform Riichi A, land on the staff and continue with the B followup, which is the basis of almost all Litchi combos. Also lets Litchi combo off air hit 6Ce2 and j.Ce because the air version is extremely fast. Cannot be cancelled into anything if this move misses and only recovers when Litchi lands., making it very painful if this misses, especially if performed in the air.<br />
----<br />
'''Three Dragons: Red (Chun)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 26<br />
|active = 3<br />
|recovery = 8<br />
|specialRecovery= 14<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 26<br />
|active = 3<br />
|specialRecovery= 14<br />
}}<br />
Mostly used as combo filler during rekka sequences. If used after {{clr|B|236B}}e in or near the corner Litchi has enough frame advantage to combo into {{clr|B|5B}}e. Likewise cannot be cancelled into anything if this move misses and only recovers when Litchi lands. Also an overhead you can mix with 236A, but somewhat limited use due to it's extremely obvious animation.<br />
}}<br />
<br />
===<big>Unarmed Lunge (Kanchan)</big>===<br />
{{InputBadge|{{clr|C|421C}}e (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=421Ce<br />
|description=<br />
Litchi dashes forward for a lunging palm attack. Holding the button will extend the dash, and allow Litchi to instead dash past the opponent for a powered-up crossup version of the attack.<br />
----<br />
'''Normal Version'''<br />
<br />
A powerful defensive or anti poke option due to the early body invulnerability, characters that mostly rely on body attribute moves like Mai can struggle to deal with this.<br />
<br />
Mostly combo filler near the corner, but it has utility as a pressure tool with staff or rapid cancel to make Litchi plus. The first two hits also have very little hitstop, so Rapid Cancelling the first hit and throwing can give Litchi an abrupt way to get into range to throw.<br />
<br />
*Blows the opponent back.<br />
*Wall bounces in the corner or on counter hit.<br />
---- <br />
'''Crossup Version'''<br />
<br />
An extremely powerful crossup move because Litchi can release vertical staff just before or after she crosses them up with this for an unreactable left/right mixup. Also plus on block, but generally not useful for this because your opponent will naturally instant block this by reacting and changing block direction.<br />
<br />
Also a hilarious defensive option, as unlike the uncharged version the fact it slides behind the opponent can let it beat moves that aren't body attribute by getting behind the opponent before they go active.<br />
*Fatal Counters<br />
*Wall bounces midscreen.<br />
}}<br />
<br />
===<big>Reach (Riichi)</big>===<br />
{{InputBadge|{{clr|A|63214A}}e/{{clr|B|B}}e/{{clr|C|C}}e (Air OK)}}<br />
{{BBCF Move Card |versioned=name <br />
|input=63214Ae,63214Be,63214Ce<br />
|description= Litchi attempts to jump towards her set staff and do one of three things depending on the button presesed. If she can't reach the staff due to being out of range or obstructed in some way, she will simply land on the floor instead. All three moves use the same leaping animation at the start, meaning it won't be clear to your opponent which move you've chosen until you reach the staff. Because this can be used in the air and doesn't consume any air options, it can be used as an evasion tool in various situations.<br />
<br />
*Can only be used when the staff is set and not doing anything.<br />
*Recovery in Square brackets is if Litchi misses the staff.<br />
*After using any version of Reach, no version may be used until Litchi lands.<br />
<br />
----<br />
'''Reach: Last Chance (Riichi)'''<br />
<br />
Litchi jumps to the staff and then balances on top of it, with various moves possible afterwards. Primarily combo filler with the {{clr|B|B}} followup, but sometimes useful for mobility. The {{clr|C|C}} followup also is surprisingly good on block and can cross over the opponent. See next move card for followups.<br />
<br />
*Has a shorter range than the other two versions to reach the staff (Since she needs to reach the top of it)<br />
*Can airdash off of the staff with 66/44.<br />
*Can jump off of the staff.<br />
*Drops from the staff with 2.<br />
<br />
----<br />
'''Reach: Robbing the Kong (Riichi B)'''<br />
<br />
Litchi jumps to the staff and kicks it forwards in a small arc as a projectile in basically the same way as Ren Chan. A great way to take advantage of the opponent's respect in neutral since it's very plus and can leave the staff next to them.<br />
*Maintains the staff's current set.<br />
*Staff remains active if Litchi is hit after it is launched.<br />
<br />
----<br />
'''Reach: Kong on Kong (Riichi C)'''<br />
<br />
Litchi jumps to the staff and launches herself forwards. Sort of an airdash off the staff that doesn't actually use up your air options, but is rather slow. It's generally better to use {{clr|A|63214A}} instead and just drop down or airdash off it, but this version at least has a longer range where it will work.<br />
}}<br />
<br />
===<big>Reach: Last Chance followups</big>===<br />
{{InputBadge|Reach: Last Chance~X}}<br />
{{BBCF Move Card |versioned=name<br />
|input=63214Ae~A,63214Ae~B,63214Ae~C,63214Ae~D<br />
|description=<br />
Once atop the staff, Litchi has various moves she can perform:<br />
<br />
----<br />
'''Dismount (2, 66, 44, 7/8/9)'''<br />
<br />
Not listed as a special move in game, but Litchi is able to perform a normal airdash or double jump from the staff, or simply dismount by pressing 2. All moves have the standard frame data for their air versions. Since going onto the staff does not restore your air options, if you have already used it up before using Reach: Last Chance, then you will not be able to use airdashes or double jumps from this stance.<br />
<br />
Dismounting by pressing 2 takes 1 frame and leaves Litchi airborne and moving downwards, allowing you to use jump normals pretty quickly. Litchi will also dismount automatically after 180 Frames of doing nothing.<br />
<br />
----<br />
'''One Shot (Ippatsu A) ({{clr|A|A}} button)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
Does a kick diagonally downwards that launches her opponent upwards and towards Litchi with a surprising amount of untech time. While it can be used as a poke while atop the staff, has a jump cancel and even combos into itself, the only time you'll really use this is to combo into astral.<br />
<br />
This is the only move that does not dismount Litchi from the staff. <br />
<br />
----<br />
'''Three Dragons: Green (Ippatsu B) ({{clr|B|B}} button)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 4<br />
|recovery = 9<br />
|specialRecovery= 11<br />
}}<br />
Great for combos. Despite its name, it's not part of the Three Dragons rekka, so Litchi can't cancel this into anything, but this lets Litchi fall to the ground and pick up with {{clr|B|5B}}e or {{clr|C|6C}}e. Also, since it's not part of this series, it counts separately for Same Move Proration. If you do want to use the full Rekka series, input manually as you normally would; the act of pressing 2 when doing 236 will dismount from the staff and then you can do the air version of this move.<br />
*Recalculates launch direction<br />
<br />
----<br />
'''Three Dragons: Red (Ippatsu C) ({{clr|C|C}} button)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|recovery = 4<br />
|specialRecovery= 11<br />
}}<br />
Not really seen in combos and like before, cannot be cancelled into anything and has its own Same Move Proration, but it's a nice attack to use after leaping to the staff in neutral since it can cross the opponent up and is +0 at absolute worst.<br />
*Recalculates Staff launch direction<br />
<br />
----<br />
'''Robbing a Quad (Ippatsu D) ({{clr|D|D}} button)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 7<br />
|inactive2= 8<br />
|active3 = 3<br />
|recovery = 9<br />
}}<br />
Litchi Drops to the floor and kicks backwards, making this a tool mostly used in a specific corner routing. Used in some of Litchi's highest damaging combos with manual staff release timings, but only useful if the opponent is near enough to the corner for {{clr|B|214B}}m set to be facing towards the corner rather than away, since it '''does not recalculate launch direction.''' Not useful as a pressure tool, as leaping to the staff is slow and it's difficult to face the right way for the second hit to leave you plus. On paper this can be used as a low to mix in with the overhead attack above, but both moves need your opponent to be in a different position to connect, so it's a gimmick mixup at best. <br />
<br />
----<br />
'''Nine Gates of Heaven''' ({{clr|D|46D}}) <br />
<br />
Litchi's Astral is also performed from here, see [[#Nine_Gates_of_Heaven|here]] for full details<br />
}}<br />
<br />
===<big>The Four Winds (Shinshin)</big>===<br />
{{InputBadge|{{clr|D|41236D}}e}}<br />
{{BBCF Move Card<br />
|input=41236De Vertical,41236De Horizontal |versioned=name<br />
|description=<br />
Causes the staff to basically become a big hitbox that strikes multiple times, with the staff's movment based on which set was used: <br />
<br />
'''Vertical Set'''<br />
A surprisingly powerful anti air or blockstring option after {{clr|B|214B}}m. If it hits the opponent it leads to a full combo since it's untechable until touching the ground.<br />
----<br />
'''Horizontal Set'''<br />
<br />
Really plus, but is better as a blockstring option than as setplay, since if the opponent gets hit off the ground or in the air they can air tech out to escape.<br />
----<br />
*The staff needs to be fully set and not doing anything else to perform this move.<br />
*Remains active even if Litchi blocks or is hit.<br />
*Always launches towards the opponent's current position.<br />
*Will not move off screen in the corner.<br />
}}<br />
<br />
===<big>Kote Gaeshi</big>===<br />
{{InputBadge|{{clr|D|623D}}e / {{clr|D|421D}}e (air OK)}}<br />
{{BBCF Move Card<br />
|input=623De,j.623De |versioned=name<br />
|description=<br />
<br />
A move that adjusts a set staff's position slightly and can be used to switch whether it is in horizontal or vertical set. If done in the air it also halts her momentum, so it can be done as a stall.<br />
<br />
It also recalculates the direction of staff launch to the opponent's position '''at the time Kote Gaeshi was inputted''', instead of when Mantenbou was originally set, making this useful for zoning.<br />
<br />
*Staff must be fully set and not doing anything to use this move.<br />
*Cannot be special cancelled into.<br />
<br />
'''{{clr|D|623D}}'''<br />
<br />
The staff hops forward.<br />
*Sets the staff to Vertical Set.<br />
----<br />
'''{{clr|D|421D}}'''<br />
<br />
The staff hops backward.<br />
*Sets the staff to Horizontal Set.<br />
----<br />
<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
===<big>All Green (Ryuisou)</big>===<br />
{{InputBadge|{{clr|C|6428C}}}}<br />
{{BBCF Move Card<br />
|input=6428C<br />
|description=<br />
Creates a huge firey explosion in front of Litchi, in OD the explosion rises upwards and hits repeatedly.<br />
Mostly a combo ender to kill after {{clr|D|623D}}m. Can be used as a hard callout to neutral options or setplay, but has a deadzone. While it isn't technically invulnerable until it goes active, the flame will always appear once the superflash happens so it can trade against long ranged pokes. Also useful early in OD combos as the overdrive version can extend your combo rather than end it, ie: {{clr|B|5B}}m {{clr|C|5C}}m {{clr|C|3C}}m ODC {{clr|C|6428C}} {{clr|C|421C}}+{{clr|D|6D}} ->.<br />
*Minimum damage: 800 OD: 1002<br />
}}<br />
<br />
===<big>All Terminals (Chinroutou)</big>===<br />
{{InputBadge|{{clr|C|632146C}}}}<br />
{{BBCF Move Card<br />
|input=632146C<br />
|description=<br />
*Hold D during the staffed version of the move to set the staff in Horizontal mode and use the staffless ender instead of the staffed ender.<br />
*Minimum damage: 975 OD: 1222<br />
Autocombo Distortion drive, with two variants depending on whether Litchi has her staff, but this does not change the damage. One of your more damaging supers to end combos with and boasts the best minimum damage, but is difficult to actually combo into compared to Vertical {{clr|D|632146D}}e or {{clr|C|6428C}}. Also a underwhelming reversal super with awful vertical range and average horizontal range. The superflash also occurs right at the beginning of its startup, making it more easy to react to than other distortion drives. It's still decent during blockstrings, however.<br />
<br />
The Staffless ender doesn't lead to anything except for doing a fullscreen meaty with horizontal set, which is conveniently placed down by holding D during the staffed version. It hits all tech options and meaties neutral tech, then leads to absolutely nothing, but sometimes one more hit is all you need.<br />
}}<br />
<br />
===<big>Thirteen Orphans (Kokushi)</big>===<br />
{{InputBadge|{{clr|D|632146D}}e}}<br />
{{BBCF Move Card<br />
|input=632146De Vertical,632146De Horizontal |versioned=name<br />
|description=<br />
'''Vertical Set'''<br />
Mantenbou turns into a spinning top that rises upwards, hitting repeatedly on the way.<br />
<br />
An amazing super that's great for ending combos in the corner and as a plus on block reversal if Litchi is near a vertical set staff. Stays on hit and activates during the invulnerability, so Litchi will trade and win with almost anything, except for low profiles and throws. On counter hit it also lets Litchi run under to steal the corner and still combo due to being fully untechable.<br />
<br />
Also used in {{tt|Litchi's double super setups| {{clr|D|623D}}m {{clr|C|6C1}}e {{clr|D|632146D}}e IABD {{clr|C|j.C}}w OD {{clr|C|6428C}} dl EA}} for 2215 minimum damage in the corner.<br />
*Minimum damage: 910<br />
<br />
----<br />
'''Horizontal Set'''<br />
Mantenbou turns into a Doll of sorts and rushes forwards with a series of punches, not unlike Carl's Rhapsody Of Memory's or Relius' Duo Bios.<br />
<br />
A great lockdown super if you can get the opponent to block it. It has extremely long startup which makes setups involving this super limited. Unlike the other doll lockdown supers, will track the opponent horizontally and doesn't have a hurtbox.<br />
*Stays on hit.<br />
*Minimum damage: 780<br />
----<br />
*Returns the staff to Litchi afterwards<br />
*Both versions are technically invulnerable on the frame prior to superflash, but the invuln ends during superflash meaning Litchi is effectively vulnerable on that frame. The staff attack will not be interrupted if hit on this frame.<br />
*Due to how Litchi's overdrive works, there is no Overdrive version of this move.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Overdrive==<br />
===<big>The Great Wheel</big>===<br />
{{InputBadge|Direction + {{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=OD Staff<br />
|description=<br />
Litchi overdrive overrides the state of Mantenbou into a special state where Mantenbou stays with Litchi at all times and can do a medium ranged attack in any direction by pressing D in that direction, if no direction is given, the staff will try to angle directly at Litchi's opponent. This attack can be done whenever Litchi isn't in hitstun or guardstun.<br />
<br />
Litchi herself has access to her non-staff moveset, excluding all moves that normally interact with the staff. Litchi also gains the ability to cancel any normal (Except {{clr|C|6C}})) into any other normal, air throw or jump, with the exception that {{clr|B|2B}} and {{clr|C|2C}} may only be used twice in any given string of cancels.<br />
<br />
Given how drastically this changes how Litchi's entire combo theory works, players must learn Overdrive specific combos due to the new possibilities, but also that most standard combos will no longer work.<br />
<br />
Amazing for pressure since it can enable infinite airtight high/low mixup blockstrings, or unreactable left/right mixups with staff and {{clr|C|421[C]}}. Sadly, Overdrive is too valuable to use it this way frequently since the blockstrings are still vulnerable to counter assault or your opponents Overdrive.<br />
<br />
A very strong overdrive for combos regardless - an extremely effective and easy combo route is to loop {{clr|C|6C}} {{clr|D|3D}} repeatedly then super before the overdrive runs out. In her more advanced combos, mostly those with longer OD durations, you want to combo from anything -> {{clr|C|6428C}} -> Anything -> {{clr|C|632146C}}/Exceed Accel for maximum damage.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Crimson Peacock</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
Universal reversal with a poor vertical hitbox. Somewhat useful in the corner because it will swap sides. Also used as the ender to her double super combos for extreme damage, and is likely to have active flow due to spending 100 meter.<br />
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*303/606 Minimum Damage<br />
*Leaves Litchi in Staffed Mode<br />
*Swaps sides<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Nine Gates of Heaven</big>===<br />
{{InputBadge|Last Chance > {{clr|D|46D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}} or {{InputBadge|{{clr|D|34123646D}} in Overdrive when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=63214Ae~46D<br />
|description=<br />
Litchi leaps off the screen and performs a dive kick from offscreen at extreme speed but a shallow angle, covering most of the screen. Litchi will aim her dive kick based on where she was horizontally when she activated it, although it's honestly difficult to miss anyone who is in hitstun at the time. While it is one of the slower Astrals and has the awkward requirement of needing Litchi to be on the staff or in overdrive, it does enjoy full invulnerability and a very short startup after the flash, making it hard to react to (Although somewhat easy to see coming due to needing to be on the staff) and good for punishing attempts to attack her while she's stood there.<br />
<br />
Despite the requirements appearing high, Litchi's combo structure lets her combo into it without much trouble. You can combo into it from {{clr|A|63214A}}e~{{clr|A|A}} followup. <br />
<br />
*Hold 6 to make Litchi attack from the other side of the screen. Not a crossup, but is required to combo into astral off {{clr|A|63214A}}e~{{clr|A|A}} in the corner.<br />
*Hold D to delay the kick.<br />
*Awful recovery of over a second if she doesn't hit. Is a massive Hail Mary play in Neutral as a result.<br />
'''Example Combo''' <br />
*{{clr|B|5B}}m {{clr|C|5C}}m {{clr|C|3C}}m {{clr|B|214B}}m {{clr|A|236A}}e {{clr|B|236B}}e {{clr|A|63214A}}e~{{clr|A|A}} {{clr|D|46D}}<br />
<br><br />
<br />
In OD, this works much differently. The input changes to {{clr|D|34123646D}}, and she can only use it if the staff is hovering behind her. She can still delay the initial kick and crossup as normal. As the final input is {{clr|D|6D}}, the staff will still launch, and it can hit her opponent during the startup and combo into Astral. The input may seem intense, but as her main OD combo structure involves a {{clr|D|3D}} input, it's easier than it seems to combo into. The input can also be buffered during an Overdrive Cancel, such as {{clr|C|6C}}(1) > ODC > Astral.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Litchi}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Litchi Faye Ling|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Relius_Clover&diff=447407BBCF/Relius Clover2024-02-27T10:05:20Z<p>Manta: /* Led Ley */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Relius is an offensive '''puppet character''' with great neutral that easily transitions into strong, safe pressure. His puppet, Ignis, is great for covering Relius and mitigating risks. Ignis creates new combo extensions, pressure opportunities, okizeme, and great space control. Ignis is managed by a specific bar called the IG Bar. Each of her attacks use up part of this meter. Relius needs to be careful with using Ignis, because completely depleting the IG Bar temporarily disables her. Thankfully, Relius's Overdrive helps mitigate this aspect. During Overdrive each of Ignis's attacks improve and the IG bar constantly regenerates. <br />
<br />
Relius does have some weaknesses, however. In general, he is a meter hungry character. He often needs HT for solo routing and to regenerate the IG bar. Additionally, he lacks a meterless reversal. Like all puppet characters, Relius is significantly weaker without Ignis. However, Relius has great solo buttons to make up for his weakened pressure and conversions. Regardless, when played well Relius can trap opponents like mice and leave them with no way out.<br />
<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#5A|5A]] (6F, whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Req Vinum|2363214C]] (11F)<br />
| fatalStarter = [[#6C|6C]]<br/>[[#Val Lyra|214B]]<br/>[[#Gad Leis|41236B]]<br />
}}<br />
{{card|width=4<br />
|header= Drive: Detonator<br />
|content=<br />
Relius uses the Drive button to summon, command and unsummon Ignis. While Ignis is present, Relius has access to many tools to pressure, trap and combo the opponent due to her ability to attack in tandem with Relius's attacks. This ability is limited by the Ignis Gauge (called IG for short), displayed above Relius' heat meter; All of Ignis's attacks consume this gauge. If it depletes completely, Ignis becomes disabled until it recovers to full. This takes about 13 seconds. IG can only normally be regenerated by unsummoning her for 3 seconds. Ignis can use her normal drive attacks independent of Relius as long as Relius himself is not in hit or blockstun. This does not apply to specials or distortion drives.<br />
<br />
After each attack, Ignis stays in her position for a short time before returning to Relius. If she is behind an opponent, she will stay in position slightly longer. Ignis can attack from this position. This allows Ignis to attack from afar or sandwich the opponent between Relius and herself. <br />
<br />
Ignis can only be hit while she is attacking. She also naturally Guard Points projectiles. If an opponent hits Ignis or Relius while she is summoned, Ignis will stop her attack, desummon, and the IG bar will change to blue. While in this state, the IG Gauge has a delayed recovery. This also occurs if Relius techs a throw or an opponent techs Relius' throw.<br />
<br />
For more information on Detonator, check the [[/Strategy|Strategy Page]].<br />
|header2= Overdrive: Maxim Dance<br />
|content2=<br />
Relius' Overdrive greatly increases the overall effectiveness of Ignis. <br />
* Increases Ignis Gauge recovery rate. Unless Ignis is performing an attack, The IG Bar '''always recovers'''. This includes times when Relius has Blue IG.<br />
* Ignis can only be killed if she's hit when there is absolutely no remaining IG. While dead, IG will still replenish rapidly<br />
* All of Ignis' moves have their recovery cut in half,<br />
* Each of Relius' Ignis Specials and all Supers receive a buff in some way, dealing more damage, hits, hitstun/untech for more combo options.<br />
* All Ignis specials cost more, so careless combo routing can result in OD ending with little to no gauge left.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
*Cannot whiff cancel<br />
*Situational anti-air<br />
A standard jab. Small, low damage, but Relius's fastest normal. The height of Relius' jab allows it to be a situational anti-air, but the trade off is that it whiffs on crouching opponents and can often be low profiled. Its animation is hard to differentiate from his throw start-up, so it's useful for tick throws. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
*Great poke<br />
*0 on block when spaced<br />
One of Relius' best tools in his arsenal. Fast, longest reach, and little recovery to boot. On top of that it is air unblockable. It can easily be confirmed on airhit into {{clr|C|2C}} for a full combo, but on ground hit it will either need to be confirmed into {{clr|C|3C}}, {{clr|D|6D}}, or {{clr|C|236C}} > RC to get a good reward. {{clr|B|5B}} is also capable of catching forward rolls, backward rolls, and even quick wake-up when used with good timing. It does extend Rel's hurtbox a bit but it's well worth it. In CF it was changed to only be fully extended on frame 10, but is now neutral on block due to its faster than average recovery. On the bright side, now that {{clr|C|6C}} > {{clr|B|41236B}} works on grounded opponents, {{clr|B|5B}} > {{clr|C|6C}} comboing on counter hit makes it an even stronger punish tool! {{clr|B|5B}} > {{clr|C|6C}} will also work if the starter of the combo was a fatal, so it can make confirming out of moves like {{clr|B|214B}} or {{clr|B|41236B}} easy!<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
*Hits opponents in Hard knockdown (OTGs)<br />
An easy move to confirm into, but its shorter range keeps it from being used much outside of combos. The hitbox on it extends from the ground to the "elbows" on the arms, and even behind Relius. It be used as a situational anti-air or simply just to stall or space the opponent during blockstrings while Ignis regenerates. It combos into {{clr|C|6C}} on on counter hit, crouching hit, or if the combo started with a fatal; this is especially useful now that {{clr|C|6C}}>{{clr|B|41236B}} works on grounded opponents! It OTGs and can even be used to catch quick wake-up, delayed wake-up, and forward rolls. With it being easy to cancel into, ambiguously multi-hit, and having only one less frame of hitstun than {{clr|C|6C}}, it's a good move for cloaking desummons or using riskier things. This move is surprisingly quick to recover, only being -2, and when cancelled into from a jab, there can only ever be a 4f gap between hits regardless of how it's blocked, making it a fairly easy frametrap while also making it hard for the opponent to be pushed beyond {{clr|C|5C}}'s bounds. Notably this move doles out a whopping 5F of one-sided hitstop on counter hit, allowing you to bring out Bios before Burst cuts your invuln. This can lead to fairly simple 5K combos anywhere that are largely burst safe before the bulk of their damage is delivered.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
*Cannot whiff cancel<br />
A fairly standard crouching jab for its hitbox and damage, although the fact that it is neutral (±0) on block can lead to some interesting stagger pressure situations. Being able to cancel into {{clr|C|3C}}, {{clr|B|5B}}, and {{clr|C|2C}} gives you your choice of good punishes for your frame traps. Can be used as a situational anti-air as well.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
A low with surprisingly long reach. It's commonly confirmed into {{clr|B|5B}} or {{clr|D|6D}} at max range. Like {{clr|B|5B}} it can be used to catch rolls, only {{clr|B|2B}} hits delay tech as well. Like {{clr|B|5B}} it will extend your hurtbox. In CF it extends to its full reach over three frames, becoming fully extended on frame 13. Can be used as a situational anti-air as well. CH {{clr|B|2B}} can confirm into {{clr|C|6C}} on crouching counter hit.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
*Anti-air<br />
*CH Launches airborne opponent high.<br />
This is Relius' primary anti-air. It makes up for smaller vertical reach with great horizontal reach, many active frames, and the ability to jump cancel on block. On airhit, {{clr|C|2C}} > j.[A] is the recommended method to confirm easily. On {{clr|C|2C}} counterhit, j.[A] will whiff and upon landing you will be able to confirm into {{clr|B|5B}}. It has many active frames so it can win some trades. Be weary of how you use it in neutral, as the small vertical hitbox and lengthy recovery will result in you eating a painful crouch confirm from opponents that air dash right over you. Consider using {{clr|D|4D}} or rising J.A in situations where committing to {{clr|C|2C}} may be dangerous.<br />
<br />
It sees a lot of use in pressure too, so don't be afraid to use {{clr|C|2C}}>{{clr|D|6D}}>J.C to add variety to your blockstrings.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
*Overhead<br />
*Hard knockdown on air hit<br />
*Forces crouch on hit<br />
*Vacuums on hit and on block<br />
<br />
A somewhat slow overhead with a distinguished animation from his other normals. Though mainly used for it's property of yielding hard knockdown in the corner and setting up oki and kill confirms, you can toss it in your pressure as a cheeky mixup to catch opponents that are conditioned to respect Rel's highly oppressive offense for decent reward. Because it forces crouching, it can be confirmed with a delayed {{clr|D|6D}}>{{clr|C|5C}} midscreen. Use it sparingly, as opponents desperate to get out of your pressure will actively seek it out and use it as a chance to escape. It's also fairly unsafe without Ignis backing you up, so be mindful if your doll meter usage in this case. Has 110% bonus proration, so it can net solid damage in the corner for on the fly confirms.<br />
<br />
Because this move causes hard knockdown, reversals requiring a 2[8] input (i.e Kagura CFaf) can't be used safely due to the charge motion forcing either roll or quick getup.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
*Situational anti air<br />
*Launches on hit<br />
This move is key in low IG confirms on standing opponents, or confirming from high air hits that are closeby. it can combo into {{clr|B|41236B}} midscreen if spaced right or TKj.{{clr|C|236C}} in the corner for solo combos. An interesting feature is that on hit it launches the opponent straight upward with little if any pushback. It also has very little pushback on block, so it can be used with {{clr|D|2D}} for some cheeky cross-ups. In the corner it is heavily featured in meterless regen routes, and low cost side-swaps, and is really rarely seen intentionally used to anti-air. Because it can jump cancel on block, it at time occupies the same space as {{clr|C|2C}} in pressure<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
*Launches on hit<br />
*Fatal Counter<br />
*highest damage single hit Relius attack<br />
Primarily a combo tool (usually alongside {{clr|B|41236B}}), but sometimes it's a risky or expensive frametrap component or a way to catch bad jump-outs. Since it can combo on ground hit without any outside help it's a reliable (albeit slow) punish tool. Leads to better damage than {{clr|C|3C}}, so use this if you can help it. {{clr|C|6C}} can be looped midscreen with {{clr|B|41236B}}, which lets Relius get great damage. On Fatal hit it can loop even more or confirm into {{clr|C|214C}} in the corner for better damage, or get a meterless Regen combo.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
*Floats on hit<br />
*Strong counter poking move<br />
No longer a primary launcher. This move is mostly used for midscreen knockdown into desummon after {{clr|B|41236B}}. It is still Relius' quickest low and OTG however. On counter hit you can choose to desummon Ignis and pick up with {{clr|C|5C}} or {{clr|C|2C}} regardless of what you choose. A new bar of IG is a great asset in a fight so it's something one should weigh against 400+ damage you'll lose for not using {{clr|B|5B}} in its place in punish or frametrap situations. Fine as a tool to check jump outs or inputs during a blockstring, but this move's very poor P2 should make you think twice about using it to hitconfirm.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
*Hold A to extend the move much longer<br />
*Not an overhead<br />
<br />
Another of Relius' most powerful moves. It becomes active quickly and stays that way for a while. It functions best as an air to air, especially when stuffing IAD attempts. Can be confirmed into {{clr|B|j.B}} or {{clr|B|5B}}. In aerial blockstrings the hits of this move are so grouped together that it will force the opponent upwards, making for an easy staircase into {{clr|B|j.B}} or double jump>{{clr|D|j.2D}}. Because it's got very little hitstop, this is a good means of combatting armored moves like Rachel {{clr|A|6A}} since you will not be locked out of a jump cancel.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
*Good crossup hitbox<br />
<br />
CF {{clr|B|j.B}} is still very good. It acts as a usable air to air and it still does its job as a cross-up. new to CF, it floats closer on normal hit and counter hit making it an easier confirm.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
A great air to ground move. Its hurtbox extends beyond its hitbox on all sides, but isn't often an issue. Can be early in a re-jump after {{clr|C|2C}} to stuff some anti-airs. Great damage/P2 so it's excellent combo fodder.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Drive/Ignis Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
*Summons or desummons Ignis.<br />
*Has CH recovery<br />
*Ignis is present on frame 4 when summoned and fully desummoned on frame 29 when being desummoned.<br />
<br />
Gets Ignis out for cheap, and is the only way to put her away without penalty. Commonly used in blockstrings when the opponent is sleeping on their buttons or wary of {{clr|A|214A}}, after {{clr|C|3C}} knockdown in a combo, or else from a distance where it cannot be punished. Often, and especially so in the corner, Id Lauger's follow-ups are the preferred way to summon Ignis during combos. There are combos with and without meter that allow for desummon as well.<br />
}}<br />
<br />
===<big>{{clr|D|2D}} (Summon)</big>===<br />
{{BBCF Move Card<br />
|input=2D Summon<br />
|description=<br />
*Essentially {{clr|D|5D}}, but crouching<br />
*Has CH recovery<br />
*Ignis is present on frame 4 when summoned and fully desummoned on frame 29 when being desummoned.<br />
<br />
It is, in all ways imaginable, a crouching variant of {{clr|D|5D}}. Reduced vertical hurtbox, slightly enlarged horizontal hurtbox, gives the opponent a crouch confirm opportunity if punished. When Ignis is summoned this move becomes Ignis' {{clr|D|2D}} and takes on a very different role.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D Summon,j.D Unsummon |versioned=input<br />
|description=<br />
*Has CH recovery<br />
*Pauses Relius's aerial momentum<br />
**If Relius is in the middle of an air dash, he will retain his horizontal momentum but immediately start falling<br />
*Ignis is present on frame 5 when summoned and fully desummoned on frame 29 when being desummoned.<br />
<br />
The aerial variant of {{clr|D|5D}}, and a popular way to get Ignis out. {{clr|D|j.D}} halts all momentum in the air and reduces Relius' jumping hurtbox, which allows Relius to dodge attacks bait anti-airs while summoning Ignis. {{clr|D|j.D}} can also be used after an airdash to let Relius glide, all the while being able to barrier for a very safe approach. Takes 24F on desummon.<br />
}}<br />
<br />
===<big>Active State</big>===<br />
{{BBCF Move Card<br />
|input=Active<br />
|description=<br />
*10,000 units of Ignis Gauge or "IG" for short.<br />
*While active consumes 2 units per frame, or 1.2% per second, unless attacking.<br />
*Has no collision normally and cannot be hit except while attacking.<br />
<br />
Ignis active state, where all of her moves may be performed. While active, Ignis will try to float behind Relius, but will have a small delay when following him, this can be a hindrance and a boon, since it will tend to shorten her range when Relius is trying to rush forwards, but can be used to extend it if she is moved forward by one of her own moves and then performs another. <br />
<br />
Ignis has a different set of normal attacks for being airborne or grounded, however somewhat counterintuitively, this is dependent on if ''Relius'' is airborne or not, even if Ignis doesn't share that state. For example, if Relius jumps and, upon landing, inputs {{clr|D|4D}}, Ignis will still be in the air from the jump but will perform {{clr|D|4D}} from where she is in the air anyway, even though it is not possible to perform that move if Relius is airborne himself.<br />
<br />
The only move that doesn't conform to this rule is {{clr|D|236D}}, which is a ground or air throw attack depending on if Ignis herself is airborne or grounded when the move begins.<br />
<br />
While Ignis is not Active she will regenerate health:<br />
*When desummoned for any reason;<br />
**Ignis will perform a desummoning animation (10F)<br />
**She will wait 180F before recovering anything<br />
**Afterwards, she will gain 75 IG per frame. Therefore she regenerates fully in (at most) 324 frames normally.<br />
*If desummoned by taking a hit, there will be a second concurrent cooldown of 260F where her bar turns blue and will not renegerate, this timer stops counting down if she is summoned again. <br />
**Strangely, if Ignis takes another hit while her gauge is still showing blue, the 260F timer will not reset when she is desummoned. However the standard 180F still applies.<br />
*During overdrive:<br />
**The 180F timer is ignored, Ignis will begin regenerating immediately if desummoned manually<br />
**The 260F time still applies as normal.<br />
**Ignis gains 50 additional IG per frame while desummoned, even when her bar is blue.<br />
<br />
}}<br />
<br />
===<big>Disabled State</big>===<br />
{{BBCF Move Card<br />
|input=Disabled<br />
|description=<br />
Ignis' dead state when you aren't paying attention to how much IG you're using and something you universally want to avoid since she regenerates much more slowly than normally. Unlike Carl's Nirvana, Ignis doesn't take damage from the opponent hitting her, so letting her get into this state is much more avoidable and solely on you if it happens.<br />
<br />
*Regenerates 15 IG per frame, or 75 per frame in Overdrive<br />
*After fully regenerating, Ignis unsummons herself with an unskippable 100F animation and can be summoned as normal thereafter.<br />
*Therefore the entire process takes 776F normally, or 234F in overdrive<br />
*Ignis only enters this state after completing a move that costed more than her remaining IG, (Including if it was interrupted). Her health will not go negative if you do this. <br />
<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description= <br />
*Costs 20% Ignis Bar.<br />
*Second hit vaccums opponent towards Ignis on hit and on block.<br />
*Guard points all attacks; attacking Ignis during this move will not desummon her<br />
<br />
Sort of a bigger, stronger, and more expensive {{clr|D|6D}}. Has all the utility of {{clr|D|6D}} and then some, but costs an extra 7% Ignis bar. The blockstun granted by {{clr|D|2D}} can be used to set up cross-ups, empty jump grab/low/high, led ley gimmicks, among many other tricky maneuvers. It can also keep an opponent locked down after a blocked Lauger. {{clr|D|2D}} is a great way to punish those who attack the doll because it has the benefit of Ignis being completely armored, so no amount of hitting her will desummon her. {{clr|D|2D}}'s float on air hit floats low and far toward Ignis, making for easy confirms, even from full screen.<br />
<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D<br />
|description=<br />
*Costs 13% Ignis Bar.<br />
<br />
Arguably Ignis' best move. It's relatively cheap, can be used to reset pressure, poke, zone, frame trap, destroy projectiles, and can be used in TRM mix-up. It lets Relius confirm from most anything he manages to hit with, and is a staple in midscreen combos by becoming the linking component in XX>{{clr|D|6D}}>{{clr|C|6C}}>{{clr|B|41236B}}. When Ignis is in sandwich mode Ignis pushes the opponent into its hitbox, so whiffs due to Ignis being too close are much less common. In OD its small recovery is halved. {{clr|D|6D}} is low profilable, though Relius's ability to adjust its timing (or stuff with 2B) make this impractical in most cases.<br />
}}<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
{{BBCF Move Card<br />
|input=4D<br />
|description=<br />
*Costs 10% Ignis Bar<br />
*Air unblockable<br />
*Wall bounces in the corner<br />
*CH has untech that brings the opponent very low to the ground<br />
*110% Bonus Proration<br />
{{clr|D|4D}} is a low commitment anti-air that hits high above Ignis wherever she currently is. {{clr|D|4D}}'s corner wall bounce makes it a very strong tool to trap an opponent on the ground and force them to contend with Relius' midrange tools. It's big, fast, air unblockable regardless of Ignis' current altitude, and has untech for days on counter hit or wallbounce. It's worth noting that, though it doesn't look it, the wall bounce on {{clr|D|4D}} allows for Relius to cross-under and it can create interesting oki opportunities. {{clr|D|4D}}'s Untech values are refreshed after the opponent hits the wall, so if the opponent is spaced about one forward airtech away from the corner, you may desummon and keep comboing. On block use a dash jump into {{clr|A|j.A}} to staircase the opponent while allowing Ignis to recover.<br />
}}<br />
<br />
===<big>{{clr|D|j.6D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.6D<br />
|description=<br />
<br />
*Costs 10% Ignis Bar.<br />
*Pauses Relius's air momentum similarly to {{clr|D|j.D}}.<br />
*Jump cancellable on hit/block<br />
<br />
Ignis lunges forward and slashes. Attacks faster if she makes contact before the full lunge.<br />
<br />
This move is a cheap way to mobilize Ignis and dominate space. Can also be used to clean up any projectiles while airborne. In CF, this move and its sisters launch the opponent much further forward on counter hit, towards Relius if she happens to be behind them. Relius can use the jump cancel to stay safe or convert the hit into a small combo. If Ignis is already nearby this move becomes insanely quick, with 16 frames for a large attack that can occur fullscreen. With Ignis' natural ability to absorb projectiles this move is perfect for interfering with opponents setting up far away from you. Similar to {{clr|D|j.D}}, it can be used to halt momentum, initiate a glide from an airdash, and bait or dodge moves. When used from an air backdash the effective space covered increases and when used with a forward airdash the effective range shrinks. {{clr|D|j.6D}} can also be used to position Ignis forward from Relius. This move and its sisters have a lot of base damage despite their speed, low cost, and relative safety, so clipping the opponent with a few of these can really add up over time. After this move is blocked or hits, Ignis can continue to harass the opponent with {{clr|D|4D}}, {{clr|D|2D}}, {{clr|A|214A}}, {{clr|C|214C}} or a glide into another {{clr|D|j.6D}} allowing Relius to potentially pave his way in.<br />
}}<br />
<br />
===<big>{{clr|D|j.2D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2D<br />
|description=<br />
*Has similar properties to {{clr|D|j.6D}} (jump cancel, air momentum, etc.)<br />
*Costs 10% Ignis Bar<br />
<br />
Ignis descends on the foe, mincing the opponent with her claws.<br />
<br />
This move has all the uses and nuances of {{clr|D|j.6D}}, but travels a little less horizontally. Additionally, it can be used to send Ignis lower, to set-up 50/50s, and to punish bad throw rejects or pokes. When accompanied by dash-jumps or airdashes it can be used for cross-ups as well.<br />
}}<br />
<br />
===<big>{{clr|D|j.8D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.8D<br />
|description=<br />
<br />
*Costs 10% Ignis Bar.<br />
*Similar properties to {{clr|D|j.6D}} (e.g Jump cancel, pauses air momentum)<br />
Ignis ascends, clawing her way skyward.<br />
<br />
Can be used in some of the same ways as {{clr|D|j.6D}} and {{clr|D|j.2D}}, but most of the utility is lost due to its angle; it's mostly combo fodder. It can be used to put Ignis higher up, and can also be used to lock opponents back down at times when {{clr|D|4D}} won't connect. It's also the best way to initiate a glide from an airdash while keeping Ignis summoned without putting her in harms way.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*Ground Bounces<br />
Relius' can now follow-up his throws with {{clr|B|41236B}} letting him get 2.5K~3K damage for very cheap! in the corner you can follow into {{clr|C|236C}}~{{clr|A|214A}} or {{clr|C|236C}}>{{clr|D|4D}} for more damage!<br />
<br />
Throw Tech on any grab will cause Ignis to be desummoned. This makes throws somewhat of a weighty thing when you have a lot of Ignis Gauge remaining since it could spell an end to the very hard to contest part of your offense prematurely. The opponent is set to a range where your {{clr|B|5B}} and {{clr|C|3C}} are applicable at even frame advantage so it isn't the worst situation to land yourself in. For this reason both green and purple throws can be seen to be a pretty good method of desummoning Ignis if you are unconcerned with the blue bar penalty. Should the throw go through, following up into a desummon is a very cheap and simple thing to do.<br />
<br />
<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
<br />
Essentially forward throw, but switches sides with a higher bounce. Some things are possible that don't normally work on forward throw like {{clr|B|41236B}}>{{clr|C|2C}}. If you delay the {{clr|B|41236B}} midscreen it does all the things forward throw does though. Its over-long animation is good for dealing with guaranteed projectiles like Kokonoe {{clr|A|214214A}} or Mu {{clr|D|236D}}<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*Ground bounce into hard knockdown<br />
Slams the opponent to the ground. It's a fairly standard BB airthrow, that is to say it's gigantic. Use it with the rest of your tools to anti-air opponents, especially if they have any hurtboxes sticking out. Generally followed up with {{clr|C|j.C}} or {{clr|C|2C}}. This throw uniquely can cancel into {{clr|D|j.D}} to desummon and continue comboing free of charge. If you're at normal jump height use {{clr|D|j.D}}>{{clr|B|j.B}}, higher than, {{clr|D|j.D}}>{{clr|C|j.C}}, however any lower and a pick-up is impossible after desummon.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*Blows opponent away on hit similarly to other Counter Assaults<br />
<br />
Along with Rapid Cancels, this is what your meter should primarily be spent on. With Relius' defense not being the greatest, and the versatility and potential gain to momentum offered by counter assault being great it's a valuable asset. On CH, {{clr|A|214A}} can meaty an opponent's neutral tech. If nothing else this move buys time to regenerate Ignis's IG and also summon her to get back into a favourable position.<br />
<br />
With Ignis summoned this option becomes far more menacing, because Ignis is actionable during the invulnerability of the move's start-up {{clr|D|4D}} or {{clr|D|2D}} which can cover the move on block or confirm into a combo on hit! Do note counter assault combos don't fetch for much and cannot kill, so your reward is primarily the shift in momentum from their turn into your blockstring or knockdown. With that said, this can be deployed as a fantastic deterrent to opponents spending too much of their own resources trying to get in on you or trying to keep their pressure going. CA+{{clr|D|2D}} in response to rapid or OD is pretty palatable since their resource has now amounted to even less than yours. Inputting CA outside of blockstun usually results in {{clr|B|6B}}, which you should be prepared to convert off of in the chance it makes contact with an opponent jumping to bait your CA.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*Launches opponent on air hit<br />
<br />
Relius gets especially favored by quick Crush Trigger, because with Ignis on guardcrush it can be confirmed into {{clr|D|6D}} > {{clr|C|6C}} > {{clr|B|41236B}} even midscreen! No additional set-up required! On guardcrush, quick CT can be confirmed into a throw for 3K or more. On hit it can still be confirmed into {{clr|C|6C}} > {{clr|B|41236B}}. Quick CT still reduces the full amount of barrier as well! The downside is that CT no longer ignores character combo rate. In solo combos CT can also be used to knockdown from {{clr|C|6C}} and even set-up safejumps.<br />
<br />
A charged CT can be completely covered with a single Relius normal and {{clr|D|6D}} with key timing, and CT also has enough blockstun to allow one to slip another {{clr|D|6D}} in before the opponent escapes blockstun. It's entirely possible to put an opponent in danger state and then guard crush them gaplessly with Relius as a result. Charged guardcrush has enough time to be followed up with {{clr|D|5D}}>{{clr|B|665B}} or throw which allowing for regen combos, or with {{clr|C|214C}} which hits for massive damage.<br />
<br />
For more general information, see the [[BBCF/Mechanics#Crush_Trigger| Crush Trigger]] explanation in the wiki.<br />
}}<br />
<br />
==Specials==<br />
<br />
===<big>Led Ley</big>===<br />
{{InputBadge|{{clr|A|236A}}}}<br />
{{BBCF Move Card<br />
|input=236A<br />
|description=<br />
*Disables Relius's collision during the invuln frames<br />
*Retains some horizontal momentum but otherwise does not move.<br />
*4F of CH recovery<br />
*Disables Relius' collision so opponents using foward-moving moves can find themselves passing through Relius, Matador style.<br />
*1~31F of invulnerability to all things but Throws.<br />
*4~14F of Burst invulnerability. The invulnerability window is autotimed such that if Relius Special cancels into this move during the same hitstop that his opponent bursts, the burst will miss.<br />
<br />
This move can be used for many interesting things: it can avoid moves that give the opponent resources like Arakune's or Terumi's drives, or avoid moves that deal chip damage or other bad effects like Ragna or Tager's drives, or things like Nu's drives that start a lengthy blockstring. If the opponent is using something that expects to be able to cancel off of you to save them from over-long recovery like Kagura Drives, it's usually a viable target! If you microdash it by inputting {{clr|A|2366A}}, it can be given dash momentum which will sometimes let Relius avoid grab hitboxes or switch sides instead. Ignis is free to {{clr|D|6D}} {{clr|D|4D}} or {{clr|D|2D}} during the move so it can even be used to dodge and counter pokes as a kind of reversal. During Duo Bios Relius can even cross the opponent up by passing through them or feint passing through them for a similar effect. Be sure to experiment with this move.<br />
}}<br />
<br />
===<big>Gad Leis</big>===<br />
{{InputBadge|{{clr|B|41236B}}}}<br />
{{BBCF Move Card<br />
|input=41236B<br />
|description=<br />
*Vacuums opponent towards Relius on second hit<br />
*Relius' only somewhat safe special that chips<br />
*Fatal Counter<br />
<br />
Gad Leis got a buff to its speed in CF, so in addition to it's usage as a combo tool it's a bit better at catching jump-outs and mash. Gad Leis Fatals on counter-hit, and can combo into {{clr|B|5B}}>{{clr|C|6C}} pretty easily to convert from it, or go into a regen combo with {{clr|C|3C}}>{{clr|D|6D}}>{{clr|C|662C}}>{{clr|D|5D}}>{{clr|A|5A}}. Gad Leis is no longer + on block however, so it's wise to have Ignis or meter to cover it. It's P2 isn't that stellar now, so it's something to avoid early in a combo if you're going for higher end damage. At midscreen it can be looped once to help draw out a combo for regen purposes.<br />
}}<br />
<br />
===<big>Id Lauger</big>===<br />
{{InputBadge|{{clr|C|236C}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236C,j.236C |versioned=input<br />
|description=<br />
*Launcher<br />
*Special cancellable on hit<br />
*Largely disjointed, but extremely risky to throw out on uncertain terms.<br />
<br />
Lauger is where a lot of Relius' damage comes from, outside of combos it doesn't really have a purpose except for punishing moves that cover themselves in actives (IE: Arakune's Spider Distortion.) What makes the move special is the follow-ups Ignis provides. In the corner, both {{clr|C|236C}} and {{clr|C|j.236C}} can be combo'd to and from with proper timing. {{clr|C|2C}} > TK {{clr|C|j.236C}} will work with the air version, but the grounded version usually needs to be followed up by Ignis. The ground and air versions are treated as separate moves for SMP, but combos will use two or even three of each.<br />
}}<br />
<br />
===<big>Id Haas</big>===<br />
{{InputBadge|{{clr|A|214A}} after Id Lauger}}<br />
{{BBCF Move Card<br />
|input=236C~214A<br />
|description=<br />
*Costs 10% Ignis Bar<br />
*Costs 20% Ignis Bar in OD.<br />
*Causes sliding knockdown in OD<br />
<br />
Ignis tackles her opponent. <br />
Used to knock the opponent away after Lauger. Does much less damage than ~{{clr|B|214B}}/~{{clr|B|j.214B}} with worse P2 but is both more available and easier to combo from in the corner. Ignis appears at the height Relius is currently at when he uses this move and so when the opponent is air-hit by the move he has to manually time the move to hit, preferably at the last active it can. Forgetting this can make {{clr|C|236C}}~{{clr|A|214A}} whiff completely if the opponent was high up when {{clr|C|236C}} connected. Since the P2 has been decreased so {{clr|D|4D}} is the more optimal move to continue from {{clr|C|236C}} with if Ignis is summoned {{clr|D|4D}}'s bonus proration hasn't been used in the combo prior to {{clr|C|236C}}. The loss of vertical tracking can let you set up an inescapable Val Tus oki from {{clr|C|2C}}>{{clr|C|6C}}>{{clr|C|236C}}~{{clr|A|214A}} midscreen if timed correctly. In the corner ~{{clr|A|214A}} can be followed up with {{clr|B|5B}}, {{clr|C|3C}}, or {{clr|C|2C}}. In the corner, ~{{clr|A|j.214A}} can follow up into {{clr|B|5B}} {{clr|C|3C}} or airdash {{clr|B|j.B}}>{{clr|C|j.C}}>{{clr|C|j.236C}}>{{clr|D|4D}} usually. In OD this move has a lot of untech and puts the opponent in a sliding state. You can use the OD version to desummon Ignis in the corner and follow up.<br />
}}<br />
<br />
===<big>Id Naiads</big>===<br />
{{InputBadge|{{clr|B|214B}} after Id Lauger}}<br />
{{BBCF Move Card<br />
|input=236C~214B<br />
|description=<br />
*Costs 10% Ignis Bar<br />
*Costs 40% in OD<br />
*Causes Ground Bounce in OD<br />
*Will teleport Ignis to opponent, even if she is unsummoned<br />
*P2 only applies once<br />
*Number of hits depends on how high the opponent is at the start.<br />
<br />
Ignis appears above the opponent and drills them into the ground.<br />
<br />
The primary midscreen knockdown tool in the air when you have the Ignis to burn. For oki, simply land, rush toward the opponent, and {{clr|B|5B}}>{{clr|C|2C}} the moment you believe they'll roll or if you suspect a simple delay tech a {{clr|C|3C}}>{{clr|C|236C}}~{{clr|B|214B}} will work just as well. When used on the ground Ignis will end up behind the opponent in sandwich mode. Depending on the height of the opponent relative to Relius and the ground this move can combo into {{clr|B|5B}} or {{clr|C|2C}} for very damaging combos, thanks in part to its P2 only being applied once across all of its hits. In OD the bounce leads to easier combo extenders and distortion enders. ~{{clr|B|214B}} and ~{{clr|B|j.214B}} share SMP with one another AND their OD versions too, unfortunately, so double dipping on this move doesn't really do too much.<br />
}}<br />
<br />
===<big>Id Zain</big>===<br />
{{InputBadge|{{clr|C|214C}} after Id Lauger}}<br />
{{BBCF Move Card<br />
|input=236C~214C<br />
|description=<br />
<br />
*Costs 20% Ignis Gauge<br />
*Costs 40% Ignis Gauge in OD<br />
*In OD, launches the opponent back towards Relius.<br />
Ignis appears behind her opponent and sends them spiraling back toward Relius.<br />
<br />
While this move has lack-luster P2, it allows for midscreen follow-into good damage on standing opponents even if Ignis hasn't been summoned yetfrom ranges slightly further than 6B might help with. Since Ignis bats the opponent back toward you, XX > {{clr|C|236C}}~{{clr|C|214C}} > {{clr|C|66C}} > {{clr|B|41236B}} allows you to pick the combo up. It also lets Relius sideswap when combined with {{clr|A|214A}} by doing XX > {{clr|C|236C}}~{{clr|A|214A}} > {{clr|C|66C}} > {{clr|A|214A}} > crossunder > {{clr|C|662C}} > XX. The move is expensive but it does two jobs no other moves really can. In OD it can be used for desummon combos midscreen.<br />
}}<br />
<br />
===<big>Val Lanto</big>===<br />
{{InputBadge|{{clr|A|214A}}}}<br />
{{BBCF Move Card<br />
|input=214A Withdrawn,214A Deployed |versioned=input<br />
|description=<br />
*Costs 10% Ignis Bar<br />
*Costs 20% unsummoned<br />
*Costs 30% Ignis Bar in OD.<br />
*In OD, it's faster, Blows opponent back, and ground slides longer<br />
*Causes sliding knockdown<br />
<br />
A fireball of sorts. This move has a grand effect for a small cost, but commits you to a lot of duration on Relius. +3 at point blank summoned, and +6 at the same ranges summoned, this move becomes even more advantageous as Ignis travels. This is hard to take advantage of at midrange since both on hit and block the blowback on this attack is extreme. To follow up with even 665B on block, you have to be within a couple character lengths; which is fine as it is often used from buttons to frametrap and cloak {{clr|D|5D}}. Spaced well, a good few reversals in the style of Ragna {{clr|C|623C}} get locked in hitstop hitting Ignis, and allow Relius to recover in time to block. On counter hit this move may be followed up into a punishing combo even midscreen. While you as Relius are somewhere between + and very + on block, Ignis is - to the point where she will pretty consistently be punished. Ignis being punsihed isn't always a bad thing though, you gain heat when she's hit, and the opponent commits themselves to the start-up and the hitstop of a move making you even more +, to the point where you can punish them if you use the correct option. If you find you cannot keep Ignis out at neutral, please consider using {{clr|D|5D}} or {{clr|D|j.D}} to call her and using Ignis' aerial normals to mobilize her instead.<br />
<br />
In the corner, pushback is transferred to the attacker, which is Ignis, so you are more fully able to take advantage of the + frames the move generates. Additionally you become able to follow-up the move on normal hit with {{clr|B|665B}} or {{clr|C|662C}} into 4K, making the option considerably more oppressive.<br />
<br />
If used at a certain timing after {{clr|C|3C}} or {{clr|A|6A}} it will put the opponent in additional hard knockdown and it can be followed up with 66 > IAD > {{clr|C|j.C}} midscreen with no counter hit involved! In OD it can be used to summon Ignis in the corner and then follow-up.<br />
}}<br />
<br />
===<big>Val Lyra</big>===<br />
{{InputBadge|{{clr|B|214B}}}}<br />
{{BBCF Move Card<br />
|input=214B Withdrawn,214B Deployed |versioned=input<br />
|description=<br />
*Costs 15% Ignis Bar if summoned<br />
*Costs 30% Ignis Bar if unsummoned or in OD<br />
*Fatal Counter<br />
*Launches on air hit<br />
*Launches in OD on all hits, untechable until opponent hits ground<br />
<br />
Ignis appears behind your opponent and performs a slow but heavy hitting strike. You should only really use this move as a rare punish or OD combo tool. This move has become pretty dreadful. It can still be used for meaties from burst on an opponent too unfamiliar or hasty to deal with the match-up, but all of its other functions are essentially nil as a result of the spectacular nerfs it got. It has larger start-up, larger recovery for both Ignis and Relius, and it even picked up a hurtbox on the blades, which can occasionally eat a projectile, but more often are seen getting Ignis mashed and desummoned. Ironically, it can no longer mobilize Ignis correctly either because of her stalking function If the opponent blocks or dodges the move Ignis is usually left in the dust leaving Relius to figure the situation out for himself. The unsummoned version has less start-up than the summoned version, so if an opponent isn't aware of that you can sometimes get a lucky hit in. On FC, you can followup from fullscreen into {{clr|B|5B}} > {{clr|C|6C}} > {{clr|B|41236B}} without much trouble. In OD it can combo into other specials. It's an option you can play to harass an opponent from fullscreen, but regardless of where you choose to use it, you're usually better off pressing {{clr|D|5D}} and playing out neutral.<br />
}}<br />
<br />
===<big>Val Tus</big>===<br />
{{InputBadge|{{clr|C|214C}}}}<br />
{{BBCF Move Card<br />
|input=214C Withdrawn,214C Deployed |versioned=input<br />
|description=<br />
<br />
*Costs 15% Ignis Bar when summoned, <br />
*Costs 30% Ignis Bar when unsummoned or in OD.<br />
*In OD, travels farther, blows opponent back, and wall sticks in the corner.<br />
<br />
Ignis rushes fowards and attacks three times. Before attacking, Ignis will move until she reaches her opponent or moves the max distance.<br />
<br />
Val Tus is a very strong oki option, to be used after {{clr|D|4D}}, {{clr|C|3C}}, or, {{clr|A|6A}} or {{clr|A|22A}} after certain amounts of delay to catch rolls and get the foe blocking all while setting up an empty jump mix. On hit it leads into incredible damage and can confirm from full screen, or even on aerial opponents behind Ignis. If you have the time and need space covered there's not many better tools out there since it's big, dangerous, and still soaks up projectiles. In OD the third hit blows the opponent back, and will wallsplat if they reach the corner. Can be used in pressure if the opponent is to hesitant to put out midrange options in the middle of Relius pressure, or is scared of {{clr|C|6C}} or {{clr|A|214A}}<br />
}}<br />
<br />
===<big>Bel Lafino</big>===<br />
{{InputBadge|{{clr|B|j.214B}}}}<br />
{{BBCF Move Card<br />
|input=j.214B Withdrawn,j.214B Deployed |versioned=input<br />
|description=<br />
*Completely Halts air momentum<br />
*OD version tracks opponent<br />
*Hard knockdown on hit<br />
Relius sends Ignis after his opponent.<br />
<br />
Rather weak at baiting most anti-airs but it can cover your landing in some scenarios. It can be used to challenge some things like Valk w.{{clr|B|5B}} or Koko {{clr|A|6A}} if you're feeling lucky. On ground hit one can follow up by using {{clr|C|5C}} or {{clr|B|2B}}. OD version adds a little twist as it tracks the opponent location, but does so poorly and only allows follow up on close CH so is actually worse. Unsummoned version sends Ignis down first.<br />
}}<br />
<br />
===<big>Geara Lugia</big>===<br />
{{InputBadge|{{clr|A|22A}}/{{clr|B|B}}/{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=22A,22B,22C |versioned=input<br />
|description=<br />
*Each version attacks relative to Relius's position<br />
*Can appear offscreen if too close to the wall. With correct spacing it can still hit an opponent but be very hard to see.<br />
<br />
Geara Lugia has three different positions based on the button strength used. The only differences between versions are their position and startup, giving them different use cases.<br />
----<br />
;'''{{clr|A|22A}}''' <br />
The closest to Relius. Used in oki after {{clr|C|3C}} and {{clr|A|6A}} and as a combo after {{clr|D|4D}}. Often times {{clr|D|4D}} will run out of untech and the addition of {{clr|A|22A}} can bring the opponent low enough for Relius to {{clr|C|3C}} them to guarantee the knockdown and tack on a little extra damage. Thanks to its very short recovery it can be followed up by {{clr|B|5B}} even if it hits on the earliest frame. It even can go into moves like {{clr|C|2C}} or {{clr|C|236C}} on later frames. Its long startup makes a terrible move to throw out without consideration.<br />
----<br />
;'''{{clr|B|22B}}''' <br />
Appears slightly farther than {{clr|A|22A}}. It can make use as meaty after an Id Naiads knockdown along with {{clr|D|2D}} catching non-teching enemies, though this can be done largely with a simple run up {{clr|B|5B}} in most cases. With the suspect start-up and recovery on the move and how easy it is to jump over, it is a more than risky idea to use it to stuff approaches.<br />
----<br />
;'''{{clr|C|22C}}''' <br />
Appears at the largest distance from Relius. Used as an Ignis-less poke fullscreen. Can disrupt opponents setting up or using projectiles carelessly fullscreen. One can also punish opponents poking at Ignis with this move.<br />
}}<br />
<br />
===<big>Geara Kaas</big>===<br />
{{InputBadge|{{clr|D|236D}}}}<br />
{{BBCF Move Card<br />
|input=236D Withdrawn,236D Deployed |versioned=input<br />
|description=<br />
<br />
*Costs 20% IG if summoned<br />
*Costs 40% IG if unsummoned, <br />
*Costs 30% IG in OD. <br />
*In OD, Ignis moves faster; the attack also has more hits with less base damage.<br />
*Has two versions, if Ignis is grounded or below 150,000 units above the ground, she will perform a ground throw (Dropping to the ground if needed). If airborne, she will move horizontally forwards in the air and perform an air throw instead. (150,000 units is about where Ignis' toes are about level with Relius' waist when he is stood on the floor)<br />
The Command throw, or more specifically the unblockable. Geara Kaas behaves like combo throws. This move is quite slow, but it can catch people sleeping. This move is also costly, so it's definitely something one shouldn't put in heavy rotation. Like Id Naiads, this move only prorates once, so not letting the rest of the moves hits play out is really a waste. The move can be used when Ignis is in the air. If she's close enough to the ground she'll sink to ground level and execute the command grab as normal, however if she's high up enough she'll do an airgrab version instead and restand the opponent! One can actually combo the air version from ~{{clr|A|j.214A}} or ~{{clr|C|214C}}/~{{clr|C|j.214C}} in OD! It's also worth noting that the OD version of the move also travels faster. Used in some unblockable set-ups.<br />
}}<br />
<br />
===<big>Geara Nose</big>===<br />
{{InputBadge|{{clr|D|214D}}}}<br />
{{BBCF Move Card<br />
|input=214D Withdrawn,214D Deployed |versioned=input<br />
|description=<br />
*Costs 15% IG summoned, 30% unsummoned<br />
*Costs 35% IG in OD<br />
*Summoned version Ground bounces<br />
*Attacks much faster when unsummoned, though loses its ground bounce<br />
<br />
Ignis slowly rises then pounces on the opponent.<br />
The unblockable set-up move. Like Val Lanto and Val Tus it can cover a large amount of space, but this move also meaties the opponent high, letting you set up fshikis (hitting a standing opponent when they're actually blocking low) with {{clr|B|j.B}}. If you send Ignis high into the air it can be used to make her travel proportionately far. Usual unblockable set-ups require the opponent to neutral tech in the corner, or else to have OD Vinum restand them. Usually used in concert with {{clr|B|2B}} to hit the opponent low and high simultaneously. Nose can also be implemented in some gimmicky IAD cross-ups on an opponent's neutral tech. In CF the unsummoned version of the move became much quicker and put standing opponents in crouching hitstun. This has its uses as a surprise overhead and can naturally be continued into {{clr|C|665C}}(1)>{{clr|C|6C}}>{{clr|B|41236B}} on hit.<br />
}}<br />
<br />
==Distortion Drives==<br />
===<big>Req Vinum</big>===<br />
{{InputBadge|{{clr|C|2363214C}}}}<br />
{{BBCF Move Card<br />
|input=2363214C<br />
|description=<br />
*Reversal super.<br />
*Is considered a projectile.<br />
*OD version restands opponent.<br />
<br />
A short ranged attack with a hitbox very close to the floor. On hit, inflicts only mediocre damage, but Relius recovers fully whilst it is still hitting the opponent, so it sets up easy followup combos.<br />
<br />
This is Relius' only reversal attack outside of Astral. It's slow and therefore vulnerable to option select jabs, doesn't have much height, and loses invuln to all but throws so it has a tendency to trade, but on hit it has a rather sizable reward in letting you sideswap and use a follow-up of your choice. The move is a high level projectile, so its hitstop is independent of Relius and will lock an opponent down for 30f on block, and this means an opponent who blocks this move while meatying with a projectile of their own may find themselves unable to follow-up the punish or even be at a frame disadvantage. While Ignis is out, Relius may opt to cover this move with 2D or 6D since Ignis is actionable during the attack. Req Vinum when used, even midcombo midscreen can allow Relius to unsummon and continue a combo for an Ignis regen. The OD version does more damage and restands the opponent allowing for an unblockable setup after it. You can also use this for double or triple supers.<br />
<br />
The restand property is particularly useful. You can end a combo with this super, then jab them so they can start blocking the rest of Vinum. While they're blocking, Relius and Ignis are free, so you can use {{clr|D|236D}}. Done properly, this will create what's called a "vinumblockable". You can also use {{clr|D|214D}} or other unblockable setups. For more details, see the Combo Section.<br />
}}<br />
<br />
===<big>Vol Tedo</big>===<br />
{{InputBadge|{{clr|D|632146D}}}}<br />
{{BBCF Move Card<br />
|input=632146D<br />
|description=<br />
<br />
*Minimum damage: 840 OD: 1060<br />
*Costs 10% IG <br />
<br />
Summons Ignis to just behind Relius if she is currently unsummoned. Then Ignis rushes forwards with a blockable punch that explodes.<br />
<br />
Super ender. Ignis has super armor throughout the animation, but can still be interrupted if Relius takes a hit. On hit it is +12 on e-tech. If blocked, the further away the move was blocked from Ignis' origin point the less - it will be. (even becoming + in some very rare isolated incidences.) If unsummoned, Ignis will teleport behind Relius before the move initiates. When Ignis is summoned it will start from her position, so tricks like corner {{clr|D|4D}} > {{clr|D|632146D}}, CH {{clr|D|j.6D}} > {{clr|D|632146D}} or OD {{clr|A|214A}} > {{clr|D|632146D}} are possible from fullscreen. <br />
<br />
All the same, this move is very rarely used outside of combos, although it can be used to punish some haphazard projectiles or other supers carelessly thrown out. Can be followed up on Rapid Cancel thanks to its upward trajectory. <br />
}}<br />
<br />
===<big>Duo Bios</big>===<br />
{{InputBadge|{{clr|D|236236D}}}}<br />
{{BBCF Move Card<br />
|input=236236D,236236D OD |versioned=input<br />
|description=<br />
*Ignis is fully invincible, and cannot be desummoned by hitting Relius.<br />
*Ignis ignores all sources of hitstop except her own hits, even superflashes, while attacking.<br />
*Minimum damage: 60*10, 200 <br />
*OD minimum damage: 60*3, 30*16, 60*2, 200<br />
*Costs 20% IG<br />
*Relius has 10+14F duration on this attack.<br />
Summons Ignis in front of Relius for a flurry of hits.<br />
<br />
Fully armored and takes no damage from hits unlike Carl's similar distortion. It has quite a few uses, from creating a wall to trap a dying opponent behind at neutral, to locking an opponent down for mix-up to just hard countering a counter assault or standing burst. CH {{clr|C|5C}} and CH {{clr|C|2C}} can combo into it on ground hit for some good, damaging, burst safe confirms. If you find that you need to stretch that last bit of Ignis to finish an opponent, or if you just see that your opponent has run out of air options or put themselves in a situation where you can trade with this move and win, you may as well throw it out there. <br />
<br />
While the move is happening you can do high/low mix-ups for the first eight hits, cross-ups using jumps or Led Ley, or frame traps/throws during the last three hits. It's worth noting that Ignis will not stop for anything short of Relius being hit by an EA, hitting his own EA and some cinematic distortions. Because of this it is possible to combo a burst into the last hit of Bios into {{clr|C|3C}} > {{clr|D|632146D}} to close a match out. Also keep in mind that as long as Relius is not in hitstun when the move ends Ignis will stay summoned even after this move is finished. Many characters can backdash, take a hit and then airtech to escape when they see the move. However, Relius can jump up and cover this without much issue. Characters with DPs can DP clash the move until it's over for safety as well. New to CF is the fact that the last three hits will combo without counter hit even if they're airborne! Strangely this move will advance even during the superflash of Vinum and OD, so it's possible to lock an opponent into it if they do something risky in or around it.<br />
<br />
With all that said, if your opponent does avoid Ignis, there is no way to stop her attacking, she will not turn around, nor can her attacks ever damage someone on the wrong side of her (even if the hitboxes overlap). Therefore you will be without Ignis to defend yourself if this happens.<br />
<br />
When an opponent is opened up and being hit by Bios, it's usually a good idea to only use {{clr|A|6A}}, {{clr|C|236C}}, or Charged Crush Trigger, since Bios only scales once, and you'll be cutting into the super's damage a lot otherwise. Follow the last hit up into a short combo that exhausts the scaling, and you'll usually wind up with 4~5K in damage. If you aim to kill and have OD, following the last hit with neutral jump>ODc>{{clr|C|j.236C}}~{{clr|B|j.214B}}>various attack until the OD timer is nearly expired>EA or super.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Zera Varius</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*306/649 Minimum Damage<br />
*IG Bar will still regenerate during the long animation<br />
*Relius can move Ignis during the animation<br />
Varius has a long range even among EAs, but it lacks a good vertical hitbox so it can be jumped over and punished. Relius doesn't get any worthwhile oki from this. One ''can'' use {{clr|D|6D}}>{{clr|D|2D}} to get oki on a neutral teching opponent if Ignis is out during Varius, however that's 33% IG for pretty poor oki. The moment Zera Varius hits, Ignis ceases benefitting from OD in any capacity, so watch her IG bar going into this move or she may die.<br />
<br />
Relius's EA has a strange property where it will desummon Ignis with Blue IG if she is performing Duo Bios. If IG is depleted, Ignis will immediately become disabled instead. Currently it is thought to be RNG when done with Red Bar IG.<br />
<br />
{{clr|D|2D}} can be used prior to Varias similar to Izanami using pinwheel, however this doesn't really result in a favorable situation. {{clr|D|4D}} might be better deployed to at least try to ward off an opponent jumping over Varius.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Puppeteer's Altar</big>===<br />
{{InputBadge|{{clr|D|214214D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=214214D<br />
|description=<br />
*Requires Ignis to be active<br />
<br />
Ignis appears in front of Relius and captures the enemy.<br />
<br />
This move is long reaching, invincible for Relius, but armored for Ignis, and punishable if blocked or whiffed. However, the astral is still very useful to Relius as it can be performed on most of his combos or any string into {{clr|C|2C}}, or {{clr|C|6C}}. When performed, if Ignis is hit by a physical attack the opponent will be occasionally be stuck to her until she finishes her animation, nullifying the safe qualities of certain set-ups. Be careful, as a rapid cancel, or a cancel into an invincible or evasive move may save a stuck opponent. <br />
<br />
A couple of solid ways to combo into astral are {{clr|D|6D}}>{{clr|C|6C}}>{{clr|D|214214D}} or Launcher >{{clr|B|41236B}}>{{clr|B|5B}}>{{clr|C|2C}}>{{clr|D|214214D}}.<br />
<br />
'''Other Ways to Combo Into This Include:'''<br />
*{{clr|C|3C}}<br />
*{{clr|C|6C}}<br />
*Ground throws<br />
*Air hit {{clr|C|2C}}<br />
*...And more!<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Relius}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Relius Clover|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Kokonoe&diff=447406BBCF/Kokonoe2024-02-27T08:58:01Z<p>Manta: /* Armament No.11 "Full Metal Heavy Weapon v2.05" */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Kokonoe is a '''well-rounded character''' with a variety of tools. She has traps to set up '''strong setplay and mixups''', alongside great normals to control space. These benefits are all backed up with strong damage and great corner carry. Kokonoe's Drive lets her use Gravitons to push and pull both herself and her opponent in order to catch opponents off guard or reposition herself. In the right hands, Kokonoe can dismantle any character with superior neutral tools and stellar setplay.<br />
<br />
Kokonoe is not without her weaknesses, however. In neutral, characters that can ignore the midrange find great success. Mobile characters can run up close to blow her up for setting traps, and zoners can disengage from them entirely. On offense, some of her setups and combos require more spatial awareness and adjustments than average. Additionally, characters with good reversals can break some of her setups. As a result, her matchups tend to vary greatly. These traits altogether make for a character that is somewhat difficult to pick up. The reward, thankfully, is worth the trouble. Kokonoe has a strong toolset that leaves room for creativity and expression.<br />
}}<br />
{{BBCF/Infobox<br />
|fastestAttack= [[#5A|5A]] (6F)<br />
|reversal= [[#Armament No.4β "Pyro: Flaming Belobog v2.73"|214214A/B/C]] (10F/13F/16F)<br />
|fatalStarter= [[#2C|2C]]<br/>[[#6C|6C]]<br/>[[#j.2C|j.2C]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Graviton Capacitor<br />
|content=Kokonoe's Drive summons a Graviton onto the field that attracts the opponent and some of Kokonoe's own projectiles towards it like a magnet. While the opponent isn't in hitstun, they are pulled towards it reasonably gently, whereas they're pulled towards it with triple the force while in hitstun. Kokonoe herself is not normally affected by the Graviton, although some moves use its location to change their properties. The most notable change it causes is to Kokonoe's Flame Cage ({{clr|A|214A}}/{{clr|B|B}}/{{clr|C|C}}), which gains the ability to change its trajectory. When a Graviton is summoned, it will stay on the field until either it expires after a specific duration, Kokonoe activates it with {{clr|D|236D}}/withdraws it with {{clr|D|214D}}, Kokonoe activates various other moves, or the opponent manages to land a hit on Kokonoe. Only one Graviton can be on the field at a time.<br />
<br />
[[File:BBCF_Kokonoe_Graviton_Gauge.png]]<br />
<br />
The first two icons represent the Banishing Ray ({{clr|A|22A}}/{{clr|B|B}}) and Flame Cage ({{clr|A|214A}}/{{clr|B|B}}/{{clr|C|C}}) readiness since you can only have one of each move out on the field at a time. When the respective move is visible on the screen the icon for it will turn grey. You can use the move again when icon lights back up.<br />
<br />
The third icon and the number next to it refer to your stock of Gravitons. You start a round off with 9 Gravitons and will use one up every time you summon one. Gravitons recover slowly over time; they don't recover at all while a Gravitron is active (minimum of half a second) and will only regenerate one every 4 seconds, using a Graviton will cause you to lose progress towards regenerating your next Graviton. Manually removing your own Graviton with {{clr|D|214D}} will reduce the time to gain the next gravitron stock by 2 seconds. In practice, the limit of gravitons isn't usually significant - it seems to exist to prevent permanent keep-away tactics and other delaying strategies.<br />
|header2=Overdrive: Graviton Rage<br />
|content2=Kokonoe's Overdrive strengthens her Gravitons immensely: <br />
*The pull of her Gravitons is doubled. This lets her to do something like {{clr|C|3C}} > {{clr|D|5D}} > {{clr|B|5B}} > {{clr|C|5C}} > Solid Wheel (which isn't possible with a normal Graviton). Her projectiles such as Flame Cage, Flaming Belobog, and Solid Wheel are pulled in much quicker compared to regular Gravitons.<br />
**However the stronger pull messes with most of Kokonoe's non-OD combos that use Gravitons so keep that in mind.<br />
*Her Gravitons deal more damage than normal (they still require the opponent to be in hitstun).<br />
*Gravitons recharge at five times the the rate when there is no active, double rate when there is. Also, the recharge timer does not get reset whenever she uses a Graviton in a combo. It is slower than her standard overdrive recharge rate, but she can still get one or two back after doing a combo with them. This essentially allows Kokonoe to replenish her Graviton stock while dealing damage.<br />
*Gravitons stay out for much longer while in Overdrive (6 seconds compared to the usual 4 outside of OD).<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
Kokonoe's jab and her fastest normal. Despite not having much range, it can be a good combo starter as Kokonoe can still get the same oki from her B starters with {{clr|A|5A}} just for a little less damage.<br />
*Hits Crouching.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|XD}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
* Great for pressure<br />
* On Crouching opponents, it can be immediately linked into {{clr|C|2C}} for more damage<br />
* Technically loses the low hurtbox for a short while, allowing for some evasion<br />
* Very damaging combo starter<br />
<br />
{{clr|B|5B}} is a great tool for pressure because of all the possible options on block: It's jump cancelable on block so you can go for a quick {{clr|C|j.2C}} overhead from it if you have 50 meter to Rapid Cancel to convert it into a full combo or stay safe. You can jump cancel and do a falling {{clr|B|j.B}} to attempt to reset pressure or retreat with an instant air backdash. You could also opt to just normal cancel it into {{clr|B|2B}} or {{clr|C|5C}} and go from there. As ''yet another option,'' you can take advantage of the fact {{clr|B|5B}} moves Kokonoe forward and you have so many options from it for the opponent to look out for to just reset pressure instead. With all these possibilities, {{clr|B|5B}} can be a powerful tool if you use it wisely.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|XD}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
*Staple ground combo ender in the corner<br />
*Great combo piece<br />
*Jump Cancellable on hit<br />
*Crumples the opponent on Counter Hit, causes wall bounce on aerial opponents on Counter Hit as well<br />
*You are guaranteed stupid damage if you land this as a CH<br />
<br />
When you're in the corner or end a combo in the corner, {{clr|C|5C}} is a great ground combo ender because you can special cancel into either Banishing Ray or Flame Cage for oki.<br />
<br />
Also, {{clr|C|5C}} is a great combo piece when air juggling an opponent because its ability to blow an airborne opponent away fullscreen combined with either Broken Bunker or IAD {{clr|B|j.B}} > {{clr|C|j.C}} adds a lot of corner carry to your combos. <br />
<br />
This is also your go to starter for Counter Hit combos as the P1 on this move is crazy, against moves that are horribly negative on block, this move will make sure that they feel the pain for doing something stupid when they eat a 7-9K combo.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|XD}}<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
*Can be linked into itself along with {{clr|A|5A}} up to three times<br />
*Kokonoe's second fastest standing normal<br />
<br />
Like many 2As, Kokonoe's {{clr|A|2A}} is great for pressure. In particular, it's great for catching no techs and in blockstrings where you don't want to commit too heavily to anything because your opponent has burst for Overdrive Raid<br />
<br />
It's also possibly Kokonoe's best ground poke. Decent range, quick start up and recovery make it the best alternative to use compared to a lot of her other ground normals. This move will usually be your alternative go to move for punishing moves for moves that are too far for {{clr|A|5A}} to punish, as her {{clr|A|5A}}/{{clr|A|2A}} starter combos are interchangeable. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|XD}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
*Hits twice<br />
*Main low mixup option<br />
<br />
Now that Kokonoe's {{clr|A|2A}} is no longer a low, Kokonoe now has to rely on {{clr|B|2B}} to open people up using a low. It has a bit more range than {{clr|A|2A}} so it's good in some instances to poke your way out of pressure or poke in neutral. Additionally, both hits of {{clr|B|2B}} are cancellable, making it a staple part of Kokonoe's pressure as she can choose to cancel the first hit or let both hits rock.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|XD}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
*Causes the opponent to spin on hit<br />
*Jump Cancellable on hit<br />
Mostly used in specific grounded combo routes. In blockstrings, it can be used to safely put down Flame Cage or Banishing Rays thanks to it being +1 on block and the pushback it does on block and barrier. Be wary, its slow startup can lead to opponents DPing you before you even get the chance to hit them with {{clr|C|2C}}.<br />
<br />
Fatal Counter can allow Kokonoe to loop {{clr|C|2C}}>{{clr|C|5C}} on the opponent for corner carry.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|5C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|XD}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
*Good anti-air<br />
*Can be Kara-Cancelled into throw to give it better range<br />
*Charged version will launch grounded opponents on hit and has more hitstun while dealing more damage<br />
*On confirmed hit you can immediately chain into {{clr|C|6C}}>{{clr|D|j.8D}}>{{clr|B|j.236B}} or {{clr|B|j.B}}>{{clr|C|j.2C}}>{{clr|D|j.2D}} <br />
<br />
Kokonoe's anti-air. Has great vertical reach but not much horizontal reach though. Best used in situations where the opponent has to commit to their jump in. If you hold down the A button, you'll be able to delay her anti-air which can be useful against empty jumps and low air dashes as Kokonoe retains the head invincibility while charging.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|5B}}, {{clr|B|2B}}, {{clr|C|5C}}, {{clr|C|6C}}, {{clr|D|XD}}<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
*Good overhead<br />
*Second hit of {{clr|B|6B}} will force crouch on the opponent<br />
*Fully charged {{clr|B|6B}} will cause a ground bounce on standing opponents. However, it also has a unique property where the first hit of {{clr|B|6[B]}} will cause a hard knockdown on aerial opponents<br />
<br />
Kokonoe's only ground overhead. Can be gatling'd into by {{clr|A|5A}} or {{clr|A|2A}} into {{clr|B|6B}}. Uncharged {{clr|B|6B}} is a great overhead to open opponents up with, especially when combined with Kokonoe's oki tools. The charged version of {{clr|B|6B}} is mostly only good for some combos. Similar to Mu, you can Rapid Cancel the first hit of {{clr|B|6B}} into {{clr|B|2B}}, however unlike Mu, Kokonoe gets the benefit of having both hits of her {{clr|B|6B}} hitting high instead of just the second hit being a overhead.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|5C}}, {{clr|C|3C}}, {{clr|D|XD}}<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
*Kokonoe's second and somewhat situational anti-air<br />
*Will leave Kokonoe airborne on hit (i.e. using this move counts as Kokonoe using her jump), meaning that she can use her double jump as a safe jump on block.<br />
*Naturally combos into {{clr|C|j.2C}}<br />
*Keeps Kokonoe's momentum if she does this during a run<br />
<br />
Mostly just used in air juggle combos but in some cases, it is a great starter because of the multitude of options it brings to the table. It's foot invuln allows Kokonoe to beat out opponents who try to mash against it, its ability to jump cancel on block gives Kokonoe a safe jump in pressure and the momentum it keeps after a run can allow Kokonoe to link back into {{clr|A|5A}} or {{clr|B|5B}} depending on the opponent's positioning (Fatal Counter ensures that Kokonoe can always link back into {{clr|B|5B}}).<br />
<br />
Damage wise, it depends on whether or not Kokonoe chooses to go for a corner carry combo. If she does, then you're looking at about 3-3.3K worth of damage. If she opts to go for a damaging route, then that damage gets bumped up to around 4.5K meterless with its damage only getting higher with meter. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|j.2C}}<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
*Good ground poke<br />
*Long range low mixup<br />
*Good combo piece<br />
*{{clr|C|3C}}(2) will always trip the opponent and vacuums<br />
*Counter Hit {{clr|C|3C}} will cause a hard knockdown<br />
*Deadzone between Kokonoe and the clamp<br />
*Can be used for oki<br />
*Disjoint on 2nd hit<br />
<br />
As a long reaching & vacuuming low, it is useful in blockstrings where you've been pushed out far enough for opponents to attempt to jump out or take their turn. {{clr|C|3C}} is great in combos because of its ability to vacuum and sweep the opponent.<br />
<br />
Like most sweeps, Kokonoe's is a low hitting ground poke with great horizontal, but poor vertical reach. It can be called out and punished with IAD options so do not be predictable and to space it well to minimize chances of getting punished. It is a very good sweep, but still a sweep.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|XD}}<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
*Great air to air normal<br />
*Hits 6 times, all hits are cancellable<br />
*One of the only two normals Kokonoe can't Drive Cancel on block, and the only button Koko can't Drive Cancel at all (i.e. she can't do {{clr|A|j.A}}(1)>j.XD). However, she can still Activate and Deactivate if there's a Graviton out<br />
<br />
Kokonoe's {{clr|A|j.A}} has a faster startup, a wide hitbox and is multi-hitting, making it for air to air battles and jump ins. However, the low hitstun and awkward upwards pull that {{clr|A|j.A}} has can make confirming off of it more of a nuisance than anything (especially off of an airdash). <br />
<br />
Despite this, it's still Kokonoe's best answer for immediate air-to-air approaches thanks to its 7F startup and the damage and carry you get can be pretty decent. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|C|j.2C}}<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
Good air to air normal. While it lacks {{clr|A|j.A}}'s great hitbox, it is a better starter for combos. When combined with a low to the ground air dash, it can be a pretty good jump in as well. It's also good sometimes in attempting to reset pressure from a {{clr|B|5B}} jump cancel. You'll want to really pick and choose when you do this though because again {{clr|B|j.B}} is lacking in vertical reach and is easily beaten by anti-airs and in some cases, quick picks <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|C|j.2C}}, {{clr|D|j.XD}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
*Good air corner combo ender<br />
*Wall bounces on hit<br />
*Will cause crumple with Counter Hit just like {{clr|C|5C}} on grounded opponents<br />
*Like with {{clr|A|j.A}}, it can only be Drive Cancelled on hit, but can still cancel into {{clr|D|236D}}/{{clr|D|214D}} if there's a Graviton already out<br />
*On hit or whiff, Kokonoe's air momentum is stalled and is pushed backwards<br />
<br />
A good "Get off me" button when Kokonoe is being chased in the air. Its large hitbox makes it threatening to challenge if Kokonoe is air backdashing. The reward she gets off of {{clr|C|j.C}} gives her an air-to-air corner carry combo since {{clr|C|j.C}} sends the opponent fullscreen. In all instances at midscreen, you will always follow-up an air to air {{clr|C|j.C}} with {{clr|D|j.9D}}. As an air-to-ground button however, it's basically {{clr|C|5C}} in the air but lacks in its ability to convert off of it. Your only option is {{clr|C|j.2C}} but it only combos if you're close to the opponent and even then, you can't really do much unless you spend resources, do it in the corner, or land a Counter Hit {{clr|C|j.C}}.<br />
<br />
In blockstrings, {{clr|C|j.C}} can either continue blockstrings or end them depending on whether or not Kokonoe has a Graviton out: <br />
<br />
'''If Kokonoe does have a Graviton out''', you can use Solid Wheel as a means to continue your pressure and get yourself back down to the ground safely. Using {{clr|C|j.2C}} as a gatling would be safer here since you can simply activate the Graviton to push them away or use it as a means to do airdash {{clr|B|j.B}}.<br />
<br />
'''If Kokonoe doesn't have a Graviton out''', your only option without meter is to do nothing since you can't Drive cancel this move on block. The massive pushback {{clr|C|j.C}} has makes this move practically unpunishable unless the opponent instant blocks it up close, but even then it can still be hard to punish it properly. Cancelling it shortens the pushback and leaves Kokonoe open to a lot of punishes so be careful.<br />
<br />
Like with its grounded brother {{clr|C|5C}}, it's good in the corner as an ender for some air combo routes that'll allow you to setup Flame Cage oki guided by a Graviton.<br />
<br />
A little trick to know: The stalled air momentum from {{clr|C|j.C}} can be useful for Kokonoe to keep herself airborne high in the air if she tries to time out the opponent. The trick to it is that you fling yourself high into the air using {{clr|D|236D}}>{{clr|B|236B}} and then mash {{clr|C|j.C}} to stall for as long as possible. This works even better with meter as you can use Super Ball to cover your fall.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|j.2C}}, {{clr|D|j.XD}} (on hit)<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
*Good for a quick, rewarding overhead<br />
*Sometimes good for a poke<br />
*Ground bounces on hit<br />
<br />
{{clr|C|j.2C}} is mainly used as a quick overhead, either on wakeup or jump canceling a normal since when TK'd it's 22F. In order to convert it into a full combo there are a few options. <br />
<br />
#Rapid Cancel and do falling {{clr|B|j.B}}.<br />
#Have a Graviton setup and activate it to give you enough time to land and pick up the combo.<br />
#Use it during Banishing Ray oki, which will put the opponent in more than enough hitstun to let you land and pick up the combo. <br />
#Utilize j2C > j5D > jA routes (character specific, and somewhat difficult to execute consistently).<br />
#Overdrive Cancels into falling {{clr|B|j.B}}(1)>{{clr|C|j.2C}} which will allow Kokonoe to land and pick them up with {{clr|B|5B}}.<br />
#Landing it as a Fatal Counter which can let you do {{clr|C|j.2C}}>{{clr|D|j.D}}>{{clr|D|j.236D}}.<br />
<br />
Ideally, you want to use this move if you have something to back yourself up with as {{clr|C|j.2C}} suffers from forced landing recovery when used (Kokonoe can special cancel {{clr|C|j.2C}} on block, but the only specials she can use in the air are Flame Cage and Solid Wheel which are ineffective, and summoning a Graviton after {{clr|C|j.2C}} leaves a gap that the opponent can use to anti-air Kokonoe). Flame Cage and Banishing Rays B can give Kokonoe enough time to do {{clr|C|j.2C}}>{{clr|A|5A}} on block. If she has a Graviton on top of them at midscreen, she do {{clr|C|j.2C}}>{{clr|D|j.236D}} to push the opponent away from her.<br />
<br />
If Kokonoe lands this as an air to air move or if she's close enough to the ground, she can link {{clr|C|j.2C}} into {{clr|A|5A}} for a combo. {{clr|C|j.2C}}>{{clr|A|j.214214A}} also works too since the timing for it is very lenient (just make sure that you're close to the opponent).<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.XD}}<br />
}}<br />
<br />
==Drive Moves==<br />
Kokonoe will always start out the round with 9 Gravitons in stock and they will replenish themselves whenever there isn't a active Graviton out on the field. If Kokonoe doesn't have any Gravitons left in reserve, then she cannot use her Drive moves until she gets back at least one Graviton.<br />
<br />
===<big>Summon Graviton</big>===<br />
{{InputBadge|Direction + {{clr|D|D}}}}<br />
{{BBCF Move Card<br />
|input=xD<br />
|description=<br />
*Summons a Graviton in the desired location, pulling opponents towards it.<br />
**The effects and pull of the graviton is complicated, see the table below if you really want to know the detail. The short answer is that hitstun triples their pull and overdrive doubles it, multiplicatively. <br />
*Consumes one Graviton stock.<br />
*Remains active for 240 frames normally or 360 if '''activated''' during Overdrive. Gravitons that are already present are not affected by Kokonoe activating or running out of overdrive.<br />
*Recovery is partially cancellable into attacks or jump. <br />
*Will replace existing Graviton if there's one out already.<br />
*Disappears if its time expires, is activated with {{clr|D|236D}}, deactivated with {{clr|D|214D}}, if Kokonoe uses Black Hole, or if the opponent lands a hit on Kokonoe.<br />
*Gravitons can not be interacted with by the opponent while active (They cannot be attacked or shot down with projectiles, for example). <br />
*The location in which the Graviton is summoned, when holding a direction, is dependent the edges of the screen, rather than Kokonoe's position. Inversely, when input without holding a direction, the Graviton will be placed directly in front of Kokonoe, regardless of screen position (even if she is off screen)<br />
**when {{clr|D|5d}} or {{clr|D|j5d}} are used too close to the corner, the graviton will always spawn close to the wall as possible, pulling them directly into the wall<br />
**Versions with a sideways direction are placed slightly inwards from the edge of the screen, even if the camera is currently zoomed out. This allows them to pull the opponent out of the corner slightly<br />
**Versions 1, 2 and 3 are always placed on the bottom of the screen<br />
**Versions 4 and 6 are always placed directly in the middle of the far edges of the screen<br />
**Versions 7, 8 and 9 are placed at the top of where the camera is showing, even if that places it high in the sky.<br />
**Versions 2 and 8 are always placed horizontally in the middle, even if Kokonoe is at the side of the screen.<br />
<br />
Gravitons are used to mess with your opponent's spacing when they try to approach you, forcing them to try to keep themselves in which will result in more openings to capitalize on. They're also the main part of your combos and oki, as the full cancellability can let Kokonoe reverse beat back into her normals she's already used up. Giving her unique options on what routes she can do while setting up for pressure.<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Graviton pull data" data-collapsetext="Hide Graviton pull data"><br />
{{(!}} class="wikitable"<br />
{{!}}+ Graviton pull data<br />
{{!}}-<br />
! Opponent situation !! {{Tt|X velocity|Gravitons only add a constant velocity in the X direction}} !! {{Tt|Y Acceleration|Gravitons Accelerate players in the vertical direction, resisting gravity}}<br />
{{!}}-<br />
{{!}} '''Standing, Neutral'''{{!}}{{!}} 5000 [10000] {{!}}{{!}} N/A<br />
{{!}}-<br />
{{!}} '''Standing, Hitstun'''{{!}}{{!}} 15000 [30000] {{!}}{{!}} N/A<br />
{{!}}-<br />
{{!}} '''Airborne, Neutral'''{{!}}{{!}} 3000 [6000] {{!}}{{!}} 375 [750]<br />
{{!}}-<br />
{{!}} '''Airborne, Hitstun'''{{!}}{{!}} 9000 [18000] {{!}}{{!}} 1125 [2250]<br />
{{!}}-<br />
{{!)}}<br />
*Numbers in brackets are for Overdrive Gravitons<br />
*Note that there is Character-specific gravity when players are not in hitstun. If a player is in hitstun or guardstun it is fixed at -2000. Subtract or add this value depending on whether the opponent is above or below the graviton<br />
*For reference, 5,000 horiztontal velocity is a slow walking speed.<br />
</div><br><br />
}}<br />
<br />
===<big>Activate Graviton</big>===<br />
{{InputBadge|{{clr|D|236D}} (Air OK)\During a Special Move~{{clr|D|D}}}}<br />
{{BBCF Move Card<br />
|input=236D<br />
|description=<br />
*Activates the placed Graviton, quickly pushing the opponent away or striking them.<br />
**Can only hit an opponent already in hitstun<br />
**If it hits the opponent, they are knocked back slightly on the ground and knocked upwards mostly vertically if in the air.<br />
**If this move doesn't hit, this move pushes the opponent away from the gravitron with a lot of force that doesn't change with distance. The push they get is based solely is which side of the graviton they were on and if they were above or below it.<br />
*Consumes one Graviton Stock.<br />
*Like with Summon Graviton, Activate Graviton is fully cancellable. <br />
*D button can be held down to delay the activation which allows Kokonoe to act freely while doing so. Great for baiting out approaches and for doing combos. However, if she's hit while blocking and holding down the D button, then the activation will cancel out and the Graviton will disappear.<br />
*Can only be done if Kokonoe has a Graviton out and there's at least one Graviton left in reserve. If Kokonoe doesn't have any Gravitons left after summoning, then {{clr|D|236D}} will be unavailable for usage.<br />
*Once you activate a Graviton, you'll be put on a cooldown until the Graviton disappears.<br />
<br />
Primarily used as a means of controlling space, as it forces the opponent away from the Graviton at a high speed. However, this move only strikes the opponent if they are in hitstun, and as such, cannot be used as a starter.<br />
<br />
In Central Fiction 2.0, Kokonoe can now activate a Graviton while doing a special move. This opens up new routes for Kokonoe, conversions off of any stray Gravitons, and the ability to use them to quickly push someone into a trap. The timings for when Kokonoe can do Special Move~{{clr|D|D}} are listed below:<br />
<br />
*Armament No.2 "Broken Bunker Assault v2.21" {{clr|A|236A}}/[A]: When Kokonoe makes contact with the opponent.<br />
*Armament No.9 "Aerial Powerdrive: Solid Wheel v3.37" {{clr|B|236B}}: While Kokonoe is spinning around.<br />
*Armament No.3 "Absolute Zero v4.32" {{clr|C|236C}}: While the ice gun is active.<br />
*Armament No.4α "Flame Cage v1.43" Activate {{clr|A|214A}}/{{clr|B|B}}/{{clr|C|C}}: As soon as Kokonoe launches the fireball.<br />
*Armament No.5 "Banishing Rays v3.10" {{clr|A|22A}}/{{clr|B|B}}: Once Kokonoe plants the lightning rod down.<br />
*Armament No.6 "Planar Haze v1.24" {{clr|C|22C}}: While Kokonoe is teleporting.<br />
<br />
Note: Doing Special Move~{{clr|D|D}} will consume one Graviton as if you did {{clr|D|236D}} and cannot be done during the following: Counter Assault, Crush Trigger, Throws, Distortions, EA, or Astral.<br />
}}<br />
<br />
===<big>Retrieve Graviton</big>===<br />
{{InputBadge|{{clr|D|214D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214D<br />
|description=<br />
*Disables the Graviton on the field<br />
*Does not consume a Graviton Stock<br />
*Takes off 120F recharge time for your next stock. (Excess recharge reduction doesn't count towards the next one)<br />
*Unlike {{clr|D|236D}}, you can summon a Graviton immediately after deactivating your current one.<br />
<br />
This move can be great if you're low on Gravitons and you don't want to waste the current one you have, since deactivating a Graviton will shorten the recharge time between stocks.<br />
<br />
'''Faster Recharge'''<br />
<br />
While it isn't used much, by doing '''{{clr|D|236D}}>{{clr|D|214D}}''', your current Graviton will disappear quicker than it would when you do {{clr|D|236D}} by itself. The game will reduce the normal 4 second recharge time by 2 seconds, allowing you to gain back a Graviton much sooner than anticipated, potentially instantly. It's also possible to do this during a combo, most notably after an aerial activate such as with {{clr|C|j.C}} or {{clr|C|j.2C}}, which effectively allows Kokonoe to both deal damage and gain back a stock with little to no problem.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*Wall Bounces opponents.<br />
*Will guarantee Kokonoe corner carry + oki depending on the Graviton's placement.<br />
*Can lead to huge damage with Overdrive.<br />
<br />
Kokonoe's forward throw. Kokonoe can easily follow up with a Graviton placement after launching the opponent, or use Broken Bunker if she's near or at the corner.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*Launches upwards.<br />
*Causes Wall Bounce in corner.<br />
<br />
Kokonoe's back throw. You can follow up with {{clr|D|9D}}>{{clr|D|236D}}>66>{{clr|B|5B}}>{{clr|A|6A}}>{{clr|C|6C}}>{{clr|B|5B}}>{{clr|C|5C}}>{{clr|C|3C}}(1)>{{clr|A|236A}} for a decent carry or {{clr|D|5D}}>{{clr|C|3C}}(1)>{{clr|A|236[A]}}~{{clr|D|D}}>Bunker Loops for oki at midscreen.<br />
<br />
A neat little novelty to know is that you ''can'' combo off of Kokonoe's Back Throw without using a Graviton. <br />
<br />
Since Kokonoe's throws are mainly Special and Drive Cancelable, you can use {{clr|C|22C}} at midscreen and follow-up with microdash {{clr|B|5B}} into a basic {{clr|A|6A}}>{{clr|C|6C}}>{{clr|B|5B}}>{{clr|C|5C}}>{{clr|C|3C}}>Bunker which does give you some good carry thanks to Back Throw's launch angle. While in the corner, you can let the throw animation rock and then follow-up with {{clr|B|5B}} (When far), or {{clr|B|2B}} (When close) into your basic oki ender. Any of these options can be good for when you're low on Gravitons and you need to stall for the recharge.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*Wall Bounces.<br />
*Can be awkward to convert off of due to the angle Kokonoe launches them at midscreen.<br />
<br />
Kokonoe's air throw. The combo you can get off of it depends on how high the opponent was when you grabbed them (EX: You can do Air Throw>{{clr|D|j.3D}}>Land>66>{{clr|C|3C}}(1)>{{clr|A|236[A]}}~{{clr|D|D}}>Bunker Loops at a low height), but it's still a good tool to use to catch people if they're being obvious with their jump outs. <br />
<br />
A little tip to help with converting off of it at midscreen: If you do {{clr|A|j.A}} after cancelling out of a Graviton, you land on the ground much sooner than if you had fallen after Drive Cancelling. <br />
<br />
In the corner, Kokonoe's air throw can be very useful against people who are trying to jump out of her Banishing Rays oki. You can either use {{clr|D|j.9D}} and convert off of it with Solid Wheel, or you can do {{clr|D|j.3D}}>{{clr|B|j.B}}(1)>{{clr|C|j.C}}>{{clr|A|j.214A}} to setup for Flame Cage oki.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
Like most Counter Assaults, it can be a good way to get out of an opponent's pressure in dangerous situations. It doesn't have much horizontal or vertical reach though, so keep that in mind when you're deciding when to use it. <br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B]|versioned=input<br />
|description=<br />
*Wall Bounces the opponent midscreen.<br />
*Wall Splats the opponent in the corner.<br />
*Despite being a bat, this will '''''NOT''''' hit projectiles back at the opponent.<br />
*Makes a fun crowd cheer on hit.<br />
Mostly good for extending a few particular combos to squeeze out a bit more damage when you're in a tight situation and need to try and kill the opponent quickly. <br />
<br />
If you have an active Graviton on top of your opponent at midscreen, you can use a non-charged Crush Trigger to break your opponent's guard and pick them up with {{clr|A|5A}} for a corner carry combo, making Kokonoe one of the only few characters in the game that can combo off of a guard crushed opponent with a non-charged Crush Trigger at midscreen.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Armament No.2 "Broken Bunker Assault v2.21"</big>===<br />
{{InputBadge|{{clr|A|236A}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=236A,236[A],236[A] Delayed Attack|versioned=input<br />
|description=<br />
*Alternate ground combo ender<br />
*Bunker bomb from the charged version can be good for oki<br />
*Bunker Bomb will explode three seconds after being placed on the opponent, but will disappear if Kokonoe is hit clean or forced to block, similar to Flame Cage<br />
*Landing {{clr|A|236[A]}} on a standing opponent will put them in a crumple state, where as landing it on an aerial opponent will cause them to ground bounce. Both can be followed up with {{clr|A|5A}} right after but grounded opponents will require you to land it as a Counter Hit or to Rapid Cancel Bunker to combo out of it.<br />
<br />
Typically just a combo tool but for ground combos that have gone on a bit too long or leave you just a little bit too far from the corner, it can also be used as a combo ender. <br />
<br />
In pressure, if you have 50 meter and you absolutely don't want to let your opponent return to neutral, Broken Bunker > Rapid Cancel is great for closing the gap and resetting pressure.<br />
<br />
New in CF is the ability to do a charged version of Broken Bunker, which will leave the explosion on the opponent without detonating it. The explosive will detonate on its own after a set period of time instead. You can use the charged version to do Bunker Reps, which is the process of using the bunker bomb's explosion to carry the opponent to the corner while constantly placing a new bunker bomb on them. The bunker bomb can be an exceptionally good tool for oki as it'll keep the opponent pinned down while they're blocking, allowing you to safely extend your blockstrings or to make certain moves safe (like {{clr|C|j.2C}} for example).<br />
}}<br />
<br />
===<big>Armament No.9 "Aerial Powerdrive: Solid Wheel v3.37"</big>===<br />
{{InputBadge|{{clr|B|236B}}}}<br />
{{BBCF Move Card<br />
|input=236B<br />
|description=<br />
*Good combo tool<br />
*Tracks to an active Graviton if there is one on the field<br />
*Can only be done once in the air. After that, Kokonoe must land before she can use it again<br />
<br />
Kokonoe's new special in CF. Usually this move is used as combo filler for Kokonoe's midair combos, but if you have a Graviton out that's close to the opponent, you can use it in a blockstring that will leave you +5 once Solid Wheel finishes. <br />
<br />
Solid Wheel can also be used as an escape tool if you combine it with a Graviton as the activation will launch Kokonoe high into the sky. If you couple this with repeated j.Cs to stall your falling, then you have a move that's great for timer scamming your opponent for when you have the life lead.<br />
}}<br />
<br />
===<big>Armament No.3 "Absolute Zero v4.32"</big>===<br />
{{InputBadge|{{clr|C|236C}}}}<br />
{{BBCF Move Card<br />
|input=236C,236C Followup Attack|versioned=input<br />
|description=<br />
*Deals massive chip and barrier damage<br />
*Can lead to some devastating ice resets with 50 meter<br />
*Will automatically go into Crime of Greed after the minigun if Kokonoe has 50 meter<br />
<br />
Kokonoe pulls out an ice gun and freezes the opponent before firing a barrage of bullets at them with a minigun. If Kokonoe has 50 meter, then Crime of Greed will automatically trigger right after the minigun.<br />
<br />
As a combo ender, you want to save this for when you have 50 meter to close out the round as the bullets can scale hard and don't really offer much advantage outside of pushing the opponent away from you midscreen. And despite the chip and barrier it does to your opponent's guard, it's ill advised to use it in blockstrings as barrier blocking will push you a good deal away from the opponent.<br />
<br />
However, this tool becomes extremely scary if Kokonoe has 50 meter to Rapid Cancel the ice gun, to which Kokonoe gains a high/low/left/right crossup from ice resets and all of them will lead to big damage. While this is mainly done in the corner, there are setups that exist that will allow for midscreen ice resets which can be just as deadly as the corner setups. With this, you'll be able to keep your opponent guessing every time, making this a powerful tool in Kokonoe's arsenal.<br />
}}<br />
<br />
===<big>Armament No.4α "Flame Cage v1.43"</big>===<br />
{{InputBadge|{{clr|A|214A}}/{{clr|B|B}}/{{clr|C|C}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214X,j.214X,214X Attack,214X Reflected Attack|versioned=input<br />
|description=<br />
*Great neutral tool for covering an approach<br />
*Great oki tool<br />
*Can track towards or be pushed away from Gravitons<br />
*Appears orange when Kokonoe is player 1, Blue when she is player 2.<br />
*If a Graviton is summoned then the fireball will gain the ability to bounce off surfaces<br />
*Can only have one fireball out at a time, if Kokonoe already has a fireball out (Be it Flame Cage or Super Fireball), then she cannot use it again until it disappears<br />
<br />
A very key special in Kokonoe's toolset. Flame Cage is active for a very long time. If you can manage to create the space to get it out and use a Graviton to guide it where you need it, it can be a very powerful tool to cover an approach in neutral and lock them down for pressure. <br />
<br />
*A Version has it land in front of Kokonoe.<br />
*B Version has it land about 1/2 of a screen length.<br />
*C Version has it land almost an entire screen length away.<br />
<br />
It's also a very good oki tool. It can either be used to limit an opponent's wakeup options when you have a Graviton placed or let you reset pressure when you don't have a Graviton placed (The fireball will come down later if there's no Graviton guiding it). Both cases present the opportunity to go for a mixup. <br />
}}<br />
<br />
===<big>Armament No.5 "Banishing Rays v3.10"</big>===<br />
{{InputBadge|{{clr|A|22A}}/{{clr|B|B}}}}<br />
{{BBCF Move Card<br />
|input=22A,22B |versioned=input<br />
|description=<br />
;{{clr|A|22A}}<br />
* Sometimes good for ending a blockstring<br />
* Activates immediately<br />
* Decent combo starter <br />
* Kokonoe's third anti-air tool<br />
<br />
The A version of Banishing Rays is mostly just used for some combo routes. However, in a few rare occasions, it can also be used to end a blockstring. Can be used as an anti-crossup device due to the hitbox extending vertically for the entire screen and is reasonably wide.<br />
----<br />
;{{clr|B|22B}}<br />
* Great neutral Tool <br />
* Great oki tool<br />
* Amazing combo filler<br />
* Will not activate unless an opponent is within its proximity or after a long time of idling<br />
* Will only disappear if the opponent lands a clean hit on Kokonoe. Otherwise, Banishing Rays will still activate regardless if Kokonoe blocks an attack, making it very good for punishing opponents while you're blocking<br />
*Like with Flame Cage, you can only use one Banishing Rays at a time (whether the A or B version was used doesn't matter). Once used, you'll have to wait awhile before you can use it again<br />
<br />
Another very important part of Kokonoe's toolset. If you can manage to create the space to get this out safely in neutral, B Banishing Rays will make it difficult for opponent's to approach Kokonoe. You can then take advantage of this to toss out Flame Cage and guide it to the opponent with a Graviton. It's also a very strong oki tool that'll both limit your opponents wakeup options and make it visually hard to see what mixup Kokonoe is going for. <br />
}}<br />
<br />
===<big>Armament No.6 "Planar Haze v1.24"</big>===<br />
{{InputBadge|{{clr|C|22C}}}}<br />
{{BBCF Move Card<br />
|input=22C<br />
|description=<br />
*Good left/right mixup tool<br />
*Will teleport to a Graviton if you have an active one on the screen. Otherwise, Kokonoe will teleport about one character distance before reappearing.<br />
*'''NOT''' a reversal but it can however, be used to bait out other reversals<br />
<br />
When combined with either Banishing Rays or Flame Cage oki, Planar Haze can be a great left/right mixup to open opponents up. It's also sometimes good in neutral to relocate to a Graviton you have placed, which will allow you to escape some situations. <br />
}}<br />
<br />
==Distortion Drives==<br />
===<big>Armament No.4β "Pyro: Flaming Belobog v2.73"</big>===<br />
{{InputBadge|{{clr|A|214214A}}/{{clr|B|B}}/{{clr|C|C}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214214A,214214B,214214C,j.214214X,214214X Attack,214214X Reflected Attack|versioned=input<br />
|description=<br />
*Essentially a super version of flame cage, only one can exist at the same time.<br />
*Good reversal option, just remember you can't always fire it due to the above.<br />
*Great combo extender<br />
*Will track to or be pushed away by Gravitons<br />
<br />
Now that Planar Haze is no longer 1f invuln, Flaming Belobog (AKA Super Fireball) is Kokonoe's only character-specific reversal. Leads to a full combo on hit because of the amount of hitstun it has. For similar reasons, it can also be a good combo extender if you need one and have 50 meter.<br />
<br />
Like with Flame Cage, Super Fireball will land a set distance depending on what button Kokonoe pressed and like with Flame Cage, Kokonoe can only have one out at a time.<br />
<br />
*A Version has it land in front of Kokonoe while keeping Kokonoe slightly in place.<br />
*B Version has it land about 1/2 of a screen length and will move Kokonoe about one character distance.<br />
*C Version has it land almost an entire screen length away and will move Kokonoe about two character distances.<br />
*Remains active even if Kokonoe takes damage.<br />
<br />
The A version is generally the best of the three versions reversal wise and combo wise because it comes right down in front of Kokonoe and can be used to disrupt the opponent's combo on you, which will force them to either stop comboing you to block the fireball, or risk taking the hit which either way can allow you to escape pressure. However, the B and C versions can be good for catching opponents who were attempting to space out the A version. Please note that opponents can easily use moves that make them invulnerable or moves that push them out of the way to avoid Super Fireball (this applies more to the A version than it does to the B and C versions) so be careful when using Super Fireball.<br />
<br />
Note: There's a weird glitch where if you land Super Fireball as a counter hit on an aerial opponent, it'll launch them higher into the air as seen in this [[https://twitter.com/Tempest_Tim/status/962242059070525441 video]].<br />
<br />
Due to the P1 and combo timer nerf Super Fireball got in Central Fiction 2.0, Kokonoe will get less damage and time to combo off Super Fireball as a starter. Though the nerf will only come into play if she uses it as a reversal/starter, using it as a combo extender will still yield the same combos and damage as it always did.<br />
}}<br />
<br />
===<big>Armament No.7 "Jamming Dark v1.65"</big>===<br />
{{InputBadge|{{clr|D|632146D}}}}<br />
{{BBCF Move Card<br />
|input=632146D<br />
|description=<br />
Kokonoe summons a black hole about half a screen in front of her. The black hole pulls opponents strongly into it, teleporting them up above the stage before being dropped back down after a short, but random amount of time. The black hole will be positioned offscreen if too close to the corner, unless in Overdrive. Like with Kokonoe's Gravitons, the Overdrive version of the black hole will also pull more strongly.<br />
<br />
Black Hole fundamentally functions as a reset tool, typically to guarantee a kill combo and end the round. Despite being unblockable, Black Hole sees little use in practice because of the numerous conditions required to connect it and difficulty spacing it effectively. For the same meter cost, you have access to the much simpler, stable and reliable Absolute Zero (ice) resets.<br />
<br />
Damage is dealt to the opponent upon impact with the floor, and this damage cannot end the round, instead leaving the opponent on 1 HP. The opponent can also emergency tech on hitting the ground, so to capitalize on the damage of Black Hole itself, you must combo on the exact frame the opponent touches the ground. This presents difficulties due to the fact that the timing the opponent will land is randomized in a fairly wide range. If Black Hole whiffs, Kokonoe is incredibly vulnerable to the opponent's punish of choice.<br />
<br />
Due to the above, Black Hole is overall strongest in situations where you need to guarantee the reset, can set it up effectively and do not need the extra 1200 damage to kill.<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Graviton pull data" data-collapsetext="Hide Graviton pull data"><br />
{{(!}} class="wikitable"<br />
{{!}}+ Graviton pull data<br />
{{!}}-<br />
! Opponent situation !! {{Tt|X velocity|Block Holes only add a constant velocity in the X direction}} !! {{Tt|Y Acceleration|Black holes Accelerate players in the vertical direction, resisting gravity}}<br />
{{!}}-<br />
{{!}}'''Standing, Neutral'''{{!}}{{!}} 8000 [12000] {{!}}{{!}} N/A<br />
{{!}}-<br />
{{!}} '''Standing, Hitstun'''{{!}}{{!}}24000 [36000]{{!}}{{!}} N/A<br />
{{!}}-<br />
{{!}} '''Airborne, Neutral'''{{!}}{{!}} 8000 [12000]{{!}}{{!}} 1000 [1500]<br />
{{!}}-<br />
{{!}} '''Airborne, Hitstun'''{{!}}{{!}} 24000 [36000]{{!}}{{!}} 3000 [4500]<br />
{{!}}-<br />
{{!)}}<br />
*Numbers in brackets are for Overdrive<br />
*Note that there is Character-specific gravity when players are not in hitstun, but in hitstun or guardstun, it is fixed at -2000. Subtract or add this value depending on whether the opponent is above or below the graviton<br />
</div><br><br />
}}<br />
<br />
===<big>Armament No.8 "Crime of Greed v1.00"</big>===<br />
{{InputBadge|Automatic after {{clr|C|236C}}}}<br />
{{BBCF Move Card<br />
|input=236C Super Followup Attack<br />
|description=<br />
Crime of Greed is typically used at the end of a combo to end a round because of how easy it is to combo into, as well as the good minimum damage it'll add to the combo. For the OD version, you'll need to Overdrive cancel into it (For example, Kokonoe can do {{clr|C|3C}}(1)>ODC>{{clr|C|3C}}(1)>{{clr|C|236C}} on an airborne opponent which will work if she has less than 80% Health or do Super Fireball A>{{clr|D|5D}}>Overdrive Cancel>{{clr|C|236C}} when below 50% Health) if you want to get the extra damage since Absolute Zero's animation takes way too long to finish and Overdrive will more than likely end before you get to OD Crime of Greed.<br />
}}<br />
<br />
===<big>Armament No.00 "Dreadnought Destroyer"</big>===<br />
{{InputBadge|{{clr|C|64641236C}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=64641236C<br />
|description=<br />
Kokonoe summons a giant Mecha-Tager to fire a beam that covers the entire screen. <br />
<br />
Generally, Dreadnought Destroyer is often overlooked for Golden Tager because of its damage scaling compared to its Overdrive version. You can get the same amount of damage from ending a combo with Flaming Belobog>{{clr|D|5D}}>Absolute Zero than setting up for Dreadnought Destroyer. However, if you really want to go for this move and you don't have Overdrive to do Golden Tager instead, a simple confirm into it would be {{clr|A|6A}}>{{clr|C|6C}}>{{clr|C|j.64641236C}}. Other than that, don't use this.<br />
<br />
*Costs 100 Heat, Consumes 50 at the start, then 50 just before the beam fires.<br />
*Hold C to delay firing; During this time spinning the stick will add extra damage without changing the charge time. Without spins, will deal 30 hits without charge, 58 at full charge. Spinning can bring the number of hits over 100 reasonably easily. Each spin only requires all four cardinal directions in order (or all four diagonals) to count. The direction does not matter, so do whichever way you can spin fastest.<br />
**Base number of hits is 30<br />
**Every 35F of charge held adds 4 hits up to 7 times<br />
**Every spin input during the charge time adds another 4 hits<br />
**Spins can only be performed while the startup is being delayed by holding C. <br />
*Cannot be charged in midair, but will give 38 hits instead of 30<br />
*If Kokonoe is hit while she's charging, it'll cancel out the animation and will only consume 50 meter instead of 100<br />
<br />
}}<br />
<br />
===<big>Armament No.01 "Super Dreadnought Exterminator"</big>===<br />
{{InputBadge|{{clr|C|64641236C}} during Overdrive (Air OK)}}<br />
{{BBCF Move Card<br />
|input=64641236C OD<br />
|description=<br />
Kokonoe summons a giant Golden Mecha-Tager to fire a beam that covers the entire screen.<br />
<br />
Now ''THIS'' is a good use of 100 meter right here. You want to talk about complete and utter despair? Then this is the super you're looking for. Golden Tager has the power to obliterate your opponent's life lead no matter how big. To put it simply, this is Kokonoe's comeback Distortion.<br />
<br />
There are two ways of comboing into Golden Tager that require you knowing how much time you'll get off of an Overdrive Cancel:<br />
<br />
*{{clr|A|6A}}>{{clr|C|64641236C}} is the simpler ender of the two and can guarantee you 6-7K worth of damage (8K if Kokonoe uses certain starters). The amount of time you'll need for this ranges from 2:50sec (80% HP) to 3:25sec (50% HP)<br />
*{{clr|A|6A}}>{{clr|D|5D}}>{{clr|D|236[D]}}~{{clr|C|64641236[C]}}~]D[~]C[ is the harder ender, but in exchange for a higher learning curve, Kokonoe gains access to her highest damaging combos which usually lead to 8-10K worth of damage. In order to do these combos, you must be below 34% HP because these require the full four seconds off of the Overdrive Cancel (There do exist GT combos that involve {{clr|D|5D}}>{{clr|D|236D}}>GT routes when Koko is at full health)<br />
<br />
On top of being highly damaging, Kokonoe can combo into this move off of almost anything for a huge amount of damage, meaning that any random confirm can spell death to your opponent.<br />
<br />
In the rarest cases, you can also use Golden Tager to chip out your opponent as a fully charged blast from GT will deal enough damage to wipe out your opponent's barrier gauge from full followed by a good chunk of their health on block. This is a risky move to do however, if they do survive the blast, they'll not only be given a ton of meter, but potentially their burst back as well. <br />
<br />
Certain characters with projectile guard point such as:<br />
<br />
*Azrael's Growler <br />
*Tager's B Sledgehammer<br />
*Kagura's Sky Dragon Strike (Wyvern) <br />
<br />
Can armour through GT's blast, while invuln supers that go through or teleport behind someone such as:<br />
<br />
*Both Jin and Hakumen's Yukikaze<br />
*Bang's Hyper Shadowstep Strike <br />
<br />
Can be used to get themselves behind Kokonoe and simply wait for GT to end to punish her (This is also risky for if they use a move with a disjointed hurtbox, it'll pull them into the laser beam) so keep this in mind.<br />
<br />
Keep in mind that in order to do these combos, Kokonoe must hold back using any meter and Overdrive, both are which very valuable resources to Kokonoe as she does not possess a meterless reversal. However, being able to completely delete health bars off of a random confirm and making your opponent wonder why she has something like this is worth holding back those resources.<br />
<br />
*Costs 100 heat; 50 up front and 50 more when the beam fires.<br />
*Hold C to delay firing; During this time spinning the stick will add extra damage without changing the charge time. Without spins, will deal 30 hits without charge, 58 at full charge. Spinning can bring the number of hits over 100 reasonably easily.<br />
**Base number of hits is 58<br />
**Every 35F of charge held adds 8 hits up to 9 times<br />
**Every spin input during the charge time adds another 16 hits and is limited only by the game's ability to read inputs fast enough.<br />
*Cannot be charged in midair, does 80 hits instead.<br />
*Kokonoe is fully invincible after the second super flash<br />
*The highest damaging super in both Kokonoe's arsenal and in the game<br />
*Will force active flow if it hasn't already activated this round.<br />
*If Kokonoe is hit while she's charging, it'll cancel out the animation and will only consume 50 meter instead of 100<br />
*On hit, Golden Tager will cause wallsplat. Whereas on block, they will stay in their current position and take a tremendous amount of chip<br />
*Has a nice gold paintjob<br />
}}<br />
<br />
==Exceed Accel==<br />
===<big>Armament No.11 "Full Metal Heavy Weapon v2.05"</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*Normal version will send the opponent midscreen while the Active Flow Version will send them fullscreen<br />
*294/602 Minimum Damage<br />
Kokonoe punches forward during startup. On hit, Kokonoe proceeds to bring the full artillery, to finally apply excessive electric shocks to the opponent. Puts Kokonoe in Active Flow if she hasn't been in it already.<br />
<br />
Full Metal Artillery is a rather peculiar Exceed Accel. Being an Exceed Accel, it gives Kokonoe another reversal option to use in the event that she doesn’t have enough meter for Super Fireball or Counter Assault. The universal minimum damage given to Exceed Accels in CF2 meant that you’re no longer dealing next to no damage when tacking this on at the end of a long combo, making it a better option to end combos with than before.<br />
<br />
*If you have no meter, {{clr|B|6B}} is your best option as it can easily combo into her EA from an Overdrive Cancel with both hits. Air juggle {{clr|C|5C}} can combo into it while in the corner.<br />
*With meter, Kokonoe can use this as a way to add some extra damage after Super Fireball A>{{clr|D|5D}}>Overdrive Cancel>EA as an unburstable alternative to Absolute Zero. With low health, Kokonoe can actually do triple super combos by doing Super Fireball A>{{clr|D|5D}}>Overdrive Cancel>{{clr|C|236C}}>Crime of Greed>EA.<br />
<br />
The long animations that both versions of her EA possess also makes it a great way to waste your opponent’s time based resources (Such as their own OD or Installs).<br />
<br />
However, there are some drawbacks to Kokonoe’s EA. The biggest one being that no matter which version you land, '''''you and your opponent will always return to midscreen once the animation ends regardless of screen positioning.''''' This combined with you barely recovering before your opponent means that any sort of mix-up after Koko’s EA is nonexistent, and any sort of trap or Graviton placement afterwards will leave you minus and even punishable if the opponent has a fast enough move or projectile. You’ll want to avoid using this if you want to keep your opponent in the corner, especially in match-ups where Kokonoe struggles against in neutral.<br />
<br />
Her EA does lunge her forward a good distance (around close to round start), but the hitbox is rather short and lacks any sort of vertical range, making it susceptible to whiffing against jump ins and with certain combos. Coupling this with the little pushback on block, the above mentioned, and whole telegraphed problems OD>EA comes with, it can make using this less rewarding especially when compared to Super Fireball.<br />
<br />
In summary, in situations where you need to squeeze out some extra damage for a kill confirm or you need to get out of a sticky situation and you have no meter, Kokonoe’s EA can do enough of a job to get you through it.<br />
<br />
}}<br />
<br />
==Astral Heat==<br />
===<big>Armament No.99 "Final Apocalypse" Ultimate Impact</big>===<br />
{{InputBadge|{{clr|D|720D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=720D<br />
|description=<br />
*Command grab<br />
*You drop a goddamn meteor on their heads<br />
*It's hype as hell<br />
<br />
Kokonoe's impossible-to-combo Astral. Should she land the grab, Kokonoe will do a flurry of punches to the opponent before kicking them into a giant magnet and summoning a giant meteor to destroy them and most of the planet.<br />
<br />
The range on this astral is very deceptive as it's more inside of the sleeve than right at the paw, meaning that you'll have to be practically on top of them in order to land this. However, with the combination of its 0-frame startup after the super-flash and the various setups Kokonoe can do for it, she can easily land this on unsuspecting opponents. Do keep in mind that can be teched if you land this while the opponent is still in hitstun/blockstun.<br />
}}<br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Kokonoe}}<br />
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==Navigation==<br />
<center>{{Character Label|BBCF|Kokonoe|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Bullet&diff=445077BBCF/Bullet2024-02-08T14:34:52Z<p>Manta: /* Blackout */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=<!--Might wanna check the official term for Heat Up levels. Should be in the character tutorial--><br />
Bullet is a '''hybrid rushdown/grappler''' with access to explosive damage and a '''unique resource'''. Bullet's resource, Heat Up Levels (nicknamed Heat), vastly change her reward on offense and her pressure. With at least one Heat Up Level, Bullet's attacks gain new properties. Bullet can also choose to spend Heat to follow up each of her specials with a unique "Engage" move. Bullet's Overdrive cranks her damage potential up yet another notch by keeping Bullet in Heat for its duration. This makes Bullet's Overdrive an impressive comeback factor.<br />
<br />
Bullet is also a '''beginner friendly''' character. Her gameplan is quite simple, and she has very low execution requirements. However, while Bullet's damage is amazing, she suffers from poor defensive options and a '''lack of strong neutral tools''' to get started. As a result, she struggles against zoners and characters with a stronger neutral. In the right hands though, Bullet can still get the ball rolling and blow up anyone in her way. Smart resource management and good fundamentals are key to playing Bullet effectively. <br />
|lore= Bullet is a member of a mercenary force who appears to be against Sector Seven. Having been raised by mercenaries since she was young, she fights from one battlefield to another. Bullet has a candid attitude and doesn't sweat small details. She is the type to always keep a promise to someone no matter what. She is slightly ignorant of the world around her due to her upbringing in an all-male environment. Bullet doesn't know much outside of battle. She is always ready to fight and usually applies her knowledge of the battlefield to everything. She's often aggressive and blunt, but has a 'big sis' sort of appearance.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#5A|5A]] (6F)<br/>[[#2A|2A]] (6F)<br />
| reversal = [[#Cutting Sheer|623B]] (14F)<br/>[[#Serpentine Assault|720A]] (5F)<br />
| fatalStarter = [[#5C|5C]]<br/>[[#6C|6C]]<br/>[[#3C|3C]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Lock-On<br />
|content=By holding down the D button, Bullet creates a growing orange circle around her. If the opponent is inside this circle, release the D button to launch Bullet at the opponent. If the opponent is outside the ring, releasing D will cause her to leave the stance.<br />
*Bullet gains a Heat Up level any time she lands hits with her Drive. At Heat Level 1 (H1) she has an orange silhouette, at Heat Level 2 (H2) she has a red silhouette. Bullet starts every round with Heat Level 0 (H0)<br />
*Heat Up levels last for 900 frames (15 seconds); the timer resets each time she gains another level. Gaining levels when you're already at H2 simply resets the timer.<br />
* Bullet can spend Heat to perform followups to her Drives, specials and one of her Distortion Drives. These followups (Called Engage moves) deal massive damage and open combo routes.<br />
*All Drives attacks immediately give Heat, meaning you can start a combo at Level 0(H0) and still use an Engage within it.<br />
*In Heat, all Drive attacks do slightly more damage<br />
*In Heat, {{clr|D|j.D}} and {{clr|D|5D}} gain full invuln during the travel period<br />
*Other moves gain new properties in Heat (explained in their descriptions below).<br />
|header2=Overdrive: Heat the Beat<br />
|content2=Bullet's Overdrive is relatively simple and versatile. Upon activating Overdrive, Bullet immediately gains a Heat Up Level. During Overdrive, she also gains the following properties:<br />
<br />
*Bullet dashes much farther.<br />
*Bullet's Heat Up level does not decrease, even when using an Engage*<br />
*H2 [[#Piercing Engage| Piercing Engage]] has different wall bounce properties.<br />
<br />
If Overdrive ends while Bullet uses an Engage, she will lose Heat. In certain situations you must RC an Engage move to become actionable before OD ends. Done properly, you'll retain your Heat for as long as OD is active. If their timer runs out during Overdrive, they will expire as soon as Bullet leaves Overdrive.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
Average jab. {{clr|A|2A}} is much better in pressure because it's able to hit all crouchers. Can be used occasionally as an anti air or to catch jump out attempts up-close. Gatlings into {{clr|A|6A}} or {{clr|B|2B}} for high/low mixup on block, and can be jump cancelled for conversions on air hit or an additional layer in pressure.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
{{clr|B|5B}} is a good poke with solid range, so use it if you are just outside {{clr|B|2B}} range. It also gatlings into {{clr|A|6A}} or {{clr|B|2B}} for high/low mixup and can be jump cancelled, so it's a pretty good point to vary your pressure.<br />
<br />
With at least one Heat Up Level, {{clr|B|5B}} becomes dash-cancelable giving her strong choices for pressure and mixup if the opponent is scared to mash, adding another layer to Bullet's mixups. However, aware opponents can mash or anti-air her options after {{clr|B|5B}} if not conditioned to keep blocking. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
One of Bullet's best starters due to its Fatal Counter property, good damage and excellent scaling. So naturally you will get bursted immediately because of it.<br />
<br />
{{clr|C|5C}} also pushes Bullet forward, making it useful for frametraps. Furthermore, it can be good place to reset pressure sparingly by taking advantage of people expecting you to cancel into {{clr|C|2C}}, Flint Shooter, or Charged Flint Shooter. If your opponent is scared of a frame trap, you can reset pressure with {{clr|A|2A}}.<br />
*Causes ground slide on air hit<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
A jab with a fast startup. Much better in pressure than {{clr|A|5A}} because it can hit all crouchers, and great for catching roll, delay or no tech. Will whiff on fuzzy jump attempts outside of staggers, however.<br />
<br />
Gatlings into {{clr|A|6A}} or {{clr|B|2B}} for high/low mixup. You can tick throw with ground throw or {{MMC|chara=Bullet|input=360B|label=Cross Firewheel}} as an alternate mixup. <br />
<br />
Dash → {{clr|A|2A}} → 4AB after a knockdown is an option select that hits or misses with {{clr|A|2A}} due to tech and then either barriers if they tech or confirms your pick up combo with {{clr|B|5B}}. Extremely useful for if your pressure is being disrespected. This type of setup is similar to a common setup for {{MMC|chara=Bullet|input=720A|label=Serpentine Assault}}.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
Like {{clr|B|5B}}, but with a slightly shorter range and hits low. However, its distinguishing factor is its hurtbox. {{clr|B|2B}}'s hurtbox is very close to the ground, meaning {{clr|B|2B}} low profiles a disgusting amount of pokes in the game, including {{Character Label|BBCF|Ragna the Bloodedge|label=Ragna}}'s {{MMC|chara=Ragna the Bloodedge|input=5B|label={{clr|B|5B}}}} at midrange. This can also let Bullet low profile some jump-ins outright and punish. You can use this move to call out pokes, stagger with it to call out fuzzy jumps, or use it as combo/blockstring filler.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description= <br />
Can be used as a surprise low or to catch people trying to mash/jump out of {{MMC|chara=Bullet|input=236A Lv 0|label=Flint Shooter}} or {{MMC|chara=Bullet|input=236[A] Lv 0|label=its charged variation}} when delayed. Has poor frame advantage, but the pushback keeps you at a safe distance on block. You also have the option to special cancel both hits to vary your pressure, potentially even allowing a tick throw into {{MMC|chara=Bullet|input=720A|label=Serpentine Assault}}. Still, {{clr|C|2C}} should be used sparingly and definitely not in neutral. <br />
<br />
Common in heatless ground combos to end in {{MMC|chara=Bullet|input=214D|label=Afterburner}}. Going for this ender provides very slight frame advantage, so your pressure can continue afterwards if you make the right read. <br />
*The first hit on air hit will lead into hard knockdown. You can cancel this into {{clr|A|236[A]}} and proceed with a short combo.<br />
*On Counter Hit, {{clr|C|2C}} can be comboed into {{clr|D|6D}} into any basic {{clr|D|6D}} combo, depending on your Heat Level when you initiated it.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
Bullet's overhead. It can be canceled into after {{clr|A|5A}}, {{clr|A|2A}}, {{clr|B|5B}}, and {{clr|B|2B}}. You can also use it after jump-in as a mixup after pressure resets. However, {{clr|A|6A}} has poor horizontal range, limiting its utility. It can gatling into {{clr|B|6B}}, {{clr|C|6C}}, {{clr|C|2C}} and {{clr|C|3C}}; on hit, you can convert {{clr|A|6A}} into a combo via gatling into {{clr|C|3C}}, but after a blocked {{clr|A|6A}}, Bullet doesn't have many options to salvage the situation and maintain pressure.<br />
* Causes ground bounce on air hit, making it a common combo piece.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
Bullet's anti-air. Has an amazing vertical hitbox and great active frames, but suffers from limited horizontal range. Due to its range, it tends to work best at preventing opponents from jumping during pressure or preventing IADs. On CH this combos directly into {{clr|D|6D}}, leading to juicy damage even if she started with no Heat. {{clr|B|6B}} launches opponents even on normal hit, making it useful in some midscreen combo routes to get a better {{clr|D|j.D}} combo ender instead of a {{clr|C|2C}} > After Burner ender.<br />
*Can be dash cancelled when in heat 1 or 2<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
A normal with slow startup and limited options on block. Mostly seen in her corner and crouching hit confirms, or any general situation where her opponent is in high hitstun, such as wall splat {{MMC|chara=Bullet|input=623C|label=Snap Hands Fist}}, most Heat Level 2 follow-ups, air hit {{clr|A|6A}}, and {{MMC|chara=Bullet|input=236[A] Lv 0|label=charged Flint Shooter}}. <br />
<br />
For midscreen crouching hit confirms, {{clr|C|6C}} → jump cancel → {{clr|C|j.C}} → {{clr|D|j.D}} is often optimal for gaining heat. However, timing the delay on {{clr|C|j.C}} can be tricky so it's often more consistent to use {{clr|C|6C}} → jc → {{clr|D|j.D}} instead. This move is also wonderful to burst bait with during a confirm, as you'll often have just enough time to jump cancel barrier and still land {{clr|D|j.D}}. You can also punish and burst bait with this move if you feel your opponent will burst immediately after CH {{clr|C|5C}}. Even if they don't burst, you can still confirm off of this.<br />
<br />
While it's rare to see it in pressure, it has some uses. It can low invuln through Foot Property moves, and if it's blocked you can stay relatively safe with jump back {{clr|D|j.D}}. If you're feeling risky, you can reset pressure with jump forward {{clr|C|j.C}}. The problem is that this consumes her double jump, so you have no air option afterwards. If you want to spend the meter, you can RC into {{clr|C|j.C}} → {{MMC|chara=Bullet|input=360B|label=Cross Firewheel}} for decent mix.<br />
*Fatal Counter makes move untechable until they hit the ground<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
<br />
Typically used as a hard callout to beat pokes with greater range due to its invulnerability to Body attribute attacks, the distance it travels, and the low profile. {{clr|C|3C}} is risky to throw out in neutral, however; it has limited options on block, and the invuln/low profile do not begin immediately. If your opponent has the same idea as you, you'll lose to whatever low poke they have. Your opponent can also react and throw counter outright. On the upside, it has the ability to Fatal Counter, enabling great follow-ups like {{clr|D|6D}}. It can also catch people by surprise and get her out of some trickier situations because of its travel distance.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
A fast air jab. Good as an air-to-air up-close, but not great for combos. Jump up {{clr|A|j.A}} can be a strong way to deter air approaches, since it is safe to whiff compared to {{clr|B|6B}} and will hit opponents at angles where many anti-airs will not work. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
An air-to-air kick with good range and speed, and overall Bullet's strongest air-to-air normal. Useful if you need the range more than you need {{clr|A|j.A}}'s speed. It is also jump-cancelable on block, making it more useful than {{clr|C|j.C}} in some instances. Also very useful for catching your opponent off guard with its range.<br />
<br />
On air CH, the opponent floats slightly in the air and cannot tech for a long time, allowing for strong confirms. For example, when {{clr|B|j.B}} counter-hits relatively low to the ground, Bullet double jump and follow-up with more air buttons or fall and continue with grounded options, such as microdash {{clr|B|6B}}.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
A staple in Bullet's moveset. Has good range and a large hitbox, making it an ideal jump-in. It also sees use as combo filler, an occasional air-to-air, a pressure reset, and more. Jump-cancellable on hit, but not on block, giving it additional use in combos. This property is also useful for buffering {{MMC|chara=Bullet|input=360B|label=Cross Firewheel}} or {{MMC|chara=Bullet|input=720A|label=Serpentine Assault}} on block for a tick throw setup.<br />
*Knocks them to the ground with untech time on air counter-hit<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D Lv 0,5D Lv 1/2|versioned=input<br />
|description=<br />
{{clr|D|5D}}'s circle is huge, spanning about 1/2 to 2/3rds of the screen. However, it now has a longer startup. When using Drive on the ground against jumpy opponents, {{clr|D|5D}} it's the most consistent option, as it's relatively fast and has vertical tracking which {{clr|D|2D}}/{{clr|D|6D}} lacks.<br />
<br />
Because of its slow startup, it can't be used in most combos anymore and because of the changes to frame advantage and pushback on block from a blocked Drive attack, it's not very advisable to use it too often in neutral either. You'll still want to use {{clr|D|5D}} in neutral sparingly just to make sure your opponent hasn't forgotten that you have this option. If your opponent blocks this move in the air, you can still use air normals while you both descend. Use this sparingly to keep your opponent on their toes.<br />
*Holding {{clr|D|4D}} and not letting go will always keep Bullet from activating, even on a target in range<br />
*Heat Levels are not lost if blocked<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D Lv 0,2D Lv 1,2D Lv 2|versioned=input<br />
|description=<br />
Bullet hops forward then sweeps her opponent with her legs. This shares the same startup animation as {{clr|D|6D}}, making it ambiguous which option Bullet chose. While it is slow and has large recovery on whiff, it's plus on block with Heat and leads to great midscreen damage on hit in H2 thanks to {{MMC|chara=Bullet|input=5D~D|label=Wadcutter Engage}}. Notably, as a combo starter, {{clr|D|2D}} is actually better than {{clr|D|6D}} in some situations.<br />
<br />
As Bullet's drives have high startup, wary opponents may react by jumping to avoid the {{clr|D|2D}}/{{clr|D|6D}} mixup entirely. While {{clr|D|6D}}'s hitbox can catch jumping opponents, {{clr|D|2D}}'s hitbox is very low to the ground and will whiff. <br />
*110% Bonus Proration<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D Lv 0,6D Lv 1,6D Lv 2|versioned=input<br />
|description=<br />
Outside of combos, this move usually only sees use after an opponent is conditioned to block, as it can help enforce the aforementioned {{clr|D|6D}}/{{clr|D|2D}} high-low. The startup is slow, however, and if your opponent is aware, they can super jump out of the way. However, its range and travel speed still give it some use. With at least one Heat Level, these moves are + on block, and they are always cancellable into special moves.<br />
<br />
While {{clr|D|2D}} is sometimes better for ''starting'' combos, {{clr|D|6D}} is always better for ''extending'' them. It has more followups than {{clr|D|2D}}, and it can always convert into something decent. This makes it a staple of many of Bullet's more damaging combo routes. One thing to note is that following up {{clr|D|6D}} with {{MMC|chara=Bullet|input=j.623C|label=air Snap Hands Fist}} can be tricky depending on the character's height.<br />
*110% Bonus Proration<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
<br />
<br style="clear:both;"/><br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D Lv 0,j.D Lv 1/2|versioned=input<br />
|description=<br />
An essential tool with a wide variety of uses. Useful as combo filler to gain Heat, in neutral to catch movement, or as a way to delay your descent on an approach and bait an anti-air. Just like all Drives, you can cancel into specials, supers, and {{MMC|chara=Bullet|input=5D~D|label=Wadcutter Engage}}. {{clr|D|j.D}} → OD → {{MMC|chara=Bullet|input=2363214C|label=Rage Aggressor}} is a common round ender. Depending on Bullet's height on block, you're free to use an air normal while you descend. Not the safest option, but a good way to catch someone off guard. <br />
<br />
The frame advantage on {{clr|D|j.D}} varies depending on both character's heights. Generally speaking, though, if someone uses instant block barrier, you are at a disadvantage. Due to its invulnerability, it can win some scrambles and will sometimes it will even clash with reversals. Keep in mind you can always be thrown during the travel, and you will lose to mashes during the startup. After ending a combo with {{MMC|chara=Bullet|input=623B|label=Cutting Sheer}} in the corner, you can catch all rolls by jumping and instantly holding {{clr|D|j.D}}.<br />
<br />
Bullet's {{clr|D|j.D}} also has a strange bug. If your opponent is grounded and you perform {{clr|D|j.D}} while descending at certain heights, you'll be able to air dash after {{clr|D|j.D}}. This is not easy to set up, but can be used for interesting pressure variations.<br />
*Holding {{clr|D|j.4D}} and not letting go will always keep Bullet from activating, even on a target in range<br />
*With at least one Heat Level, is invulnerable while traveling<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw.]] Wallbounces midscreen and wallsplats in the corner, allowing for followups. Both forward and back throw are good for combos, so use the one that brings them closer to the corner. <br />
}}<br />
<br />
<br />
===<big>Backward Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
Functions the same as Forward Throw before it hits. Provides a hard knockdown. Can combo directly into {{MMC|chara=Bullet|input=2363214C|label=Rage Aggressor}} for a large chunk of unburstable damage, or into {{MMC|chara=Bullet|input=632146D|label=Hard Kill Bringer}} as a way to secure matches.<br />
}}<br />
<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
[[BBCF/Mechanics#Normal Throws|A standard air throw,]] making it a handy air-to-air when they're close.<br />
<br />
Confirming this move from a hit in the corner can be awkward. Depending on positioning and height, you can wait till they bounce past you and use {{MMC|chara=Bullet|input=j.623C|label=air Snap Hands Fist}} to toss them back into the corner and dunk. Alternatively, you can just hit the ground and do {{clr|B|6B}} into {{MMC|chara=Bullet|input=623C|label=ground Snap Hands Fist}} instead.<br />
}}<br />
<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
A Counter Assault with alright startup, but a poor hitbox. Not something you'd want to rely on.<br />
}}<br />
<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B]|versioned=input<br />
|description=<br />
This move is interesting. In Overdrive, it's used in TODs to guarantee Active Flow or to tack on extra damage. On air hit, however, this move has similar wall bounce/splat properties to {{MMC|chara=Bullet|input=623B 22D|label=Explode Engage}}. If it hits midscreen, it'll cause wall bounce, but if your opponent is close enough to the corner it will wall splat. The wall splat is outshined by H2 {{MMC|chara=Bullet|input=41236C 236D|label=Piercing Engage}}, but the wall bounce is great for Heatless corner carry. For example, you can do {{clr|B|5B}} → {{clr|C|5C}} → {{clr|C|2C}} → CT → (66) {{clr|C|5C}} → {{clr|C|3C}} → {{clr|B|623B}}/{{clr|D|214D}}. You can also Miquelet Capture and then {{clr|B|6B}} → Double Snap after the {{clr|C|3C}} for great oki and heat. This also combos straight out of {{clr|D|5D}} and {{clr|D|j.D}}, in case you want to use it instead of Miquelet Capture for whatever reason.<br />
<br />
This uncharged version combos into {{clr|C|6C}} and, if you're close enough in corner and the opponent is crouching, {{clr|A|2A}}. This is helpful if you want better oki while gaining Heat at midscreen.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Wadcutter Engage</big>===<br />
{{InputBadge|{{clr|D|D}} during a D normal}}<br />
{{BBCF Move Card<br />
|input=5D~D<br />
|description=<br />
Wall bounces on hit, making it fairly useful for midscreen combos. You won't see it much outside of OD combos and after midscreen {{clr|D|2D}} starters, though. Unlike her other special cancels, you don't gain a heat level from Drive before using this move. This means that you need at least 1 Heat ''before'' using Drive, and you'll only get the H1 version. The H2 version does more damage and gives slightly more untech time.<br />
}}<br />
<br />
<br />
===<big>Flint Shooter</big>===<br />
{{InputBadge|{{clr|A|236A}}}}<br />
{{BBCF Move Card<br />
|input=236A Lv 0,236A Lv 1,236A Lv 2|versioned=input<br />
|description=<br />
Bullet's projectile. Useful due for advancing on the opponent due to its slow speed and fullscreen travel distance. Can also force them to block while you go for a mixup. The projectile also lies close to the ground, meaning that sometimes other projectiles will go over it. Rarely used during combos, though it can be used after as an oki tool. <br />
<br />
Flint Shooter will get an additional hit added to it with each Heat level Bullet has. When clashing with projectiles, the first hit often cancels out an opponent's projectile while Flint continues traveling. Furthermore, against {{Character Label|BBCF|Carl Clover|label=Carl}} and {{Character Label|BBCF|Relius Clover|label=Relius}}, the multiple hits can be used to deal significant damage to their Dolls' respective gauges. <br />
<br />
}}<br />
<br />
<br />
===<big>Flint Shooter (Charged)</big>===<br />
{{InputBadge|{{clr|A|236[A]}}}}<br />
{{BBCF Move Card<br />
|input=236[A] Lv 0, 236[A] Lv 1,236[A] Lv 2|versioned=input<br />
|description=<br />
The version you'll actually use in combos. Fires the same projectile as before, but explodes shortly after firing or on hit, flinging your opponent into the air for followup hits. Outside of combos, its advantage on block can make it useful as a pressure reset with potentially huge CH reward if the opponent mistimes their mash. However, the extra time in charging up {{clr|A|236[A]}} gives opponents a gap to mash out of, so be careful in its use when opponents have not been conditioned to block.<br />
}}<br />
<br />
===<big>Cutting Sheer</big>===<br />
{{InputBadge|{{clr|B|623B}}}}<br />
{{BBCF Move Card<br />
|input=623B<br />
|description=<br />
*Has a maximum range check (similar to throws) of approximately 665px between character origins, usually not relevant since the hitbox is much smaller but it does mean that this move will fail to counter moves done at long range even if it intersects with extended hurtboxes.<br />
<br />
Bullet's DP. An invincible reversal is always nice, but Cutting Sheer has low horizontal range and slow startup, making it not the best. You mostly want to use it in situations where you believe your opponent will stick to you and press buttons after oki, or to call out pressure gaps. Ironically, its slow startup can mess up certain reversal baits. <br />
<br />
A lesser known benefit of Cutting Sheer is that she can OS with Rapid Cancel to make it safe on block, since the first hit cannot be Rapid Cancelled on hit. This means that if you RC the moment Cutting Sheer lands, you'll only RC if your opponent blocked. If they were hit, you can RC the second hit into {{clr|A|6A}} → {{clr|C|6C}} → {{clr|D|j.D}} to build Heat, or continue the combo as normal with {{MMC|chara=Bullet|input=623B 22D|label=Explode Engage}} if you already have Heat Level 2.<br />
<br />
In longer combos, Cutting Sheer will cause opponents to air tech before hitting the ground. As a result, you won't always be using Cutting Sheer as an ender. Despite this, it can still always lead into a safejump on hit; after Sheer, input {{clr|A|9A}} → 4j.C. This will beat most reversals and all abare normals, and force your opponent to block on emergency tech. Be wary, though, as this loses to rolls and delay wakeups.<br />
<br />
}}<br />
<br />
===<big>Explode Engage</big>===<br />
{{InputBadge|{{clr|D|22D}} during Cutting Sheer}}<br />
{{BBCF Move Card<br />
|input=623B~22D<br />
|description=<br />
Explode Engage is the drive followup of choice at midscreen if you want to squeeze out more damage or can't access other options early enough in a combo. Will normally wallbounce opponents, but if your back is to the corner, you can use this to switch sides and wall splat your opponent. In H1, depending on how close you are to the corner, you'll have to backdash afterwards to maintain the side switch. If you're far enough from the corner you can {{clr|C|2C}} → {{clr|D|214D}} or {{clr|C|3C}} → {{clr|D|214D}}. This situation is much better in H2, because you can simply {{clr|C|5C}} → {{clr|D|214D}} after. With enough distance between you and the corner, you can also dash and use {{clr|C|6C}} → {{clr|D|j.D}} for better oki<br />
<br />
By doing {{clr|D|22[D]}}, there is an alternative version which will ground splat in front of Bullet. This allows for some combo routes to pick up with {{clr|A|2A}} → {{clr|B|5B}}.<br />
<br />
}}<br />
<br />
<br />
===<big>Miquelet Capture</big>===<br />
{{InputBadge|{{clr|C|41236C}}}}<br />
{{BBCF Move Card<br />
|input=41236C,41236C~B|versioned=input<br />
|description=<br />
*Combo throw, so can never be throw rejected but suffers normal combo proration like any strike move<br />
*Unblockable, but only hits standing or aerial opponents<br />
*Extended throw range, about twice the usual distance from touching.<br />
<br />
A running grab with invulnerability to projectiles, making it useful for calling out reckless zoning. Can be "braked" by pressing B while travelling for decreased recovery, though you are still punishable on whiff in many situations even if you brake.<br />
<br />
Miquelet Capture is also a staple of Bullet's combos. In most situations, you'll see it after {{clr|C|2C}}, because it pops them high enough. This move is great in combos to add corner carry or to tack on extra damage. It's also a staple of Bullet's corner confirms, especially with its H2 engage. Its projectile invulerability is useful in some matchups to catch characters who can poke with short to mid range projectiles.<br />
<br />
On CH the opponent floats, making it comboable everywhere. Notably, it can combo into {{clr|C|2C}} → {{clr|A|236[A]}}, {{clr|C|623C}} (useful if you're back is to the corner), {{clr|C|5C}} → {{clr|C|3C}} for corner carry, and more. Sometimes, this makes its Engage followup unwieldly, as they'll wall splat much higher than usual.<br />
<br />
}}<br />
<br />
===<big>Piercing Engage</big>===<br />
{{InputBadge|{{clr|D|236D}} during Miquelet Capture}}<br />
{{BBCF Move Card<br />
|input=41236C~236D<br />
|description=<br />
The Drive followup for Miquelet Capture. Useful in H2 corner BnBs for big damage and wallstick property. The H1 version wall splats for less time, but sees use to guarantee a corner pickup when Miquelet → {{clr|B|665B}} won't quite land.<br />
*H2 version wallbounces midscreen in OD<br />
}}<br />
<br />
<br />
===<big>Snap Hands Fist</big>===<br />
{{InputBadge|{{clr|C|623C}} (air OK)}}<br />
{{BBCF Move Card<br />
|input=623C,j.623C|versioned=input<br />
|description=<br />
*Anti-air grab, will always miss a grounded or downed opponent, regardless of hitboxes<br />
*Swaps sides on hit.<br />
*Counterhittable during recovery<br />
*Maximum range of 523px from Bullet's origin, usually just a matter of hitboxes.<br />
<br />
Situationally useful anti air with a lot of Head invuln that covers an angle Bullet's other anti-airs do not. The ground version is unblockable, further enhancing this, though the air version is not. On CH, the opponent is in hitstun until they hit the ground, allowing for strong followups without any prerequisites. With Heat, you can use its followup, {{MMC|chara=Bullet|input=623C 623D|label=Flechette Engage}}, to blow people up, carry them to the corner, and get better oki, making it a useful starter and extender. Significant CH recovery, so don't whiff it.<br />
<br />
In the corner, Snap Hands Fist wallsticks, enabling Bullet's trademark "double snap" conversion. In the corner, Bullet can pop an opponent up, use Snap to toss them out of the corner, dash, then use Snap once again to put them back into the corner with a wallstick. This conversion is possible on almost the whole cast, although the timing of the second snap is somewhat character specific. Double Snap is extremely useful because it lets you squeeze out extra damage, prorates less than many of Bullet's other corner extensions, and leads to (66) → {{clr|C|6C}} → {{clr|D|j.D}} <br />
}}<br />
<br />
===<big>Flechette Engage</big>===<br />
{{InputBadge|{{clr|D|623D}} during Snap Hands Fist}}<br />
{{BBCF Move Card<br />
|input=623C~623D<br />
|description=<br />
*Since Snap Hands fist switches sides, you will need to do the 623 motion for this move in the opposite direction.<br />
Slams the opponent to the ground and bounces them, allowing combo extensions off of {{clr|C|623C}}. In H2, the bounce and damage are much higher, leading to more followups and more damaging combos. Useful in some corner combos, and also deals massive damage if used early enough in a combo.<br />
}}<br />
<br />
===<big>Cross Firewheel</big>===<br />
{{InputBadge|{{clr|B|360B}}}}<br />
{{BBCF Move Card<br />
|input=360B<br />
|description=<br />
*Slightly longer reach than a normal throw (Approximately 43px)<br />
Bullet's command grab special. It's a good, fast mixup tool to go for that can lead into good damage with Heat. If you don't use the Drive followup, the opponent will get knocked down in front of you for more pressure. Don't get too reckless with it, though, as its very punishable on whiff and will lose to fuzzy jumps.<br />
<br />
The 360 input can be done clockwise or counter clockwise regardless of which direction Bullet is facing. The starting direction of the 360 input doesn't matter as long as you hit all 4 directions; {{clr|B|8624B}}, {{clr|B|6248B}}, {{clr|B|4268B}}, and {{clr|B|2486B}} are all valid inputs. {{clr|B|66248B}} and {{clr|B|42668B}} can also be used as microdash command grab inputs.<br />
<br />
If Rapid Canceled at the end, Bullet can easily pick the opponent up with {{clr|B|2B}} and gain the Heat which she was probably lacking to follow into Shot Shell Engage. If Rapid Cancelled at the beginning, she can {{clr|D|6D}} immediately afterwards for their heat followup of choice, though this requires stricter timing.<br />
}}<br />
<br />
===<big>Shot Shell Engage</big>===<br />
{{InputBadge|{{clr|D|63214D}} during Cross Firewheel}}<br />
{{BBCF Move Card<br />
|input=360B~63214D<br />
|description=<br />
Crossfire Wheel's Drive followup. Switches sides on hit, wallbouncing when far from the corner and wallsticking if you're close enough. It's easily convertible anywhere, even at H1. If you have Heat, it's usually worth using this engage.<br />
}}<br />
<br />
<br />
===<big>After Burner</big>===<br />
{{InputBadge|{{clr|D|214D}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=214D<br />
|description=<br />
Gives Bullet one Heat Level on use, or, if you already have H2, resets the timer of how long you can keep it. Has a relatively short duration and some projectile guardpoint, so you can potentially use this to build levels in neutral if your opponent is too passive. Can be held to give two heat levels, though this is only useful if you're at H0 and notably risky due to the total duration of the animation.<br />
<br />
Enders such as {{clr|C|2C}} → After Burner are common ways to build Heat off meterless ground hits. The frame advantage is pretty poor, though, so you'll want to be on the lookout for opponents trying to disrespect this ender by using a variety of wakeup options. <br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
===<big>Rage Aggressor</big>===<br />
{{InputBadge|{{clr|C|2363214C}}}}<br />
{{BBCF Move Card<br />
|input=2363214C<br />
|description=<br />
*15% minimum damage (915 normally and 1190 during Overdrive)<br />
*No invulnerability and enough time after the superflash for anyone to just jab Bullet on reaction.<br />
<br />
No worthwhile uses outside of combos, but extremely valuable as a combo ender. Can be combo'd from a ridiculous amount of things, has solid minimum damage, and leaves you significantly advantageous on hit. Things that combo into Rage Aggressor include every Engage except H1 {{MMC|chara=Bullet|input=623C 623D|label=Flechette Engage}}, every Drive move, Snap Hands Fist, and throw. You name it, it probably works. Generally viable to throw out Flint after this super to catch tech rolls. Due to its bad P1 and multi-hit nature, it's often possible to get this move to do more damage if done early in a combo than doing it on its own, in this instance it is sometimes worth using a Rapid Cancel to continue the combo since the move doesn't scale damage that badly during combos.<br />
<br />
The OD version follows blasts your opponent away. The extra damage isn't often worth the worse oki, but it's still worth going for if you want to close out a round. <br />
}}<br />
<br />
===<big>Serpentine Assault</big>===<br />
{{InputBadge|{{clr|A|720A}}}}<br />
{{BBCF Move Card<br />
|input=720A<br />
|description=<br />
A risky, but highly rewarding command grab super. Carries them straight to the corner on hit, and deals 2060 damage even before its followups. Also serves as a reversal super which cannot be blocked, giving it utility on wakeup. Most deadly in Heat Level 2, as its followups increase its damage massively.<br />
<br />
Can be easily buffered from a variety of common pressure tools, including, {{clr|A|2A}} stagger, {{clr|B|5B}}/{{clr|B|6B}} dashcancel, {{clr|D|5D}} → {{MMC|chara=Bullet|input=41236C B|label=Miquelet Capture Brake}}, and guard-cancel Overdrive. Just remember that if you are using this from overdrive, try to make sure you're not at heat level 0, or you'll miss out on huge damage if this move hits.<br />
*Has {{Tt|388 pixel range between player origins|When using 1080p Resolution}}, but also {{Tt|slides foward after the first active frame.|Per frame, moves forward: 61, 31, 13, 8 pixels.}}.<br />
**First active frame happens immediately as the superflash ends, giving no time to react.<br />
**Bullet is invulnerable during its active frames where she slides forwards, giving the move incredible range. However, they can jump out on reaction if the first frame doesn't grab them<br />
*One of the few Distortion Drives that doesn't improve with Overdrive; however, {{MMC|chara=Bullet|input=720A~720D~1080D|label=Blackout}} ''does'' gain a significant damage increase in Overdrive, so this is often a moot point.<br />
}}<br />
<br />
===<big>Frangible Engage</big>===<br />
{{InputBadge|{{clr|D|720D}} during Serpentine Assault}}<br />
{{BBCF Move Card<br />
|input=720A~720D<br />
|description=<br />
Spends Bullet's current Heat levels to add extra damage to Serpentine Assault. Deals only 250 damage on its own, doesn't improve with Overdrive, and brings them back to the center of the screen, but can be combo'd from without additional resources and has significant bonus proration to support this, especially at Heat 2. If used at Heat 2, can also (and usually will) be cancelled into {{MMC|chara=Bullet|input=720A~720D~1080D|label=Blackout}} instead for guaranteed damage.<br />
<br />
A rather awkward starter due to it resetting Bullet to no Heat and taking you away from the corner, as well as the {{clr|A|720A}} taking up a lot of the combo time, but can still add a respectable amount of damage even at Heat 1, with the option to earn that Heat back in the process or spend additional resources to bring the damage up further. If you have over 6 seconds of OD time when landing the grab, Bullet will be able to retain a Heat level after this, enabling combos that can lead to much more damage than continuing into Blackout for some truly explosive comebacks.<br />
}}<br />
<br />
===<big>Blackout</big>===<br />
{{InputBadge|{{clr|D|1080D}} during Frangible Engage}}<br />
{{BBCF Move Card<br />
|input=720A~720D~1080D<br />
|description=<br />
*Overdrive version of this move only requires that Serpentine Assault was activated during Overdrive, doesn't require Overdrive to still be active before this move begins.<br />
*100% minimum damage of 2310 [2910]<br />
The final and most powerful section of the Serpentine Assault series, available after spending 2 Heat levels on Frangible Engage. Deals 2310 damage outside of Overdrive and 2910 damage within it, increasing the sequence's total damage to a staggering 4620/5220.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Execution Maneuver</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
Bullet drags the opponent across the floor, switching sides on hit. [[BBCF/Mechanics#Exceed_Accel|Otherwise behaves the same as every other Exceed Accel.]] The Active Flow version drags opponent an even greater distance. 312 minimum damage normally, and 651 minimum damage in Active Flow.<br />
<br />
As a reversal, landing this leads to a pretty great situation on hit, since you'll always have at least one Heat up level afterwards due to the properties of Bullet's Overdrive. As a combo ender, it's not very good as it drags them back to the center of the screen and will often reset to neutral. The short range and below average pushback make it slightly less safe than other EAs. While the side switch and invincibility are great, use this wisely. <br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Hard Kill Bringer</big>===<br />
{{InputBadge|{{clr|D|632146D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=632146D<br />
|description=<br />
Particularly useful for an Astral due to the variety of routes into it. Easily comboable from her back throw, {{clr|C|3C}}, wall splat Snap Hands Fist, and almost all Heat Level 2 Engages.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Bullet}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Bullet|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Jubei&diff=445065BBCF/Jubei2024-02-08T14:13:31Z<p>Manta: /* Asura: Thunderbird Rising */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Jubei is a '''highly mobile''' rushdown character with an install mode that vastly changes his offense. He has '''great mixups''' such as an instant overhead, unblockables, crossups, and several lows. He also has good oki, especially in the form of his fireball. Jubei's mobility and small size emphasize a slippery playstyle where Jubei picks his spots to start his offense. This is backed by Jubei's great air normals. <br />
<br />
Unfortunately, Jubei suffers from a '''poor defense'''. He has no reversals outside of system mechanics, and his Counter Assault is very average. Additionally, he has a unique mechanic where he is put into in extended hitstun anytime he is hit while standing. Good use of system mechanics are required as a baseline on defense or Jubei will eat a painful combo. Thankfully he also has fast normals and a great backdash to evade or challenge his opponents. Jubei is a good character for players seeking high mobility and mixups.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#5A|5A]] (6F)<br />
| reversal = None<br />
| fatalStarter = [[#6B|6B Attack]]<br/>[[#6C|6C]]<br/>[[#Form ONE: Shadow Wolf|236B]]<br/>[[#Form FOUR: Black Panther|632146C]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Shiranui / Shiranui: Steel<br />
|content=Jubei's Drive, '''Shiranui''', is similar to Taokaka's in that, upon use, he performs a fast dash at his opponent and slashes them on the way past. This attack will always place Jubei on the opposite side of his opponent on a successful hit. Hitting with a Drive marks his opponent with a black crosshair for a few seconds, known as the Shiranui Mark. While the Shiranui Mark is active, using his Distortion Drives will teleport Jubei behind his opponent before starting the attack, in addition to causing the move to deal bonus damage.<br />
<br />
After activating [[#Immovable Object:_Lotus|Immovable Object: Lotus]], Jubei's Drive is replaced with an upgraded version called '''Shiranui: Steel''' (Shiranui: Hagane).<br />
<br />
*Pressing D in this state will put Jubei in a state where he hovers in place briefly. <br />
*Pressing a direction and one of the attack buttons in this state will lay out 4 waypoint markers in a pattern based on the direction and button pressed. Jubei will then perform a teleport dash attack between each one in order.<br />
*This install is a one-off trade per round: once activated, it cannot be deactivated and never expires.<br />
<br />
Since it can cross up and offers excellent mobility, enabling this upgraded drive as soon as possible is a common tactic for Jubei players. However, experienced Jubei players should weigh the costs of giving up Jubei's default Drive, which has its own advantages.<br />
<br />
|header2=Overdrive: Five Circles of Nirvana (Rakan: Gorinkō)<br />
|content2=Jubei's Drive moves are enhanced in simple, but useful ways.<br />
* Drive moves have faster startup.<br />
* Non-upgraded Drives trigger the second hit on block as well as on hit, making them safe on block and adding the Shiranui Mark.<br />
* Single-use limit on upgraded Drive attacks removed.<br />
** If Jubei cancels into his OD and he's used his Drive already, he must hit the ground first before the limit is removed.<br />
* Improved damage to Distortion Drives in line with other characters.<br />
}}<br />
</div><br />
<div id="home-content" class="home-grid"><br />
{{card|width=6<br />
|header=Unique Ability: Being Small<br />
|content=Jubei is particularly small and able to simply not get hit by a lot of attacks:<br />
<br />
*Some opponent's 5As may whiff if he is standing, doing {{clr|A|5A}}, crouching and/or doing {{clr|A|2A}}; therefore requiring those characters to use often slightly slower {{clr|A|2A}} or {{clr|B|5B}} attacks<br />
*Jubei's running animation places him exceptionally low to the ground, and can run underneath a surprising number of moves.<br />
*Jubei's crouch only slightly reduces his hurtbox size compared to his standing hurtbox which is already small. The only indication that Jubei is crouching is that his stance is visually different.<br />
<br />
However, '''all hits against him while he is standing gain 2 frames of additional hitstun''', just like hitting a crouching opponent (air and crouching hits work as normal). This has some unique problems, namely that attacks that normally force standing, such as freezing and crumple stun, can allow opponents to perform combos with the extended hitstun that they cannot do to anyone else in the cast. (However Crumple and freeze hitstun *themselves* are not directly affected and last as long as usual)<br />
<br />
Do not confuse this extra hitstun with Jubei ''actually'' being in a crouching state when standing, therefore:<br />
<br />
*Jubei must still block overhead and low attacks as normal.<br />
*Moves that are hard coded to miss crouching enemies, such as Taokaka's command throw Distortion Drive, can still hit Jubei while he is standing.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
*Hits crouching<br />
*Jump cancelable on hit and on block<br />
*Due to Jubei's small size you can low profile certain attacks and mash this move<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
*Moves Jubei forward before doing the strike.<br />
*Jump cancelable on hit and on block<br />
<br />
A decent short-ranged poke that moves Jubei slightly forward. While the horizontal reach looks lacking, because Jubei moves forward the range for it is actually fairly good considering it's fast and jump-cancelable. <br />
<br />
Due to how slow and generally poor Jubei's anti-air options are, the ability of this to somewhat function as one is not something to brush off.<br />
<br />
This normal also functions as Jubei's main kara cancel normal<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
*Jump cancelable on both hits<br />
*Moves Jubei forward<br />
Jubei moves forward as he slashes down and then up. While the horizontal hitbox is not the best, the forward movement allows Jubei to comfortably gatling into {{clr|C|5C}} relatively far away. <br />
<br />
The first slash reaches further than the second, making it so that from further ranges the first will connect while the second hit will whiff. This is particularly noteworthy as {{clr|C|5C}} is the only gatling option from max-range {{clr|B|5B}} that reliably connects.<br />
<br />
On counter, the first hit launches, allowing combos like 5C(2) {{clr|C|632146C}} anywhere.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
*If mashed 3 times, the third hit will only have two active frames<br />
Generally preferred over {{clr|A|5A}} when Jubei has the advantage since it has longer range for one frame more startup. Bear in mind that this is a Foot attribute move even if it doesn't need to be blocked low, so certain moves will go right over it.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
*Mid range low poke that is plus on block, so it's great for blockstrings and pressure<br />
Jubei's go-to poke for many situations. While it has good range, there are few options to confirm into from max range. If trying to take advantage of its plus frames however, it is better used close to the opponent as it pushes opponents back without moving Jubei forward.<br />
<br />
With its speed and range, it can work as a nice poke to surprise opponents when used from command dash. As Jubei's crossup dash leaves him a fair distance away from his opponent, this is also one of the better options to go for.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
*Anti-air<br />
*Causes float on hit<br />
*Jump cancelable on hit and on block<br />
*Leaves Jubei airborne, allowing cancels into {{clr|D|j.236D}}/{{clr|D|j.214D}}<br />
Jubei extends one foot off the ground and slashes upwards with sword in mouth. For an anti-air, it's rather bad: The hitbox has poor vertical and horizontal reach that does not make up for the heavily delayed head invul. On top of that, he's considered airborne, so jumping out of it consumes an air option. Good in combos, especially in install for several extensions.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A,6A Attack |versioned=input<br />
|description= <br />
*Guard Point Counter move. <br />
*Catches Head, Body and Foot strikes unless they are a low or an overhead.<br />
*On successful catch, follows up with an elbow smash that can be blocked. Crumples on grounded enemies, wall bounces airborne opponents.<br />
*If the follow up attack hits the opponent, Jubei instantly builds 22 Heat meter on normal hit, 24 on counter hit.<br />
*Since this parry is Guard Point, opponents may still Rapid Cancel to block the follow up attack. They may also jump cancel, but the follow up attack must be barrier blocked and may still catch them. <br />
*50% P1 and Very Short starter makes this move lead to mediocre damage.<br />
<br />
Similar to Hakumen's drive moves but with a much more limited set of moves it can actually catch. Use it to call out people autopiloting pokes and pressure strings. Since you can cancel into this from a number of different normal attacks, you can also use this to catch players mashing reversal attacks during your pressure. That said, this is definitely not a move to throw out randomly due to its short guard point duration and the sheer number of moves that just go around it.<br />
<br />
Though the follow up attack itself is +1 on block, you can still cancel to specials on block. Notably {{clr|C|632146C}} will be a frame trap for a Fatal Counter to catch people who do not know you are safe and trying to {{clr|A|5A}} you, and it is also the most reliable combo starter. If the follow up attack happened to be instant blocked they would need a 6F {{clr|A|5A}} to trade, and the hit state on this attack will allow you to recover sooner. You can also hold it for a sneaky unblockable too if they do not mash. Special cancelling to {{clr|B|236B}} is a true block string into a low attack, that can also be converted into a combo off {{clr|A|6A}} if you have 50 heat to spend on {{clr|A|360A}} or a Rapid Cancel of your own.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B,6B Attack |versioned=input<br />
|description= <br />
*Counter move. Only catches strike property moves that also ''must'' be blocked low.<br />
*Fatal Counter<br />
*90% P1 - Leads to much better damage than {{clr|A|6A}}<br />
Potentially much more rewarding than {{clr|A|6A}} but has an absurdly strict requirement on what moves it will actually trigger against (For instance, Susanoo's {{clr|A|2A}} won't trigger it since it doesn't need to be blocked low). Pretty much only useful for calling out specific long ranged or slow lows from certain characters who have them (Such as slide kick 3Cs), avoid using otherwise since you're just handing your opponent a free counter hit.<br />
<br />
If you do catch a move, Jubei will perform a highly damaging two part followup that launches his opponent and can be jump cancelled to follow up with, leading to very good damage.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
*Forces crouching state on hit<br />
*Deals high hitstun<br />
<br />
Jubei performs a small somersault and using his tail slashes down hard with his sword. An above average standing overhead despite the mediocre startup, given the lengthy low/throw invulnerability while still being safe on block and leading to decent damage if it lands.<br />
While it reaches fairly far horizontally, its vertical hitbox is, at best, inconsistent. {{clr|C|6C}} actually can hit opponents fairly high in the air, but it can also miss even when opponents clearly appear within its graphical range. <br />
<br />
With its 110% bonus proration, you should always look for ways to fit this move into your combos, such as after {{clr|B|236B}}>{{clr|A|360A}} in the corner and after OD cancels.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
*Can be jump-canceled on both hits<br />
*First hit has decent vertical reach<br />
*Second hit is a low<br />
Jubei quickly slashes upwards, takes a long step forward, and then takes a large swipe at the opponent's legs. Somewhat for combo-filler, somewhat for mixup. The first hit has decent vertical reach which is helpful in combos, but does not really cover areas that {{clr|C|2C}} cannot as an antiair. While the second hit is a low, the first is not so the opponent has ample time to block it.<br />
<br />
The first slash has poor horizontal reach while the second, due to its far forward movement, actually reaches quite far. However, as there's no gatling options from {{clr|C|3C}} and the first hit has such poor range, there's not much practical use for it outside of filler or perhaps surprising the opponent with the reach from the second hit.<br />
<br />
{{clr|C|3C}}(1)'s high hitstun is useful for stabilizing certain combos, though its bad proration typically means you wont get much damage after using it.<br />
<br />
Second hit launches slightly, allowing you to combo into and pick up after {{clr|A|236A}} in the corner without being in Lotus.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
*Used for instant overheads<br />
*Fastest aerial with decent range and easy confirms<br />
*Jump-cancelable on block<br />
*Cancels into itself on hit<br />
Jubei alternates downward kicks with both of his feet. With its fast startup and immediate downwards hitbox, this is the go-to when attacking a grounded opponent from the air. With the speedy startup and spread active frames, {{clr|A|j.A}} can easily be mashed into itself when performed high enough.<br />
<br />
As jumping from dash provides Jubei a slightly more shallow jump arc, it can be used as an instant overhead on crouching opponents. Since crouching hurtboxes vary, when {{clr|A|j.A}} is used as an instant overhead several characters will be hit by only the first hit of {{clr|A|j.A}} (requiring {{clr|A|236A}} angled downwards to confirm off of) while on some both hits will completely whiff.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
*Both hits can hit both sides<br />
*Good air-to-air<br />
*Jump-cancelable on block<br />
*CH on second hit causes untech until opponent hits the ground<br />
Jubei kicks forward and quickly spins into an upwards kick. Used for air-to-air situations as it has a good horizontal hitbox and it's slightly faster than {{clr|C|j.C}}. Both hits can crossup but because of their lacking downwards hitbox, precise spacing and timing is required.<br />
<br />
Jubei's strongest air normal if in range for it as it has fast startup and good reach on both hits. While the first is already a solid air-to-air, the second reaches surprisingly high vertically and has about the same horizontal range as the first, allowing him to cover several angles. As both hits can hit both sides and are jump-cancelable, they make for a flexible, solid normal.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
*Decent air-to-air and air-to-ground<br />
*Jump-cancelable on block<br />
Has good horizontal and downwards reach so it works well air-to-air and air-to-ground. Slower than both {{clr|A|j.A}} and {{clr|B|j.B}} so it is best used when the longer reach is needed. Does not reach directly under very well so use it late into your jump or use {{clr|A|j.A}} for such situations.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
*Hits both sides<br />
*Fast air poke with decent range<br />
*Not jump-cancelable on block<br />
Has a fairly wide hitbox that also hits in a straight line under Jubei. Can crossup or be used in air-to-air situations but as it cannot gatling into other aerials it's difficult to confirm into. On grounded opponents, comboing off of it when done around the peak of Jubei's jump is finnicky as it does not have very much hitstun and, if not done close, Jubei lacks moves with fast enough startup and range to confirm into.<br />
<br />
While not the best for confirms, its speed matches {{clr|B|j.B}}'s and it has even more horizontal reach than {{clr|C|j.C}} while also having a decent downwards hitbox, making it Jubei's best air poke in terms of range. However, as it cannot be jump-canceled on block and it is difficult to confirm off of higher in the air, it can be hard to do more than simply poke with it.<br />
<br />
A good analogue to this move would be Hibiki's {{clr|C|j.C}} as their function and hitbox is very similar. The biggest difference between the two however is in their active frames (3 versus 6). As a result of this and other differences, Hibiki's {{clr|C|j.C}} is a strong general use tool while Jubei's {{clr|C|j.2C}} is more of a situationally useful crossup and air poke due to its relatively fast startup and range. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D,5D OD |versioned=input<br />
|description=<br />
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.<br />
*Special-cancelable on hit once Jubei's sword gleams<br />
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed<br />
*Drags the opponent towards Jubei on block and on hit<br />
<br />
Jubei rushes past his opponent and then does an attack in passing. A good way to quickly side-switch on hit as well as on block if careful. Since the attack goes active after Jubei has moved and there is no invulnerability, he can be stuffed or even thrown as he moves past (he is considered grounded throughout this move). Your opponent will be unlikely to do this on reaction, but be wary of throwing it out around moves with lots of active frames.<br />
<br />
Depending on if {{clr|D|5D}} hits or is blocked, the length that {{clr|D|5D}} travels varies. On hit, Jubei will travel a fixed distance from the opposite side of the opponent allowing for consistent followups, while on block he will travel a fixed distance from his original location. While negative on block, when used at a close or middling distance, Jubei will end up far enough away from his opponent that punishing him is impossible outside of specific fast, long-ranged options.<br />
<br />
With meter {{clr|D|5D}} can serve as a way to close distance on a far grounded opponent or to continue pressure. When rapid-canceled, with precise timing Jubei can end up next to his opponent on either side which can be tricky to react to. However, due to its long active frames, immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings. <br />
<br />
You can also use Jubei's {{clr|D|5D}} to dodge fast EA ([ABCD] for immediate EA) attempts. Done well, Jubei will cancel his previous attack and pass through his opponent during their EA animation.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D,j.D OD |versioned=input<br />
|description=<br />
*Dive attack that goes all of the way to the ground from any height.<br />
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.<br />
*Special-cancelable on hit once Jubei's sword gleams<br />
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed<br />
<br />
Travels at a fairly steep angle compared to {{clr|D|j.6D}}, meaning it's unlikely to connect with your opponent unless they are close horizontally. On hit, Jubei will travel a fixed distance from the opposite side of the opponent allowing for consistent followups while on block he generally lands directly behind his opponent. As it is unsafe and always leaves Jubei right next to his opponent, this is a much better option when Jubei has meter.<br />
<br />
With meter, Jubei has complete control over ending up in front or behind his opponent by either rapid-canceling immediately before or after he rushes through. When used relatively far horizontally, Jubei may land in front of opponent. <br />
<br />
When following up on block with a rapid cancel, due to {{clr|D|j.D}}'s long active frames immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings.<br />
}}<br />
<br />
===<big>{{clr|D|j.6D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.6D,j.6D OD |versioned=input<br />
|description=<br />
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.<br />
*Special-cancelable on hit once Jubei's sword gleams<br />
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed<br />
<br />
Travels further horizontally than {{clr|D|j.D}}, making it a fairly fast way to close in on your opponent. As it is unsafe and generally leaves Jubei right next to his opponent, this is a much better option when Jubei has meter. However, when used at an angle where it will rush through the opponent at around their head height, Jubei will land fairly far away. This allows Jubei to escape corners in certain situations and is similar to a poke that is easy to confirm into, with the cost (or reward) of positioning on block.<br />
<br />
With meter, Jubei has some control over ending up in front or behind his opponent, generally by rapid-canceling immediately before or after he rushes through, but due to the many possible horizontal and vertical distances this can be used from, it is not always feasible to control which side he lands on. <br />
<br />
When following up on block with a rapid cancel, due to {{clr|D|j.6D}}'s long active frames immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Upgraded Drive Moves==<br />
===<big>Shiranui: Hagane</big>===<br />
{{InputBadge|{{clr|D|D}}~X after Fudō: Sharenjin (Air OK)}}<br />
{{BBCF Move Card<br />
|input=Install D<br />
|description=<br />
After using Fudō: Sharenjin, all drive moves are replaced with these for the remainder of the round. Each version lays down 4 waypoints on screen in a specific order and Jubei does a teleport dash attack between each one. If these hit his opponent, they will be sent flying in the same direction of the attack, causing each of the 4 attacks to combo together in most cases. To use, press D and then immediately press the specified direction and button to use the listed attack pattern. <br />
*Hold up/down when selecting a path and the path will angle in that direction.<br />
*Button and direction can be held for easier execution, only the D-version has to be timed/mashed.<br />
*Grounded versions of this Drive behave the same as the air versions except that ground versions can only be angled upwards. <br />
*Not pressing any button will result in Jubei using the standard {{clr|D|5D}} version instead.<br />
*Any hit from any version inflicts the Shiranui Mark. <br />
*Unless Jubei is in Overdrive, he must touch the ground before being able to use his Drive again.<br />
*During Overdrive, the move becomes special cancellable on hit or block after the last hit.<br />
*If a waypoint laid by this move ends up off the sides of the screen, it will be placed at the edge of the screen at the same height it would normally be. Similarly if a waypoint would be placed under the floor, it is instead placed at ground level at the same horizontal position it would normally be.<br />
<br />
In terms of actual usage, these drive moves see use inside combos to give good damage while affording a certain amount of control over where your opponent ends up, or carrying the opponent to the corner from anywhere on the screen. Notably, {{clr|C|2C}}, {{clr|C|3C(1)}} and {{clr|B|j.B}} can combo into this. Generally the A versions gets used the most for consistency. It's also one way to gain additional height in your air combo to maximise how much damage your distortion drive will do.<br />
<br />
Outside of combos, the more fiddly A and B patterns are used to form a crossup, since both patterns look very similar but with their middle two waypoints swapped. A keen eyed opponent can see the order the waypoints appears and react accordingly, however, and it can be easily stuffed by projectiles limiting its usage in certain matchups. It can also be used to get higher into the air to stall for time combined with his other aerial options.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*Grounds the opponent<br />
Grounds the opponent for a lengthy amount of time allowing Jubei to pick them off the ground with a variety of options.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*Grounds the opponent<br />
*Switches sides<br />
Jubei uppercuts the opponent to the opposite side and grounds them for a lengthy amount of time, allowing him to pick them off the ground with a variety of options. Essentially the exact same as forward throw with the main difference being side-swap.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*Pretty standard air throw.<br />
*Brings opponent and Jubei to the ground before dealing damage, allowing for consistent followups.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*Can be useful to disrupt blockstrings and get {{clr|C|236C}} out before they realize they've lost momentum.<br />
*Uses Jubei's {{clr|B|5B}} animation. Because Jubei slides forward an opponent baiting this by jump cancelling forward may land a bit far away or swap places into the corner.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*Causes hard knockdown on air hit<br />
Jubei lunges forward and slashes with his two swords. Moves Jubei forward after he recovers.<br />
<br />
Somewhat pointless for crushing guards given that {{clr|C|632146[C]}} exists which costs no heat and will even penetrate barrier guard. Jubei also has lots of other ways to crack open a defensive character.<br />
<br />
While you are best served using your meter to activate install in most match ups, you may consider spending a quick level 1 charge of this in during {{clr|B|236B}}~{{clr|C|236C}} oki pressure in the corner<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Fissuring Slash (Rekkōzan)</big>===<br />
{{InputBadge|{{clr|A|236A}} (Air OK)}} or {{InputBadge|{{clr|A|236236A}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236A / j.236A,236236A / j.236236A |versioned=input<br />
|description= <br />
*The air versions can shift Jubei up or down by holding any up or down direction during the attack. Otherwise they work the same.<br />
*Punishable on instant block<br />
*{{clr|A|236A}} is a series of 3 hit swipes, best for pushing to the corner, corner combos, or small conversions off {{clr|A|j.A}} instant overhead<br />
*{{clr|A|236236A}} is a series of 5 swipes, with the last hit being in the air that spikes opponent down. A good combo finisher for more damage and meter. Can be used to set up mid-screen okizeme since the land close to Jubei<br />
*When in install, this move gets upgraded and changes drastically! Please see below section for the specifics on the Install Fissuring Slash)<br />
<br />
Jubei slashes forwards with his claws for three strikes. The last slash blows the opponent back. The {{clr|A|236236A}} version has Jubei slashing 5 times and slamming the opponent down.<br />
<br />
Before you activate install, this move is mostly used in combos as it is very unsafe on block. Should you use this in pressure or neutral it can land some quick unexpected hits due to the size of the hit boxes. Learn to catch roll techs after ending combos with {{clr|A|236236A}} to keep the pressure up and build heat so you can install and use the better version of this move.<br />
<br />
}}<br />
<br />
===<big>Install Fissuring Slash (Rekkōzan) and Additional Attacks</big>===<br />
{{InputBadge|{{clr|A|236A}} then A for each Additional Attack (Air OK)}}<br />
{{BBCF Move Card<br />
|input=Install 236A,236AA / j.236AA,236AAA / j.236AAA,236AAAA / j.236AAAA,236AAAAA / j.236AAAAA |versioned=input<br />
|description=<br />
*Can be followed up for a total of 5 attacks on hit, block, and whiff.<br />
*Pressing A will followup with another swipe.<br />
*Pressing B during the first 3 followups will cancel into Fissuring Impact. Jubei can only followup with one other attack afterwards.<br />
*The first 4 attacks can be cancelled into the following specials. These specials will end the rekka: <br />
**{{clr|B|4B}} will cancel into Demon Fox<br />
**{{clr|B|6B}} will cancel into Shadow Wolf<br />
**{{clr|C|5C}} will cancel into Wild Lion<br />
**{{clr|C|646C}} will cancel into Black Panther<br />
**{{clr|D|6D}}/{{clr|D|4D}} will cancel into Divine Form. You can use this to cross through opponents, reset pressure, retreat, or avoid reversals<br />
*The air version can be shifted up and down like the non-install version.<br />
*The 5th and final attack is similar to the non-install {{clr|A|236A}} final attack<br />
*Air version startup is comparable to jump normals and in some cases is your best air to air attack.<br />
<br />
Jubei slashes forward up to 5 times. For the 5th swipe, Jubei jumps similarly to the last hit of the regular {{clr|A|236A}}. <br />
<br />
During install, Fissuring Slash ("Rekkōzan") becomes a true rekka series. Jubei can vary the amount of Additional Attack slashes that occur during Fissuring Slash, choose between multiple followups that can create mix ups, or cancel to his command air dashes even while grounded to create space or do low to the ground cross ups. Jubei's pressure game here should not be underestimated and you can quickly smother an opponent with fast unpredictable pressure.<br />
<br />
While the individual slashes are minus on block, Jubei can easily choose how many swipes to go for and can deter mashing with his other Fissuring Slash followups, conditioning opponents to fear his options from it. If the opponent respects these options and avoids mashing, Jubei can opt to stop doing followups off Install Fissuring Slash's Additional Attacks and then reset pressure entirely! <br />
<br />
Also, the hit boxes on this attack are pretty good at covering Jubei due to how low to the ground he gets if you decide to try this attack in neutral. It's especially important to threaten this attack as an air to air due to the quick startup. Also, the higher up you hit someone with the 5th attack, the more chance you can cause them to fly into the corner for the wall bounce, allowing you to land and link a {{clr|B|5B}} or dash {{clr|B|2B}} for an easy combo conversion!<br />
<br />
As a final important use, this can be used to stall in the air by holding upward. Only the last attack has landing recovery.<br />
<br />
Read the special move sections below for information on their "Fissuring Slash" versions.<br />
}}<br />
<br />
===<big>Fissuring Impact</big>===<br />
{{InputBadge|{{clr|B|5B}} after Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236A~5B / j.236A~5B<br />
|description=<br />
*Swipes the opponent upwards off the ground<br />
*Leaves Jubei in an airborne state<br />
*Available only in Immovable Object: Lotus<br />
*Not special cancelable with {{clr|D|j.236D}}/{{clr|D|j.214D}}<br />
Jubei jumps while slashing upwards into the air. This move is only available when Immovable Object: Lotus has been activated and functions like a launcher. After this attack, the next attack will always end the rekka sequence. Fissuring Impact cannot cancel into {{clr|C|236C}}, {{clr|D|j.236D}}/{{clr|D|j.214D}}, and the A followup will always be the final slash of the rekka.<br />
<br />
{{clr|B|236B}} (shortcut {{clr|B|6B}}) is a particularly strong option after Launch as it is a frame trap that can yield a fatal counter. As Jubei's options after Launch do not offer much mixup potential and are all negative on block, opponents comfortable with Jubei options afterwards might not feel pressured to mash after seeing it.<br />
}}<br />
<br />
===<big>Form ONE: Shadow Wolf</big>===<br />
{{InputBadge|{{clr|B|236B}}}} or {{InputBadge|{{clr|B|6B}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236B,236A~6B |versioned=input<br />
|description=<br />
*Hits low<br />
*Very respectable range<br />
*If performed in the air from Fissuring Slash, Jubei will fall to the ground first before performing the move.<br />
*Fatal Counter with a very high damage reward<br />
*On hit, cancels into {{clr|C|236C}} for Oki.<br />
*Can cancel to Install Super on hit or block to either hit confirm into good damage or create a strong mixup<br />
<br />
Jubei uses both of his swords to slash vertically and horizontally at his opponent's feet, knocking them down on hit. It is used often as an ender in combos to set up oki, as special canceling into {{clr|C|236C}} saves time that makes up for {{clr|C|236C}}'s high startup.<br />
<br />
Has the potential to fatal counter so it is an option to deter mashing, but outside of install Jubei lacks options to encourage it in the first place. Still, if the opponent is particularly mash-heavy, or if you feel the opponent is trying to up back out of a long pressure string, delaying this at points they are expected to mash can yield high reward.<br />
<br />
While a low, as Jubei's overhead options later in strings are a little lacking and {{clr|B|236B}} itself is unsafe - though very difficult to punish at further ranges - it is perhaps more suited to ensuring opponents respect Jubei's pressure than it is as a mixup tool. <br />
<br />
When used from Fissuring Slash's and its Additional Attacks, it can be delayed long enough to frame trap opponents with pretty much a 1F timing window, but it can also be used directly after Fissuring Slash > Launch for this purpose. From Fissuring Slash > Launch, between this and delayed {{clr|B|4B}}, Jubei has a high/low mixup that yields a combo with meter or counter hit.<br />
<br />
Jubei is at least +13 after an immediate {{clr|B|236B}}>{{clr|A|360A}} cancel, giving you true blockstrings after and ample opportunity to diversify your pressure by doing dash {{clr|B|2B}}, or dash {{clr|A|j.A}} as a quick instant overhead.<br />
}}<br />
<br />
===<big> Form TWO: Demon Fox</big>===<br />
{{InputBadge|{{clr|B|214B}} (Air OK)}} or {{InputBadge|{{clr|B|4B}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214B,j.214B,236A~4B |versioned=input<br />
|description=<br />
*Overhead<br />
*Generally only combos off counterhit or with meter<br />
*Decent ender for air combos<br />
*Jumps over lows<br />
Jubei jumps into the air and slashes overhead in a backwards arc. Generally, without counterhit or a rapid cancel comboing off of this is not possible. However, on hit it can distortion cancel into {{clr|A|360A}}, allowing Jubei to both combo and power up off a safe opener. On block, going for {{clr|A|360A}} after leaves a 5 frame gap that many characters cannot exploit.<br />
<br />
When used close and on a crouching opponent, Jubei can side-switch with the opponent. As this only works when opponents are crouching, this serves no purpose as a crossup but can be useful for positioning.<br />
<br />
While {{clr|C|j.214C}} is a better ender for air combos due to better frame advantage and damage, {{clr|B|j.214B}} lands more reliably and avoids the possibility of side-switch.<br />
<br />
If {{clr|B|j.214B}} hits high enough on an opponent, Jubei can link this attack with {{clr|B|5B}} to pick up and continue a combo.<br />
<br />
During the upgraded Fissuring Slash, it is an effective tool to stop opponents from trying to mash out of your strings. When used from Launch it can be delayed long enough to frame trap opponents. When used from Fissuring Slash's Additional Attacks however, it must be immediately canceled into. From Launch, between this and {{clr|B|6B}}, Jubei has a high/low mixup that yields a combo with meter or counter hit.<br />
<br />
Demon Fox on the ground can be punished by Instant Blocking and using a 6 frame move, as it is -3. <br />
}}<br />
<br />
===<big>Form THREE: Wild Lion</big>===<br />
{{InputBadge|{{clr|C|214C}} (Air OK)}} or {{InputBadge|{{clr|C|C}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214C / j.214C,236A~C |versioned=input<br />
|description=<br />
*Combo ender<br />
*All hits are mid<br />
*Go-to ender for air combos<br />
*Leaves Jubei fairly airborne allowing him to go over lows<br />
*Gains increased horizontal distance when used after command dash<br />
<br />
Jubei jumps in a forward arc, slashing in a flurry all around him and ending with a long slash once grounded. If performed in the air, Jubei doesn't launch upwards noticably. Strictly a combo tool due to how unsafe it is.<br />
<br />
{{clr|C|j.214C}} is Jubei's go-to ender for air combos as it offers greater frame advantage, damage, and potential side-switch. It is a little finnicky however as it is somewhat poor at hitting opponents above Jubei which can cause disastrous whiffs in unexpected situations. Whiffing (and side-switch) is generally avoidable by getting into the habit of super jumping into the preceding air chain as {{clr|C|j.214C}} consistently hits when above or at an even level with opponents.<br />
<br />
When done close to the opponent, Jubei's delayed attacks after his jump functions as a crossup. If done further away however, Jubei is more likely to stay on the same side. As all hits are mids and this move is extremely unsafe, this should be avoided.<br />
<br />
If used off of Jubei's 44 > 6 dash, it travels a little farther than fullscreen. It is not ideal as a means of approach, but it can catch people off guard and force Jubei's way in. Keep in mind that only the backdash has invuln and that it is quite minus on block and on whiff.<br />
}}<br />
<br />
===<big> Form FOUR: Black Panther</big>===<br />
{{InputBadge|{{clr|C|632146C}}}} or {{InputBadge|{{clr|C|646C}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=632146C,236A~646C,j.236A~646C |versioned=input<br />
|description=<br />
*Fatal Counters<br />
*If performed in the air from Fissuring Slash, Jubei will fall to the ground first before performing the move.<br />
*Becomes truly unblockable if charged for 30 frames<br />
**Guard breaks even if opponent barrier blocks<br />
**Has a just-frame if released at 30 frames. The Just-frame is comboable<br />
**Does not combo outside of just-frame and counter hit<br />
Jubei readies his swords behind his back in a cross and slashes rapidly as he front flips in place. With its lengthy startup and short horizontal range, this serves mostly as combo filler for his more damaging combos though it can be a hard, rewarding callout on delayed mashing as it rewards fatal counter.<br />
<br />
In combos, this move functions as a launcher in low height air juggles, generally after crouching/air hit hit {{clr|C|5C}}, air hit {{clr|C|3C}}(1) or Fissuring Impact. When grounded, comboing into it usually requires a crouching opponent, and using a N-starter into {{clr|C|5C}} > {{clr|C|632146C}} or {{clr|C|5C}}(1 > {{clr|C|632146C}} if you use an A-starter. <br />
<br />
As the charged version has very long startup and fairly short range, it is unlikely to ever be useful during Jubei's pressure. This move does, however, have a just-frame release property; if you release the C button after charging approximately 30 frames (exactly when the ground shakes) the recovery of the charged version is lessened to that of the uncharged variant, allowing meterless combos from an unblockable attack! This makes it useful in corner okizeme situations from the {{clr|B|236B}} > {{clr|C|236C}} ender.<br />
}}<br />
<br />
===<big>Rising Justice</big>===<br />
{{InputBadge|{{clr|C|236C}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236C / j.236C |versioned=input<br />
|description=<br />
*Fires a large projectile that bounces along the ground slowly at a fairly large height, slightly above the height Jubei was at when he launched it. <br />
*Lasts for 300F<br />
*Does not travel off the screen but instead just bounces in place against the wall.<br />
*Leaves Jubei in counterhit state during its lengthy startup<br />
*Disappears if Jubei is hit.<br />
<br />
A key oki tool for Jubei, used at the end of his combos to force a block so that he can use his powerful mixup tools to continue pressure and keep momentum going. Has a rather bad startup however so using it at neutral is only really helpful at long range to cover an approach, using this up close is often suicide.<br />
}}<br />
<br />
===<big>Divine Form</big>===<br />
{{InputBadge|{{clr|D|j.236D}}/{{clr|D|j.214D}}}} or {{InputBadge|{{clr|D|6D}}/{{clr|D|4D}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=j.236D,236A~6D,j.214D,236A~4D |versioned=input<br />
|description=<br />
*Can be used off certain grounded options that put Jubei in the air<br />
*Can be special canceled into off of any aerial on hit and block<br />
*Does not count as one of Jubei's jumps<br />
*Leaves Jubei in counterhit state until finished<br />
*Can pass through opponents<br />
Essentially an aurdash in special move form that can also be used on thr ground, Divine Forn ofers Jubei some precise horizontal mobility in the air. Can be used before or after a double jump though only one can be used per jump. Can also be used off of any air normals on hit or block, giving his jump-cancelable normals greater pressure options.<br />
<br />
Does not grant invulnerability and leaves Jubei in counterhit until completed so {{clr|D|j.236D}} should be used with some caution during pressure or in neutral. If {{clr|D|j.236D}} crosses over the opponent, aerial attacks autocorrect for slow but sure crossups.<br />
<br />
As moves like {{clr|C|2C}} and enhanced {{clr|A|236A}} leave Jubei airborne on block and hit, they can be reliably canceled for greater pressure ({{clr|D|j.236D}}) or safety ({{clr|D|j.214D}}).<br />
<br />
When the opponent is completely cornered, if they respect Jubei's pressure {{clr|D|j.236D}} becomes a stronger pressure option. When {{clr|D|j.236D}} is done high into Jubei's jump arc (generally requiring a standing opponent) it will not crossup, while any lower and it will always crossup. <br />
}}<br />
<br />
===<big>Quick Dash</big>===<br />
{{InputBadge|6, on landing from backdash}}<br />
{{BBCF Move Card<br />
|input=44~6<br />
|description=<br />
Unique forward dash when cancelling from backdash that's '''considerably''' faster than his normal dash. Activates if you're holding 6 on the frame Jubei touches the ground from backdash. It doesn't have to be timed, but there is no window to perform it later.<br />
<br />
From frame 9 onwards, Jubei can cancel into any attack, jump or Barrier Block (but cannot block normally). Like regular dashing, cancelling into Barrier will maintain his momentum, sliding him forward to effectively and safely advance. Similarly, the momentum can be instantly cancelled by doing a throw and kara cancelling into Barrier. Several of Jubei's attacks also retain momentum: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|B|2B}}, {{clr|C|3C}}, {{clr|B|214B}}, or {{clr|C|214C}}. These attacks will slide or even launch Jubei across the screen while attacking.<br />
<br />
Quick dashing counts as a dash for adjusting Jubei's jump heights so, combined with Quick dash momentum, Jubei can jump incredible distances. Jubei can even be tricky by super jumping backwards first, looking like a normal straight up jump, and then double jumping forward with that momentum.<br />
<br />
*Including the initial backdash frames, Jubei is actionable after 26F, 1 frame slower than just backdash by itself.<br />
}}<br />
<br />
===<big>Run Through Opponent</big>===<br />
{{InputBadge|Automatic while running near opponent}}<br />
{{BBCF Move Card<br />
|input=Run Through Opponent<br />
|description=If Jubei has been running for over 7 frames, Jubei will dodge past his opponent and turn around with a fixed animation. Doing so ends the run with Jubei facing the opposite direction.<br />
<br />
The ability to run through his opponent adds another layer to Jubei's offense, giving him the ability to cross up even cornered opponents without leaving the ground.<br />
<br />
*Can only be triggered from a normal run, not the quick command dash after a backdash<br />
*Will not trigger if you're holding 3 to run instead of 6<br />
*Can trigger on airborne opponents, but they must also be below 100,000 in game units off the ground, which is extremely low. It's quite possible to collide with a player who is airborne but not trigger the side switch.<br />
}}<br />
<br />
===<big>Running Jump</big>===<br />
{{InputBadge|Any jump while running or during 44~6}}<br />
{{BBCF Move Card<br />
|input=66~9<br />
|description=<br />
If Jubei jumps or superjumps while running or out of his quick dash, his jump heights are adjusted; his normal jump is lower while his super jump is even higher. The lowered jump height allows for more immediate jumping normals to connect against grounded opponents, including enabling instant overheads with {{clr|A|j.A}}, while the heightened super jump allows Jubei to cover exceptionally long distances in combination with his dash momentum, letting him chase or run from opponents more effectively.<br />
}}<br />
<br />
==Distortion Drives==<br />
===<big>Twin Guardians: Mourning Shore</big>===<br />
{{InputBadge|{{clr|D|j.236236D}}}}<br />
{{BBCF Move Card<br />
|input=j.236236D,j.236236D Mark |versioned=input<br />
|description=<br />
*Mid part of the attack loops continuously until reaching the ground, therefore the higher up you start this move, the more damage it will do. <br />
*If opponent is marked, Jubei teleports above and behind his opponent before attacking, ensuring it connects.<br />
*Completely invulnerable from the start until recovery, but very punishable on block.<br />
*Minimum damage (Marked): 200, 40*n, 500 (250, 40*n, 500)<br />
*OD minimum damage (Marked): 200, 40*n, 160*5 (250, 40*n, 160*5)<br />
Jubei's air combo ender of choice leading to decent damage, also can be used as a full screen punish if your opponent is marked and mucking around in the air because of its very fast startup, but this is very risky. Definitely not a move to just throw out at neutral.<br />
}}<br />
<br />
===<big>Thousand Hands: Roaring Pillar</big>===<br />
{{InputBadge|{{clr|D|236236D}}}}<br />
{{BBCF Move Card<br />
|input=236236D,236236D Mark |versioned=input<br />
|description=<br />
*General purpose ground distortion to add more damage to combos and to do very long range punishes. But it only has some projectile invulnerability, so it's not a reversal.<br />
*If opponent is marked, Jubei appears behind opponent before attacking, even if they're in the air, and deals slightly more damage. Useful for combos that leave your opponent too far to connect the attack normally.<br />
*Minimum damage (Marked): 800(900) OD: 1120(1220) <br />
Due to the superflash ocurring after Jubei teleporting, this should not be used as a way to do a crossup since they'll just block it. If the opponent commits to a move with lengthy startup this can work to punish them no matter the distance due to its reasonably quick startup and Shiranui mark making it always connect.<br />
}}<br />
<br />
===<big>Immovable Object: Lotus</big>===<br />
{{InputBadge|{{clr|A|360A}}}}<br />
{{BBCF Move Card<br />
|input=360A<br />
|description=<br />
Jubei's trademark install. Can only be activated once per round, and remains active for the rest of the round with no way to disable it. Once Lotus is active, Jubei's offense changes greatly. Jubei's Drive (explained above) changes greatly, and Fissuring Slash becomes a rekka series. During the rekka, Jubei can cancel into all of his specials except for Rising Justice. Cancelling into a special will immediately end the rekka. Each special move has a simpler input during the rekka.<br />
<br />
Jubei can cancel into Lotus from more situations than most Distortions. Except for Rising Justice, Jubei can cancel into this distortion from any special move on block and on hit as long as he is grounded. This means that specials like {{clr|B|236B}} and {{clr|B|214B}} can cancel into Lotus on block, essentially extending Jubei's pressure. On top of extending pressure, he can use it to stay safe, hit confirm and extend a combo, or just pop it in neutral.<br />
<br />
In some matchups it's not ideal to go into Install State. If you want to use it as a cancel you're better off using RC instead, unless a specific install combo will kill.<br />
<br />
*Jubei can act 2 frames before the superflash ends; recovery pre-flash is 4 frames, but if the install is not interrupted then Jubei can act 2 frames before the opponent starts moving again, making the effective recovery 2 frames.<br />
*This makes it a much more powerful "pause and assess" move than even overdrive, the 2 frames of advantage also means you can get 6A and 6B to be active in time for any attack that didn't hit you out of startup.<br />
}}<br />
<br />
==Exceed Accel==<br />
===<big>Miroku: Spherical Illusion</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*280/638 Minimum Damage<br />
<br />
On startup, Jubei performs a pommel strike on the opponent with his sword scabbard. If it hits, Jubei will slam his opponent into the wall and slash them with his swords and claws. Puts Jubei in Active Flow if he hasn't already been in it already. In Active Flow, Jubei does another powerful spinning slash with his claws. Has full invul and minimum damage, but is unsafe on block and cannot be rapid-cancelled. Basically the same as most Exceel Accels, just one of the better ones for corner carry. Without Active Flow, this leaves the opponent at miscreen. In active flow, EA leaves him close enough to call out delay wakeups with {{clr|B|5B}}. The short range means that it can be baited without much trouble.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Asura: Thunderbird Rising</big>===<br />
{{InputBadge|{{clr|C|6321463214C}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=6321463214C<br />
|description=<br />
*Borrowing the power of his late brother's eye, Jubei paralyzes his opponent and reveals their true form before tearing them apart in a flurry of elegant swordplay and savage claw swipes with a ferocity befitting one known as "The Strongest Being on the Planet".<br />
While the range on this move is quite short, being the immediate area around Jubei's sprite, it is surprisingly very easy to combo into due in part to how close all of Jubei's attacks keep him to the opponent. Do be careful with the input however, as there is no leniency for skipping out directions.<br />
<br />
'''Combos From'''<br />
*{{clr|C|5C}} (both hits)<br />
*{{clr|C|3C}}<br />
*{{clr|C|632146C}} (Just frame, air hit, and CH)<br />
*{{clr|C|2C}} (CH)<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Jubei}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Jubei|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Esoterica&diff=445058BBCF/Esoterica2024-02-08T13:44:24Z<p>Manta: /* Block Carryover */</p>
<hr />
<div>==Hitting Two Opponents With the Same Attack==<br />
[[File:BBCF_HittingTwice.png|thumb|250px|Ragna hitting Carl and Nirvana with 5B]]<br />
One attack can hit multiple targets when they are within range. For example one attack can hit BOTH Carl and Nirvana.<br />
<br />
Normally, when an attack touches the opponent, the remaining active frames can not hit the opponent again. However, if there is a second hittable character, then the remaining active frames can still hit him!<br />
<br />
This leads to visually strange situations like Ragna's 5B hitting Nirvana, then a moment later, Carl jumps into the active frames and gets hit. This is further compounded by the fact that hitstop only applies to the attacker and the target, thus allowing the attack to hit the unaffected character with the active frames plus the hitstop frames!<br />
<br />
This even applies to projectiles like Jin's Hishouken, but since the projectile will disappear immediately after hitstop, this effect is much harder to take advantage of.<br />
<br />
;Misc Notes<br />
*With regards to cancels on hit/block, hitting assist characters counts as the opponent blocking an attack<br />
*If two opponents are in range of your attack, they are hit on the same frame<br />
<br style="clear:both;"/><br />
<br />
==Hitstop==<br />
When an attack hits an object, both objects freeze in place briefly to give the attack the feeling of more impact. This effect is known as '''hitstop''' and can vary in duration, like Hazama's 5A compared to his Jayoku Houtenjin (236236B) . Hitstop helps with combo consistency because you can [[Buffering|buffer]] commands like special cancels during hitstop and it will be executed immediately after hitstop ends.<br />
<br />
Hitstop applies to anything that can attack or get hit - including projectiles and assists. We will refer to all of these as "objects" for the sake of brevity.<br />
<br />
Objects experiencing hitstop are frozen in place, but other objects are unaffected. For example, when Jin's projectile hits the opponent, Jin does not experience hitstop, only the projectile and the opponent do. From Jin's perspective, the hitstop the opponent experiences can be thought of as additional blockstun/hitstun! If an object also happens to have some other property, such as a guard point or invulnerability, while frozen by hitstop, that property will extended by the duration of the hitstop as well, so it will always end at the same point in the move as it usually would. <br />
<br />
;Uneven Hitstop<br />
When an attack hits an object, both the attacker and the receiving object usually experience the same amount of hitstop, but this is not always true. Some attacks deal different amounts of hitstop on hit vs block, or normal vs counter hit.<br />
<br />
The most common example of this is counter hit - the defender experiences a few extra frames of hitstop compared to the attacker! These extra frames of hitstop can be thought of as extra hitstun since only the defender experiences them.<br />
<br />
;Armor and Parry Stances<br />
Attacks with armor and parry-type attacks are attacks that guard the opponent's attack before retaliating with their own. When these attacks guard the opponent's attack, they can also change how much hitstop each object experiences! This is why some counter type attacks can beat [[Safe Jump|safe jumps]]; they force the attacker into more hitstop that the defender, and the defender can attack before the attacker can reach the ground and guard! <br />
<br />
Hakumen's 5D is an example of this.<br />
<br />
;Projectiles<br />
As mentioned above, projectiles are considered separate objects from the character that summoned them, so when they hit other objects, the character doesn't experience hitstop. The projectile itself does experience hitstop - which explains why multihit projectiles don't do their hits one frame after the other, they need to wait for hitstop to end before they can hit the opponent again!<br />
<br />
;Assist Characters<br />
Hitting assist characters (like Carl's or Relius's dolls) works the same as hitting any character with regards to hitstop.<br />
<br />
<br />
;Miscellaneous Hitstop Notes<br />
:;Amount of Hitstop<br />
::The amount of hitstop an attack deals depends on its [[BBCF/Frame Data#Attack Level|attack level]], but certain attacks can override these default values.<br />
:;Getting Hit While in Hitstop<br />
::If a character gets hit while experiencing hitstop, then the previous hitstop immediately ends and the new attack's hitstop begins.<br />
:;Hitting Two Opponents With One Attack<br />
::The attacker only experiences hitstop the first time they hit an opponent. Both opponents will experience hitstop each time they get hit.<br />
:;Projectiles where the Attacker Also Experiences Hitstop<br />
::While very rare, some projectiles (like Nu's 5D) don't behave like normal projectiles and also put the attacker into hitstop<br />
<br />
==Instantly Stopping a Run==<br />
While running, a throw totally halts your character's momentum. This throw can be kara canceled into Barrier (done via [BC] > 4ABC) to immediately come to a stop, avoiding the sliding momentum that a regular Barrier run stop would have. The difference isn't normally worth it given the execution requirement but it could have situational applications or be used in precise spacing games.<br />
<br style="clear:both;"/><br />
<br />
<br />
==Character Priority==<br />
Some mechanics in the game depend on priority, notably same frame situations such as throw trades.<br />
Character priority is determined by the latest player to strike the other, including with projectiles. The sprites of the character with priority will be displayed in front of the sprites of the lower priority character. Character priority can be gained or lost by doing actions such as walking or crouching.<br />
<br />
Projectiles and dolls are always lower priority than characters. If a character's attack and a projectile hit on the same frame, the character's attack will be applied last. If a projectile and throw occur on the same frame, the throw will be applied after the projectile but will not purple.<br />
<br />
==Block Carryover==<br />
During blockstun the defender will automatically block other attacks regardless of what direction the defender holds until blockstun ends! This lets the defender more easily prepare reversal inputs and more safely input Instant Blocks.<br />
<br />
*Block carryover ends immediately when blockstun ends, even if it's only a one frame gap<br />
*Block carryover works even when the opponent switches sides.<br />
*Defenders must still block correctly - low attacks must be blocked low, and high attacks must be blocked high<br />
**Hold any downward direction to block low. All other directions will block high.<br />
<br />
==Airborne Crossup Protection==<br />
If a character [[BBCF/Mechanics#Aerial_Movement|Normal Jumps]], that character's facing will not change until one of three things happen:<br />
* They finish using an air option: Double jump or Airdash.<br />
* They block an attack.<br />
* They land on the ground.<br />
Because of this, jumping can be used to defend against crossups as the defending player does not need change block or barrier direction until facing is corrected by one of the above conditions.<br />
<br />
Offensive setups can deal with this crossup protection by doing multiple hits quickly, which may or may not be possible to do depending on what the setup is.<br />
<br />
==Input Requirements==<br />
<br />
For all the moves that require an direction combination first, the game looks at your input history to see what motions you might have performed. Not all of the motions shown in game, or even this wiki, show what the engine itself is actually looking for:<br />
<br />
(All of the following inputs also apply to their mirrored versions)<br />
<br />
*The following motions require every direction input, as written<br />
**236. There is a maximum of 10F between each direction pressed. <br />
**623. The timing is even more strict, allowing only 7F between 6 and 2, and 3 and the final button press. The 2 input can be held for 12F, strangely.<br />
**41236 motions, also 10F between directions at most.<br />
**6428 motions, with 12F between each input <!--Need to confirm still--><br />
**22 and 66 motions are better throught of as 252 and 656 motions respectively, with 10F between each step, including neutral.<br />
***For dashes performed with 66 (and 44) motions, a diagonal must not be seen just before the final direction. That is; 6536 is not a valid dash, however 6356, 65356 and 65326 are valid.<br />
**28, 646 and similar rocker motions have 12F between inputs. <!--Need to confirm still--><br />
*Other, longer motions, don't require diagonals at all (12F gap between inputs):<br />
**632146 may be input as 6246<br />
**236236 may be input as 2626<br />
**2141236 may be input as 2426<br />
**1632143 may be input as 16243<br />
**64641236 may be input as 646426 <br />
**41236 41236 may be input as 426426<br />
*Spin inputs also do not look for diagonals, but use an overall time for inputting the spin instead of a maximum a gap between inputs.<br />
**360 spins are any ordered sequence of all four cardinals '''or''' diagonals in either direction, you have 30F to input the spin after leaving the initial direction<br />
**720 spins are two identical 360s in a row, (So same start point and spin direction), 45F to perform the input<br />
**1080 spins are three identical 360s, with 75F to perform the input.<br />
*Charge inputs have their own rules, the charge time is specific to the move so isn't mentioned here:<br />
**[4]6 only looks at the horizontal direction throughout, so [1]6, [4]3 etc all work. There is a 10F gap between the two directions<br />
**Similarly, [2]8 and [8]2 motions only look at the vertical motion.<br />
**[4]1236 motions only look at the horizontal motion for the charge, but the start of the slide must be seen as a separate input (So [1]41236 is valid, [1]236 is not)<br />
<br />
For all inputs, the first direction may be held for as long as you like before performing the rest of the motion. For example, you can do 2C 36A and get that character's 2C and 236A special.<br />
For all inputs that also need a button press, which is most of them, the button may be pressed on the same frame as the final direction input, or with a gap equal to the usual input gap for that motion. In most cases, excess or intermediate inputs that happen in the gap between the required inputs do not break the pattern. For example, it is perfectly acceptable to do a 623 input by doing 65123, as long as it's quick enough.<br />
<br />
Direction inputs use the current facing of the character at the time the final input is pressed. Therefore if both players swap sides and turn around while a player is performing a direction input, the entire input will be read mirrored if they then press a button. For example, if an Azrael player starts inputting 236C but Azrael turns around before C is pressed, that will be seen by the game as 214C, giving Sentinel Dump instead of the intended Tiger Magnum. Note that the character facing isn't always towards the opponent; turning around can't happen while a player is performing a move, for example, so the inputs need to take this account to get the move you actually want.<br />
<br />
==Input Priority==<br />
When you press a button or multiple buttons, there are often various interpretations the game can make as to what move it should activate, if any. In order to feel consistent, and also to make inputs feel more responsive with mutliple buttons, the game uses a system of command priorities to ensure consistent move interpretation.<br />
<br />
After pressing a button, the game tries to activate a move in this order:<br />
<br />
*Barrier<br />
*Overdrive/Exceed Accel<br />
*Counter Assault <!--Might be lower down the list, but largely irrelevant, pressing 6ABCD will give OD rather than a CA while blocking and that's the only other thing you can do there --><br />
*Rapid Cancel<br />
*Astral Heat<br />
*Distortion Drive<br />
*Special move<br />
*Normal Throw<br />
*Crush Trigger<br />
*Normal move<br />
*Super Jump<br />
*Jump<br />
*Dash<br />
*Crouch<br />
*Walk<br />
*Stand<br />
<br />
Within each category there is also a set of priorities:<br />
<br />
*If multiple buttons are pressed at the same time, the game uses the order the moves are scripted in to determine which one to activate, obeying the above order. Typically moves are ordered from strong to weak in this way:<br />
**For example, if you input A+C while playing Ragna, you will get 5C rather than 5A.<br />
**For special moves, this ordering is not always obvious, for example; Mu and Makoto both have {{clr|A|236A}} specials with higher priority than their {{clr|C|623C}}. Because of this, inputting {{clr|A|6236A}}+{{clr|B|B}}+{{clr|C|C}} will result in {{clr|A|236A}}. It's useful to know what priority moves are when learning a character.<br />
*For normals, there is a system of direction priority so that a move will always activate even if you don't hold the exact direction needed for it:<br />
** When grounded; If you press a button holding a downwards diagonal direction and there is no move specific to that diagonal, the game will try to interpret that as just downwards (So inputting 3B will be interpreted as 2B rather than 6B)<br />
** Similarly, if you're holding 6 or 4 and press a button and there isn't a valid move that needs that directional input (Such as Ragna trying to press 4A), the game will try to activate the direction neutral version instead (So Ragna would perform 5A)<br />
*In the air, things are quite different:<br />
**Pressing any j.9X or j.7X without a specific move for that diagonal will try to do the j.8X version if there is one, if not, then the j.X5 Direction, it will not try j.6X or j.4X in any instance<br />
**Pressing j.3X will give j.6X in preference to j.2X if there is both. Similarly j.1X will give preference to j.4X instead of j.2X if there is one. if there is no j.4X or j.6X move, then you will get j.2X<br />
**This priority list also applies when giving commands to Ignis or Nirvana.<br />
<br />
If for some reason, the game reads a valid input for a move but the player cannot activate it (For example, trying to activate a distortion drive without enough heat), then the game will try to activate the next move it can in the order of priorities and repeat this process as many times as necessary, ultimately it will ignore the input entirely if there is no valid command (such as trying to attack when in hitstun).<br />
<br />
==Kara Cancels==<br />
In order to make multi-button presses and other inputs a little easier, the game has some leniency when it comes to activating moves. Some moves can have their first 3 frames of startup cancelled into certain other actions, when performed from a neutral state (not cancelled into from another move). For most normal moves and throws, you can cancel into any action with a higher input priority; notably this includes Barrier Block, Overdrive and all specials/supers. (Certain normals such as Hakumen's Drives cannot be kara cancelled.) Crush Triggers can also be kara cancelled but only into Barrier, Exceed Accel and Overdrive. This can even be done if the first frames of a move are extended by a super freeze; if you are in the startup of an attack during the freeze of an opponent's reversal super or Overdrive activation, you may still be able to kara cancel into barrier or an invincible option of your own to avoid a punish!<br />
<br />
Note that the buttons used in the move being cancelled aren't important. For example, it's possible to press 5A~B+C and kara cancel 5A into a throw, despite the throw input not containing the A button.<br />
<br />
Certain moves may have the property that they can be cancelled into another specific move(s) on startup; mechanically, this is not the same thing as a normal kara cancel, though it is functionally similar. The window for these startup cancels will depend on the move.<br />
<br />
==Proximity Guard==<br />
See [[Proximity Guard]].<br />
<br />
==Navigation==<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Litchi_Faye_Ling&diff=444862BBCF/Litchi Faye Ling2024-02-06T11:06:07Z<p>Manta: /* Overview */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Litchi Faye Ling is a versatile character with tools for oppressive neutral, scary mixups, and looping okizeme utilising her staff, Mantenbou.<br />
<br />
Broadly speaking, Litchi has two "modes", one where her staff is floating behind her, and the other where it is placed on the ground, with each mode almost completely changing her Normals and Specials. While she has her staff, Litchi's normals tend to be slower overall but have huge range, while without her staff her moves tend to be quicker and either shorter ranged or lunges at the opponent, she also gains access to more special moves overall, with many of them specifically interacting with her placed staff in some way.<br />
<br />
The staff itself is controlled with the Drive button. It can be placed and launched with various Drive moves and also then recalled in various ways to switch between the two modes while also functioning as a projectile. Many of Litchi's combos and strategies require fluidly switching between each mode and thus a deep understanding of Litchi's very large set of moves is essential to playing as Litchi well.<br />
<br />
For notation purposes, moves that require the staff to be equipped have an "m" (Matenbou) suffix (E.g. {{clr|C|5Cm}}), and moves that require it to be unequipped have an "e" (Empty) suffix (e.g. {{clr|C|5Ce}}). Moves that have neither suffix can be performed in either situation.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#5A|5A]] (6F, whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Tsubame Gaeshi|623Dm]] (11F)<br/>[[#All Terminals|632146C]] (14F)<br/>[[#Thirteen Orphans (Kokushi)|632146De (Vertical)]] (12F)<br />
| fatalStarter = [[#6Cm|6Cm]]<br/>[[#6Dm|6Dm]]<br/>[[#Straight Through (Itsuu)|41236Cm]]<br/>[[#Unarmed Lunge (Kanchan)|421[C]e]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Mantenbou<br />
|content=Litchi's Drive is a mode changing mechanic that allows her to switch between fighting with Mantenbou, her staff, and placing it on the ground to fight empty-handed. Litchi has access to different attacks when she is switching between these two modes. In general, when she has Mantenbou, '''normally written as m in combo notation''', Litchi has increased range, but her attacks are slower and she has less mixup/pressure options. The opposite is true when she's empty-handed, '''normally written as e in combo notation'''. Litchi starts every match with Mantenbou equipped.<br />
<br />
If Mantenbou is not set, pressing the Drive button will set it onto the ground. Litchi has two ways of setting down Mantenbou: '''Vertically''' ({{clr|D|5D}}/{{clr|D|j.2D}} Set) and '''Horizontally''' ({{clr|D|2D}}/{{clr|D|j.D}} Set). Depending on the set, Mantenbou will fly at different angles. Certain attacks will automatically place it in a specific set. If Litchi is empty-handed, she can change between Mantenbou being set horizontally or vertically at any time by using [[#Kote Gaeshi|Kote Gaeshi]] ({{clr|D|623D}}/{{clr|D|421D}}). <br />
<br />
Once Mantenbou is set, pressing the Drive button will launch it in the direction of Litchi's opponent '''relative to when it was set'''. Litchi can recalculate the launch direction with the following specials:<br />
*{{clr|D|623D}}/{{clr|D|421D}} (These also change staff set/mode)<br />
*{{clr|B|63214B}}/{{clr|C|C}}<br />
*{{clr|A|63214A}}~{{clr|B|B}}<br />
*{{clr|A|63214A}}~{{clr|C|C}}<br />
*Getting hit while Mantenbou is in motion (includes delaying a launch)<br />
<small>''For a basic visual reference, every time Mantenbou wiggles, it has readjusted its direction.''</small><br />
<br />
<br />
Litchi can also hold the Drive button for a short time to delay the launch. This aids Litchi in pressure extensions, oki, and mid-combo adjustments. Litchi is fully actionable while delaying the launch, and when she's delaying the launch or Mantenbou is in motion, several different things can happen to it:<br />
*If Litchi is hit, Mantenbou will immediately stop its attack and plant itself in front of her. This will recalculate its direction. If you recover in time, Mantenbou can be relaunched forward as it falls.<br />
*If Litchi blocks, Mantenbou will immediately stop its attack and return to her. This puts Litchi in Mantenbou Mode. As it travels back to her, it stays in a floating state which allows for it to be relaunched forward.<br />
*If Mantenbou clashes with a projectile, it will lose its hitbox but travel the rest of its path as normal.<br />
<br />
<small>For a video explanation on Litchi's Drive, check the [[/Strategy|Strategy Section]].</small><br />
<br/><br />
|header2=Overdrive: The Great Wheel<br />
|content2=Mantenbou returns (if it was set) and follows her around the screen, constantly spinning in circles behind her. During Overdrive, Mantenbou acts independently from Litchi— except for when she's in blockstun or hitstun, being guard crushed or during teching.<br />
<br />
*While Overdrive is active, Litchi is always empty-handed.<br />
*When Overdrive ends, Litchi automatically equips Mantenbou.<br />
*Mantenbou is controlled by pressing any direction + Drive. It will briefly pause, grow in size and spin rapidly, then thrust in that direction.<br />
*After an attack, Mantenbou will briefly stay in place before returning to Litchi. Doing another attack before it returns will do it from its current position, allowing players to send Mantenbou out far distances or sandwich the opponent between it and Litchi.<br />
*All normals (Except {{clr|C|6C}})) gatling into all other normals, normal throw and jump. 2B and 2C may only be used twice in any string.<br />
}}<br />
</div><br />
<br />
===Normals and Specials===<br />
*Mantenbou moves are indicated with ‘'''m'''‘ whilst Empty-handed moves are indicated with ‘'''e'''‘.<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
All {{clr|A|A}} normals except {{clr|A|6A}} are the same regardless of whether Matenbou is equipped or not.<br />
<br />
{{clr|A|5A}} is Litchi's quickest normal, but it also whiffs on most crouching characters, limiting it to an emergency anti-air rather than a mashable button up close.<br />
<br />
Confirms into {{clr|B|5B}}m → {{clr|B|214B}}m for a full combo on air hit, or directly into {{clr|B|214B}}m on air counter hit. Unfortunately, if the opponent is too high for {{clr|B|5B}}, and you don't have a counter hit, your only option to combo off this is {{clr|A|j.A}}.<br />
<br />
*Chains into itself 3 times.<br />
*Whiffs on all crouchers except for Relius, Hakumen, Tager.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] ({{tt|Note|If the buttons are not specified between staffed or empty handed, then you can gatling into both.}}): {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|B|4B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, Launch, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5Bm,5Be |versioned=input<br />
|description=<br />
<br />
<br />
A great neutral button that's also used in pressure and combos to hit opponents OTG.<br />
<br />
*Doesn't hit Platinum, Izayoi, Amane, Naoto and Izanami OTG.<br />
*Both versions can jump cancel<br />
<br />
----<br />
'''{{clr|B|5B}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 22<br />
}}<br />
This is Litchi's best ground poke. It has absurd range for how disjointed it is, and has strong cancel options on either block or hit, such as IAD {{clr|D|j.2D}}, her grounded overheads / lows, or {{clr|D|6D}}. It's also a nice punish, as it can combo directly into {{clr|C|6C}}m on CH.<br />
<br />
You can also confirm with OD combos which lead to good damage. E.x: {{clr|B|5B}}m → {{clr|D|6D}} → ODC or {{clr|B|5B}}m → {{clr|C|5C}}m → {{clr|C|3C}}m → ODC ...<br />
<br />
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|6A}}m, {{clr|B|2B}}m, {{clr|B|6B}}m, {{clr|B|4B}}m, {{clr|C|5C}}m, {{clr|C|2C}}m, {{clr|C|6C}}m, {{clr|C|3C}}m, {{clr|D|5D}}m, {{clr|D|2D}}m, {{clr|D|6D}}m, {{clr|D|4D}}m<br />
----<br />
<br />
'''{{clr|B|5B}}e''' <br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
Empty-handed Litchi's best normal. It's good for pressure, catching rolls in the corner, and is one of her best pokes due to the speed, range and low recovery.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|2A}}e, {{clr|A|6A}}e, {{clr|B|2B}}e, {{clr|B|6B}}e, {{clr|B|4B}}e, {{clr|C|5C}}e, {{clr|C|2C}}e, {{clr|C|6C}}e, {{clr|C|3C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5Cm,5Ce |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|C|5C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|inactive2= 3<br />
|active3 = 3<br />
|recovery = 23<br />
}}<br />
Blockstring and grounded combo fodder. It has decent cancels in pressure, like {{clr|D|4D}}, {{clr|C|3C}} and {{clr|D|6D}}. You can also place Mantenbou instead of letting the second hit land as a way to throw off the opponent's rhythm.<br />
<br />
Without counter hit, skipping the second hit is required to combo into {{clr|C|3C}} {{clr|B|214B}} off standing hit {{clr|B|5B}} for Litchi's midscreen bnbs. It's also great for pushing the opponent way from Litchi to make {{clr|B|214B}} meaty as a way to reset pressure and place Mantenbou near the opponent.<br />
<br />
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|3C}}m, {{clr|D|5D}}m, {{clr|D|2D}}m, {{clr|D|6D}}m, {{clr|D|4D}}m<br />
----<br />
<br />
'''{{clr|C|5C}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 30<br />
}}<br />
Combo and blockstring fodder. It moves you foward which is nice for staying in your opponents face, but the recovery and startup are too slow to use it anywhere else.<br />
<br />
*Jump cancellable.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|2C}}e, {{clr|C|3C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Good for [[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]] safe stagger pressure, jab throw TRM attempts, mashing out of pressure, and roll catching.<br />
<br />
*Chains into itself 3 times.<br />
*Does not hit opponents off the ground. This means that it will only punish the opponent's tech options if they actually commit to one.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] ({{tt|Note|If the buttons are not specified between staffed or empty handed, then you can gatling into both.}}): {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|B|4B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}m, {{clr|C|3C}}, Launch, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2Bm,2Be |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|B|2B}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 4<br />
|recovery = 26<br />
}}<br />
At 17f, {{clr|B|2B}}m is rather slow, but it's Litchi's fastest low with Mantenbou equipped. It can be difficult to combo on standing opponents, being limited to {{clr|B|6B}}m, {{clr|B|4B}}m and {{clr|D|6D}}m, and can leave mashable gaps if done in pressure. However, in exchange for these shortcomings, {{clr|B|2B}}m has more hitstun than regular a {{clr|B|2B}} and its range is excellent, especially when used after other Mantenbou normals— Litchi can also threaten high/low mixups with {{clr|B|2B}}m → {{clr|A|6A}}m and {{clr|B|2B}}m → {{clr|C|3C}}.<br />
<br />
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|6A}}m, {{clr|B|6B}}m, {{clr|B|4B}}m, {{clr|C|6C}}m, {{clr|C|3C}}m, {{clr|D|5D}}m, {{clr|D|2D}}m, {{clr|D|6D}}m, {{clr|D|4D}}m<br />
----<br />
'''{{clr|B|2B}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 22<br />
}}<br />
Finally, a somewhat fast low! {{clr|C|2C}}e is your only cancel that will combo off this on standing at range, since {{clr|B|5B}}e will whiff. Also useful in combos as an OTG after {{clr|C|6C}}e on characters that {{clr|B|5B}} will not hit grounded. It's still GCOD unsafe like all of Litchi's lows, but when done in setplay you can use the returning staff to confirm off it rather than having to commit to more unsafe normals.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|5B}}e, {{clr|B|6B}}e, {{clr|B|4B}}e, {{clr|C|2C}}e, {{clr|C|3C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2Cm,2Ce |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|C|2C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 28<br />
}}<br />
Mostly a combo tool. It has similar cancel options to {{clr|C|5C}}m, so it's at least decent on block, but moves you closer instead of pushing the opponent away. It's usually used to combo into {{clr|D|6D}}(1) → Delay → {{clr|B|214B}} → ..., or just directly into {{clr|B|214B}} on standing opponents. {{clr|C|2C}}m can also combo directly into {{clr|D|4D}} which leads to decent damage in the corner. <br />
<br />
As with other Mantenbou normals, it extends the attack foward, though since Litchi advances naturally, it can somtimes make move {{clr|C|5C}}m whiff if too close..<br />
<br />
*Launches on hit.<br />
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|5C}}m, {{clr|C|6C}}m, {{clr|C|3C}}m, {{clr|D|5D}}m, {{clr|D|2D}}m, {{clr|D|6D}}m, {{clr|D|4D}}m<br />
----<br />
<br />
'''{{clr|C|2C}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
One of the normals litchi can use to combo into {{clr|C|6C}}e for a standing confirm. Also jump cancellable, which is alright for pressure in the corner since Litchi IAD {{clr|C|j.C}}e will hit crouching opponents when done as soon as possible, and can reverse beat into {{clr|B|j.B}}e to not be horrifically unsafe.<br />
<br />
*Jump cancellable.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|5C}}e, {{clr|C|6C}}e, {{clr|C|3C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6Am,6Ae |versioned=input<br />
|description=<br />
<br />
<br />
*Both versions ground bounce on air hit. <br />
----<br />
'''{{clr|A|6A}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
A strong overhead despite the below average speed. The fact its range can be increased means you can do at distances or in situations the opponent doesn't expect, such as {{clr|C|41236C}} RC {{clr|A|6A}}m, or to confirm with {{clr|B|4B}}m → {{clr|B|6[B]}}m<br />
<br />
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|4B}}m<br />
----<br />
'''{{clr|A|6A}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 3<br />
|recovery = 18<br />
}}<br />
An amazing overhead. It's fast and only -2 on block. It can special or drive cancel for a full combo, or be used during setplay to let the returning Mantenbou make you plus.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Launch<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6Bm,6[B]m,6Be,6[B]e |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|B|6B}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 18<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 28<br />
}}<br />
A very long poke that's good in neutral, although it can be low-profiled. It's relatively safe on block and functions as a high reward frame trap with {{clr|C|6C}}m.<br />
<br />
If the button is held, a feint version {{clr|B|6B}} will be done which can be used for reducing the recovery of other buttons like {{clr|B|4B}}m for pressure resets or throws.<br />
<br />
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
**Slightly reduces range if done after a dash.<br />
*Can only jump/special cancel on hit<br />
*Wall bounces in the corner on air-hit<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|6C}}m<br />
----<br />
'''{{clr|B|6B}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 4<br />
|recovery = 23<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 26<br />
}}<br />
Exclusively a pressure tool. The attack itself can cancel into {{clr|C|5C}}/{{clr|C|2C}}, or jump cancel on block, but doesn't really combo out of anything. The feint is good for getting into range for throw or to just reset pressure in a ambiguous way.<br />
<br />
*Can jump cancel.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|4B}}e, {{clr|C|5C}}e, {{clr|C|2C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6Cm,6Ce |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|C|6C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 23<br />
|active = 12<br />
|recovery = 27<br />
}}<br />
A frame trap, combo tool, and Litchi's best starter. It's also fine on block because you can cancel into {{clr|D|5D}}m or {{clr|D|2D}}m on any of the four hits.<br />
<br />
*Launches opponent away on air hit<br />
*Crumples on hit<br />
**Untechable CH air-hit.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|D|5D}}m, {{clr|D|2D}}m<br />
----<br />
'''{{clr|C|6C}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|inactive2= 25<br />
|active3 = 3<br />
|recovery = 7<br />
|specialRecovery= 6<br />
}}<br />
''Amazing'' combo filler. This is used in basically every combo since it has bonus 110% proration the first time it's used. It's also a standing confirm off most staffless ground normals.<br />
<br />
It's used to allow you to recall the staff via {{clr|C|6C}}e1 {{clr|D|5[D]}} in this {{tt|route|Against airborne-> {{clr|C|6C}}e(1) > {{clr|D|5[D]}} > {{clr|C|6C}}e > {{clr|B|j.236B}}e > {{clr|D|]D[}} > {{clr|C|j.236C}}e > staff 2 > {{clr|C|6C}}e(1) > {{clr|D|623D}}m - May require delays in rekkas or release timing depending on staff position. The core idea is that your staff hits should 1. fill in the gap between {{clr|B|j.236B}}~{{clr|C|j.236C}} and 2. Cover your landing recovery from {{clr|C|j.236C}} > {{clr|C|6C}}e(1).}}, which is the primary route you will be using with Litchi.<br />
<br />
*Second hit will hard knockdown on ground hit<br />
**Will soft knockdown on air hit.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Launch<br />
}}<br />
<br />
===<big>{{clr|B|4B}}</big>===<br />
{{BBCF Move Card<br />
|input=4Bm,4Be |versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 3<br />
|recovery = 29<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 21<br />
}}<br />
'''{{clr|B|4B}}'''<br />
<br />
Litchi's dedicated head-invulnerable anti air. Unfortunately, it suffers from poor horizontal range, so other options, such as {{clr|A|5A}} may be preferable depending on range or situation. {{clr|B|4B}} is at its best against crossups, and can be used to snipe extended hurtboxes to make up for its lack of range. Additionally, while it doesn't low-profile, Litchi's hurtbox is noticeably reduced beginning on frame 3.<br />
<br />
*{{clr|B|4B}}m exclusive:<br />
**Uses staff position, which extends the range if used after an attack that moves the staff, and shortens it if done with dash momentum. Used to combo after spaced {{clr|B|2B}} or {{clr|A|6A}}.<br />
**Launches on ground hit.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|6B}}m<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3Cm,3Ce |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|C|3C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 12<br />
|recovery = 15<br />
}}<br />
A huge normal with lengthy active frames. It's one of Litchi's better staffed lows because it can lead to establishing staffless pressure by doing {{clr|C|3C}}m → {{clr|D|2D}}m → {{clr|D|2[D]}}e on hit. It can also cancel into {{clr|C|41236C}} for a double low that will lead to full combos in the corner via {{clr|C|3C}}m → {{clr|C|41236C}} → {{clr|A|5A}} → {{clr|B|5B}}m → {{clr|B|214B}}m → ... <br />
<br />
*Hard knockdown on counter hit. Can be followed up by doing {{clr|B|2B}}m → {{clr|B|4B}} → ... or even {{clr|D|2D}}m → {{clr|D|5D}}e → 66 → {{clr|B|j.B}} →{{clr|C|C}} → Delay → {{clr|B|j.B}}m → ...<br />
*{{Tt|Extends Mantenbou forward|Moves that use the staff's location (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) have extended horizontal range. In the case of this move it doesn't mean much since you need to RC to extend the range of relevant moves.}}.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|D|5D}}m, {{clr|D|2D}}m<br />
----<br />
'''{{clr|C|3C}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 21<br />
}}<br />
A low sweep that's used for pressure and combos. It can haveniche use in okizeme as a way to call out to people who don't emergency tech after {{clr|D|623D}}m. At midscreen, you can do 66{{clr|C|3C}}e which will blue beat opponents who don't tech, and if they do, Litchi is neutral on whiff. It can also be done in the corner and be slightly plus without the microdash. If they get hit the backwards movement in the recovery will push you too far out for them to roll through, but it's generally better to do 44 {{clr|D|5[D]}}e {{clr|B|5B}}e whiff in the corner instead.<br />
<br />
*Shifts Litchi backwards during recovery.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
{{clr|A|j.A}} is an extremely good, low commitment, anti air when done rising. While it doesn't lead to any damage or setups, it's still a powerful option to contest opponents above you. It also sees use as a cancel option after {{clr|B|j.B}}m to make Litchi more plus.<br />
*Chains into itself indefinitely on block and on hit.<br />
*Jump cancellable.<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.Bm,j.Be |versioned=input<br />
|description=<br />
'''{{clr|B|j.B}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 18<br />
}}<br />
An extremely good air to air, and decent air to ground with an above average crossup hitbox. Leads to full combos if you counter hit them close enough to the ground. Also combos into {{clr|D|j.D}}m for a low damage knockdown that launches them away from you. Recovers quick enough that you can do it rising as another anti air.<br />
----<br />
'''{{clr|B|j.B}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 4<br />
|recovery = 12<br />
}}<br />
A strong air-to-air attack and average jump in with a good crossup hitbox. Used as a cancel after {{clr|C|j.C}}e to make Litchi more plus. It recovers quick enough that you can do it rising as another anti air.<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.Cm,j.Ce |versioned=input<br />
|description=<br />
<br />
'''{{clr|C|j.C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 4<br />
|recovery = 14<br />
|specialRecovery= 4<br />
}}<br />
A dedicated air to air with high reward on counter hit near the corner, though the air-to-ground hitbox can be poor, and combined with the slow startup and landing recovery means it carries some risk.<br />
<br />
*Blows back the opponent on CH<br />
**Wall bounces in the corner<br />
----<br />
'''{{clr|C|j.C}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 3<br />
|recovery = 22<br />
}}<br />
Litchi's best air-to-ground normal. This will hit opponents crouching if done as soon as possible after an IAD, and can cancel into {{clr|B|j.B}}e to allow Litchi to continue pressure. It has limited use in air combos due to knocking the opponent down, but Litchi can extend with {{tt|staff launch|Roll catch in the corner while holding vertical staff: {{clr|B|5B}}e → {{clr|C|5C}}e → sj9 → {{clr|B|j.B}} → {{clr|C|j.C}}e → {{clr|D|]D[} →}} {{clr|C|j.236C}}e → {{clr|B|4B}}m → {{clr|B|214B}}m → ...}} {{clr|B|j.236B}}, or by {{tt|cancelling into {{clr|B|j.B}}|Horizontal staff set: {{clr|D|5D}}e → 669 → {{clr|B|j.B}} →{{clr|C|j.C}}e → Delay → {{clr|B|j.B}}m → {{clr|B|214B}}m → ...}} if the opponent is high enough early in the combo.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>{{clr|D|5/2D}}m</big>===<br />
{{BBCF Move Card<br />
|input=5Dm,2Dm |versioned=input<br />
|description=<br />
'''{{clr|D|5D}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 27<br />
}}<br />
Sets Mantenbou '''vertically'''. It's useful in pressure if your opponent is jumping out of horizontal set, but placing it is a little slower.<br />
----<br />
<br />
'''{{clr|D|2D}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 23<br />
}}<br />
Sets Mantenbou '''horizontally'''. It has faster recovery than {{clr|D|5D}}m and can be used for pressure resets. <br />
}}<br />
<br />
===<big>{{clr|D|6D}}m</big>===<br />
{{BBCF Move Card<br />
|input=6Dm<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 9<br />
|inactive2= 4<br />
|active3 = 5<br />
|recovery = 17<br />
}}<br />
This sets Mantenbou '''horizontally'''. It's a multi-hit, advancing normal which leaves Litchi +3 on block, making it a great tool for pressure and combos. For example, Litchi can potentially reset pressure twice: once with the plus frames, and then again by doing a partially charged {{clr|D|5D}}e. In midscreen combos, it pushes her in range for {{clr|B|214B}}m or {{clr|D|623D}}m, while in corner combos it's her go-to move for horizontal sets.<br />
<br />
Litchi can't special cancel the second hit, so the opponent can IB to force a 0-on-block situation, where Litchi will usually trade or lose due to her 7-frame 2A. To discourage this, the first hit can be cancelled into {{clr|C|41236C}}m, which allows Litchi to call out her opponent. Stance cancel to take advantage of attempted instant blocks with throw, delay to frame trap mashers with a Fatal, or simply let the hit go for an airtight low. Another option is {{clr|D|6D}}(1) > CT, which will guard crush IB attempts, though this is best used sparingly.<br />
<br />
*Wall-splats in the corner<br />
}}<br />
<br />
===<big>{{clr|D|4D}}m</big>===<br />
{{BBCF Move Card<br />
|input=4Dm<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 9<br />
|recovery = 8<br />
|specialRecovery= 8<br />
}}<br />
This sets Mantenbou '''vertically''', and is a great overhead: it's fast and even to plus when spaced which makes it difficult to punish. On hit, it groundslides for easy pickups combos that have great corner carry . E.x: {{clr|D|4D}}m → Dash → {{clr|C|3C}}e → {{clr|C|421C}} → ...<br />
<br />
It's good for routes if used after a CH or {{clr|C|2C}}m in the corner, and its airborne state enables tricky mixups with RC such as {{clr|D|4D}}m → {{clr|A|j.A}} that retain good pressure on block, and don't mess up combos on hit.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}m</big>===<br />
{{BBCF Move Card<br />
|input=j.Dm<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|isProjectile = true<br />
|recovery = 32<br />
|specialRecovery = 4<br />
}}<br />
The infamous Litchi {{clr|D|j.D}}m; stops Litchi in the air and then launches her upwards and backwards slightly while launching the staff as a projectile at a steep downward angle, setting Mantenbou '''horizontally''' as it lands.<br />
<br />
This move is one of Litchi's primary ways to annoy the opponent, as it is extremely difficult for some characters to punish. It beats anti airs since it is a projectile that moves Litchi back, and allows Litchi to attempt to frame trap the opponent with {{clr|D|j.D}}e after the initial projectile. {{clr|D|j.D}}e can even beat attempts at doing attempts at grounded anti airs against Litchi later if you hold off on the initial frame trap. The best way for the opponent to deal with this is to respect the initial frame trap, then attempt to do rising anti air options like airthrow. Litchi is still not defenseless against this if you do not attempt to frame trap the opponent, because she can flip to the staff with {{clr|A|j.63214A}}/{{clr|B|B}}/{{clr|C|C}}e or set it to Vertical set via {{clr|D|j.623D}}e then launch to anti air the opponent.<br />
<br />
Thankfully for the opponent, Litchi gets almost no reward outside of frustration, because the damage is low and it leads to no combos. Despite this, it is still a critical part of Litchi's neutral as a low commitment zoning tool.<br />
<br />
*Cancels all air momentum<br />
}}<br />
<br />
===<big>{{clr|D|j.2D}}m</big>===<br />
{{BBCF Move Card<br />
|input=j.2Dm<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|isProjectile = true<br />
|inactive2= 8<br />
|active3 = 2<br />
|recovery = 8<br />
}}<br />
Stops Litchi's air momentum and then drops her straight downwards, setting the staff '''vertically''' as she lands and kicking backwards with a low attack. A good crossup that leaves Litchi plus if blocked, with Mantenbou right next to the opponent to allow for Litchi's powerful staff plus {{clr|C|421[C]}} mixup. On hit, Litchi can either combo normally or side swap to retain corner if you vacuumed them out of it to cross them up.<br />
<br />
There is a gap if the opponent instant blocks the first hit, which can let the opponent reversal out. If the second hit whiffs, Litchi is very negative, so be careful when you use this.<br />
<br />
*Cancels air momentum once it becomes active.<br />
*Second attack hits exclusively behind her and vacuums the opponent towards her on hit and block.<br />
}}<br />
<br />
===<big>{{clr|D|5/2/6[6]/j.D}}e</big>===<br />
{{BBCF Move Card<br />
|input=5De,2De,6[6]De,j.De |versioned=input<br />
|description=<br />
Launches the staff; See [[#Staff Launch|Staff Launch]] for more info on what the staff itself actually does. {{clr|D|5D}}e is usually the launch of choice after {{clr|C|6C}}(1) because it's an easier input. Holding {{clr|D|D}} will delay the launch until {{clr|D|D}} is released.<br />
----<br />
'''{{clr|D|5D}}'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
}}<br />
*If not held, Staff is active on frame 9.<br />
*+5/+1 for Vertical/Horizontal set if the staff hits first possible frame.<br />
----<br />
'''{{clr|D|2D}}'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
}}<br />
*If not held, Staff is active on frame 10.<br />
*+6/+2 for Vertical/Horizontal set if the staff hits first possible frame.<br />
----<br />
'''{{clr|D|6[6]D}}'''<br />
<br />
A Staff Launch that Litchi can only use after running for over 12 frames. This does not use blazblue's 5f buffer window, so doing this immediately is a 1f link.<br />
*If {{clr|D|D}} is pressed on frame 13 and not held, frame 14 is the earliest possible active frame.<br />
*+16/+12 for Vertical/Horizontal set.<br />
----<br />
'''{{clr|D|j.D}}'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 26<br />
|specialRecovery= 7<br />
}}<br />
A somewhat safe anti anti-air with Horizontal set or frame trap if used after {{clr|D|j.D}}m. Has significant landing recovery, so be careful using this.<br />
*If not held, Staff is active on frame 12.<br />
*Cancels all air momentum.<br />
}}<br />
<br />
===<big>Staff Launch</big>===<br />
{{BBCF Move Card<br />
|input=Staff Launch Vertical,Staff Launch Horizontal |versioned=name<br />
|description=<br />
'''Vertical Set'''<br />
<br />
Amazing for pressure due to having two hits. However, its arc quickly becomes too high to hit a crouching opponent if they're not near the initial launch. Also great for covering air space. It's more threatening when returning, as it's much easier for Litchi to get a full combo on opponent that gets hit by returning staff.<br />
<br />
Unlike Horizontal set, it doesn't launch standing opponents, so it's preferable to use for crossup {{clr|C|421[C]}}.<br />
<br />
In the corner, it's even better for pressure because it's significantly more difficult to avoid, and the second hit will vacuum the opponent out of the corner to enable crossups via jumping over the opponent.<br />
<br />
'''Moves that set the staff in Vertical/{{clr|D|5D}} Mode'''<br />
*{{clr|D|5D}}m<br />
*{{clr|D|4D}}m<br />
*{{clr|D|j.2D}}m<br />
*{{clr|B|214B}}/{{clr|C|C}}m<br />
*{{clr|D|623D}}e<br />
----<br />
'''Horizontal Set'''<br />
<br />
Generally not as good as Vertical Set due to only having a single hit, but not without its strengths. This is the preferred set for midscreen pressure due to its low angle preventing whiffs on crouchers. However, Litchi's strong corner carry and powerful corner offense means you should be playing midscreen as little as possible. Regardless of screen position, if you've conditioned your opponent to respect a delayed launch, it can still generate a large amount of frame advantage for Litchi. <br />
<br />
On hit, it launches even grounded opponents, which is great for some combos, but makes it unusable in crossup {{clr|C|421[C]}} okizeme.<br />
<br />
Extremely powerful tool to annoy the opponent with in neutral. When used fullscreen, it only takes 20~ frames to hit an opponent in the other corner, as well as covering the entire ground area while it's active, which can incentivize punishable air approaches.<br />
<br />
Has some utility in oki, as it will not hit the opponent on the ground until after the combo timer resets, while still catching rolls and meatying neutral tech, but isn't great because it's extremely difficult to combo from these setups. If you have a 2D set on okizeme, it's likely best to go for a {{clr|D|41236D}} setup.<br />
<br />
'''Moves that set the staff in Horizontal/{{clr|D|2D}} Mode'''<br />
*{{clr|D|2D}}m<br />
*{{clr|D|6D}}m<br />
*{{clr|D|j.D}}m <br />
*{{clr|D|421D}}e<br />
*{{clr|C|632146C}}m~{{clr|D|D}}<br />
----<br />
*If the staff is at the corner, it will not travel off screen.<br />
*The staff must be blocked relative to Litchi. Even if it comes from behind, hold away from her to block it.<br />
*If Litchi is hit while this is active, it deactivates and is launched upwards and backwards, returning to the same set orientation.<br />
*If Litchi blocks, the staff will stop dead and then return to Litchi.<br />
*The launch direction of the staff is calculated when it is set, so even if Litchi or her Opponent swap sides with the staff, it will still go in the same direction when launched had they not done so. Certain special moves listed below will recalculate this launch direction without needing to recall the staff.<br />
}}<br />
<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 23<br />
}}<br />
Universal mixup tool that leads to average damage. Can be impactful in situations where you don't have the opportunity to set up staff.<br />
<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw.]]<br />
*Special cancelable<br />
*Counter hit recovery<br />
*Kara throw: {{clr|B|6B}}~{{clr|C|C}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
===<big>Backwards Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 23<br />
}}<br />
Foward throw, but backwards. Launches the opponent higher in the air than forward throw, but can be followed up the same way.<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw.]]<br />
*Special cancelable<br />
*Counter hit recovery<br />
*Kara throw: {{clr|B|6B}}~{{clr|C|C}}<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 23<br />
|specialRecovery= 3<br />
}}<br />
Airthrows are extremely powerful offensive anti airs. Use this.<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw.]]<br />
*Counter hit recovery<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|When blocking {{clr|A|6A}}+{{clr|B|B}}}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 2<br />
|recovery = 36<br />
}}<br />
A [[BBCF/Mechanics#Counter_Assault| Counter Assault]] with solid range. Since {{clr|D|623D}}m cannot be rapid cancelled, this is where most of your defensive meter usage will go. Plus enough on counter hit for you to move the staff with {{clr|D|421D}}e and still meaty them.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small><br />
|startup = 20<br />
|active = 1<br />
|recovery = 25<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Max Charge</small><br />
|startup = 61<br />
|active = 1<br />
|recovery = 25<br />
|frcStart = 30<br />
|frcEnd = 60<br />
}}<br />
A somewhat above average crush trigger. Like her throw, Litchi doesn't really need this with staff placed because of her strong character specific mixup options. However, you can use held staff to confirm off uncharged crush trigger without corner, which makes it better than most.<br />
}}<br />
<br />
===<big>Backdash</big>===<br />
{{InputBadge|44}}<br />
{{BBCF Move Card<br />
|input=44<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 22<br />
}}<br />
Litchi's backdash can be used to escape pressure or avoid meaties with normals that do not have the range to catch the recovery midscreen. Since it is airborne, getting hit can be awkward for your opponent to combo, but if they manage to confirm it will likely lead to higher damage.<br />
*Can cancel into 447 on frame 18.<br />
*Airborne 1-15f<br />
}}<br />
<br />
===<big>Additional Back Step</big>===<br />
{{InputBadge|447}}<br />
{{BBCF Move Card<br />
|input=447<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 43<br />
}}<br />
A second backdash if they failed to punish your first one. The invulnerability is small, but Litchi can cancel into a very low forward air dash from it. This is useful for surprising opponents that after your backdash with {{clr|C|j.C}} or {{clr|B|j.B}}. You should always cancel this with something, as it has much higher recovery if you don't cancel into normals before landing.<br />
*Available on frame 18 of Backdash.<br />
*Can cancel into forward airdash, air normals/throw, Riichi and Kote Gaeshi during frames 20-34.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Straight Through (Itsuu) </big>===<br />
{{InputBadge|{{clr|A|41236A}}/{{clr|B|B}}/{{clr|C|C}}m (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=41236Am,41236Bm,41236Cm,41236Xm~D |versioned=input<br />
|description=<br />
Provides guard point, until frame 12 or the frame you stop holding, at which point the attack transitions into one of the following versions below. You can hold {{clr|A|A}}/{{clr|B|B}}/{{clr|C|C}} to delay the attack, or press {{clr|D|D}} while holding the button to cancel the attack with 14 frames of recovery. The fastest possible Itsuu~{{clr|D|D}} is 26 frames. Litchi has no way to be plus or even neutral from an Itsuu cancel, with the best possible advantage being -6 from {{clr|D|6D}}(1). The move also cancels on its own if held for the maximum amount of time, with only 6 frames of non-guardpoint recovery.<br />
*All versions of the stance are at least -26 on {{Tt|[[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]].|The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that '''both players input during the hitstop of a prior move''', so that this attack and ODR start on the same frame.}} However, you can hold the stance to try and meaty them, or cancel with {{clr|D|D}} to be +0 instead.<br />
*{{Tt|All versions extend the staff forward|Moves that use the staff's location (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) have extended horizontal range. In the case of this move it doesn't mean much since you need to RC to extend the range of relevant moves.}}.<br />
*If fully held, has 6F recovery instead of attacking. The staff also counts as placed for the first frame after recovering from this, so you can link {{clr|D|5D}}e despite having Mantenbou equipped. It uses the last staff placement, or Horizontal set if the staff has not been placed yet.<br />
*All versions are always -2 on normal block, regardless of what active frame they hit on.<br />
----<br />
;'''{{clr|A|41236A}}m'''<br />
<br />
One of Litchi's anti airs. Good for controlling space above Litchi aggressively due to being completely disjointed and having high reward on counter hit, but is fairly slow. Very nice as a read for people jumping out of your corner pressure, as it wallbounces in the corner for a full combo without counter hit.<br />
*Counter hit wall bounces midscreen.<br />
<br />
----<br />
;'''{{clr|B|41236B}}m'''<br />
<br />
A slow, but very long poke to control space on the ground. It needs to be RC'd to combo from, but is harder to avoid than {{clr|C|41236C}}.<br />
----<br />
;'''{{clr|C|41236C}}m''' <br />
<br />
An extremely long range low that's unpunishable on normal block, and even on IB most of the time. Itsuu C is a strong frame trap with high reward on Fatal Counter, leading to {{keyword|OTG}} combos. In the corner, it can lead to full combos on normal hit via linking {{clr|A|5A}}.<br />
<br />
*Fatal Counter.<br />
*Causes hard knockdown on counter hit. Example pickups: dash {{clr|C|5C}}m/({{clr|B|2B}}m > {{clr|B|4B}}m) > {{clr|B|214B}}...<br />
*Can rapid cancel to take advantage of the extended staff range and combo with {{clr|A|6A}}m.<br />
}}<br />
<br />
===<big>Ren Chan</big>===<br />
{{InputBadge|{{clr|B|214B}}/{{clr|C|C}}m}}<br />
{{BBCF Move Card<br />
|input=214Bm,214Cm |versioned=input<br />
|description=<br />
<br />
Litchi flicks Mantenbou forward in an arc, placing it '''vertically'''. If Litchi is hit, the staff's attack is deactivated and is launched upwards and backwards, but still lands in a vertical set.<br />
<br />
----<br />
'''{{clr|B|214B}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|isProjectile= true<br />
|recovery = 32<br />
}}<br />
Probably Litchi's best anti air, despite the lack of head attribute invulnerability. It covers an enormous amount of space for the speed and will lead to full combos on relatively high hits, or at any height if it counter hits. A great way to reset pressure as well if spaced, as it can be plus when meaty. This lets Litchi frame trap the opponent with {{clr|D|5D}}e, partially charge {{clr|D|5D}}e to generate more frame advantage and run or IAD in, or you can run in and do mid-run animationless staff launch.<br />
<br />
Also a combo staple, almost every basic combo will involve using this at some point on an airborne opponent.<br />
<br />
*Sets Mantenbou a little over 1/2 screen from Litchi.<br />
<br />
----<br />
'''{{clr|C|214C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|isProjectile= true<br />
|recovery = 26<br />
}}<br />
Awful. It's too slow compared to the {{clr|B|B}} version and doesn't cover as useful an area while also having limited combo utility.<br />
<br />
*Sets Mantenbou at about a full screen distance away<br />
<br />
}}<br />
<br />
===<big>Tsubame Gaeshi</big>===<br />
{{InputBadge|{{clr|D|623D}}m}}<br />
{{BBCF Move Card<br />
|input=623Dm<br />
|description=<br />
Tsubame Gaeshi is Litchi's DP with good speed and an amazing hitbox that goes all around and high above her. It carries the opponent to the top of the screen and scores a knockdown shortly after. However, it can only be used with Mantenbou equipped '''and cannot be RC'd.'''<br />
<br />
For combos, it's Litchi's go-to ender for knockdowns. At midscreen, she struggles to prevent the opponent from rolling away, but in the corner, she can safely meaty the opponent and check rolls by doing {{clr|D|623D}}m 44 {{clr|D|5[D]}}e with neutral techs being covered by releasing the staff early. If the opponent doesn't, you can continue holding the staff and press {{tt|{{clr|B|5B}}e buffer {{clr|C|5C}}e|Combo on roll, make sure to continue holding {{clr|D|[D]}}: {{clr|B|5B}}e {{clr|C|5C}}e sjc9 {{clr|B|j.B}}{{clr|C|C}}e {{clr|C|j.236C}}e {{clr|B|4B}}m {{clr|B|214B}}m {{clr|B|236B}}e {{clr|A|63214A}}e~{{clr|B|B}} {{clr|C|6C}}e1 {{clr|D|5[D]}} {{clr|C|6C}}e2 dl {{clr|B|236B}}e {{clr|C|236C}}e {{clr|B|4B}}e {{clr|D|623D}}m}} to check rolls. Once the opponent respects this, you can start doing {{clr|C|421[C]}}e plus {{clr|D|5]D[}} for an unreactable crossup.<br />
<br />
If you need to kill, it also allows Litchi to combo into supers trivially anywhere on the screen. Midscreen, you can combo {{clr|D|623D}}m {{clr|C|6428C}}. In the corner, you can do {{clr|D|623D}}m {{clr|C|6C1}}e {{clr|D|632146D}}e -> IABD {{clr|C|j.C}}w OD {{clr|C|6428C}} dl EA for 2215 minimum damage.<br />
<br />
Being able to converrt after it in the corner also makes it niche combo filler, but this isn't used much.<br />
<br />
*The staff is considered a new projectile after reappearing and will be active '''even if Litchi is already in hitstun''', but will disappear if she's hit after this.<br />
*If the opponent goes a punish too late, the second hit can punish the opponent instead - This only occurs if Litchi would be able to recover and block anyway, however, as the projectile is inactive if Litchi is in hitstun or blockstun.<br />
*Sets Mantenbou '''vertically'''.<br />
*If jumped over, will left/right unblockable the opponent.<br />
}}<br />
<br />
===<big>Three Dragons</big>===<br />
{{InputBadge|{{clr|A|236A}}/{{clr|B|B}}/{{clr|C|C}}e}}<br />
{{BBCF Move Card |versioned=name<br />
|input=236Ae,236Be,j.236Be,236Ce,j.236Ce<br />
|description=<br />
Litchi's Rekka series, each move can be cancelled into any of the other moves, but no move may be repeated in the same chain.<br />
*On hit, all three can cancel into all versions of [[#Reach_(Riichi)|Reach]], or Four Winds<br />
*Third special used in the chain gains increased hitstop<br />
----<br />
'''Three Dragons: White (Haku)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
Litchi's special low. Usually used as combo filler after {{clr|B|214B}}m, but also has use as a character specific combo extender when used as the last hit of the sequence, as Litchi can do 66 {{clr|B|5B}}e to extend after it. Also good for frame trapping after {{clr|C|236C}}e, since it's safe on block. The only move of this set that must be performed grounded, so be sure to allow the move you used beforehand to land before trying this.<br />
*-7 on {{Tt|[[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]].|The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that '''both players input during the hitstop of a prior move''', so that this attack and ODR start on the same frame.}}<br />
----<br />
'''Three Dragons: Green (Hatsu)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 4<br />
|recovery = 23<br />
|specialRecovery = 15<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|specialRecovery = 15<br />
}}<br />
Litchi's primary combo extender. Has enough hitstun to perform Riichi A, land on the staff and continue with the B followup, which is the basis of almost all Litchi combos. Also lets Litchi combo off air hit 6Ce2 and j.Ce because the air version is extremely fast. Cannot be cancelled into anything if this move misses and only recovers when Litchi lands., making it very painful if this misses, especially if performed in the air.<br />
----<br />
'''Three Dragons: Red (Chun)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 26<br />
|active = 3<br />
|recovery = 8<br />
|specialRecovery= 14<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 26<br />
|active = 3<br />
|specialRecovery= 14<br />
}}<br />
Mostly used as combo filler during rekka sequences. If used after {{clr|B|236B}}e in or near the corner Litchi has enough frame advantage to combo into {{clr|B|5B}}e. Likewise cannot be cancelled into anything if this move misses and only recovers when Litchi lands. Also an overhead you can mix with 236A, but somewhat limited use due to it's extremely obvious animation.<br />
}}<br />
<br />
===<big>Unarmed Lunge (Kanchan)</big>===<br />
{{InputBadge|{{clr|C|421C}}e (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=421Ce<br />
|description=<br />
Litchi dashes forward for a lunging palm attack. Holding the button will extend the dash, and allow Litchi to instead dash past the opponent for a powered-up crossup version of the attack.<br />
----<br />
'''Normal Version'''<br />
<br />
A powerful defensive or anti poke option due to the early body invulnerability, characters that mostly rely on body attribute moves like Mai can struggle to deal with this.<br />
<br />
Mostly combo filler near the corner, but it has utility as a pressure tool with staff or rapid cancel to make Litchi plus. The first two hits also have very little hitstop, so Rapid Cancelling the first hit and throwing can give Litchi an abrupt way to get into range to throw.<br />
<br />
*Blows the opponent back.<br />
*Wall bounces in the corner or on counter hit.<br />
---- <br />
'''Crossup Version'''<br />
<br />
An extremely powerful crossup move because Litchi can release vertical staff just before or after she crosses them up with this for an unreactable left/right mixup. Also plus on block, but generally not useful for this because your opponent will naturally instant block this by reacting and changing block direction.<br />
<br />
Also a hilarious defensive option, as unlike the uncharged version the fact it slides behind the opponent can let it beat moves that aren't body attribute by getting behind the opponent before they go active.<br />
*Fatal Counters<br />
*Wall bounces midscreen.<br />
}}<br />
<br />
===<big>Reach (Riichi)</big>===<br />
{{InputBadge|{{clr|A|63214A}}e/{{clr|B|B}}e/{{clr|C|C}}e (Air OK)}}<br />
{{BBCF Move Card |versioned=name <br />
|input=63214Ae,63214Be,63214Ce<br />
|description= Litchi attempts to jump towards her set staff and do one of three things depending on the button presesed. If she can't reach the staff due to being out of range or obstructed in some way, she will simply land on the floor instead. All three moves use the same leaping animation at the start, meaning it won't be clear to your opponent which move you've chosen until you reach the staff. Because this can be used in the air and doesn't consume any air options, it can be used as an evasion tool in various situations.<br />
<br />
*Can only be used when the staff is set and not doing anything.<br />
*Recovery in Square brackets is if Litchi misses the staff.<br />
*After using any version of Reach, no version may be used until Litchi lands.<br />
<br />
----<br />
'''Reach: Last Chance (Riichi)'''<br />
<br />
Litchi jumps to the staff and then balances on top of it, with various moves possible afterwards. Primarily combo filler with the {{clr|B|B}} followup, but sometimes useful for mobility. The {{clr|C|C}} followup also is surprisingly good on block and can cross over the opponent. See next move card for followups.<br />
<br />
*Has a shorter range than the other two versions to reach the staff (Since she needs to reach the top of it)<br />
*Can airdash off of the staff with 66/44.<br />
*Can jump off of the staff.<br />
*Drops from the staff with 2.<br />
<br />
----<br />
'''Reach: Robbing the Kong (Riichi B)'''<br />
<br />
Litchi jumps to the staff and kicks it forwards in a small arc as a projectile in basically the same way as Ren Chan. A great way to take advantage of the opponent's respect in neutral since it's very plus and can leave the staff next to them.<br />
*Maintains the staff's current set.<br />
*Staff remains active if Litchi is hit after it is launched.<br />
<br />
----<br />
'''Reach: Kong on Kong (Riichi C)'''<br />
<br />
Litchi jumps to the staff and launches herself forwards. Sort of an airdash off the staff that doesn't actually use up your air options, but is rather slow. It's generally better to use {{clr|A|63214A}} instead and just drop down or airdash off it, but this version at least has a longer range where it will work.<br />
}}<br />
<br />
===<big>Reach: Last Chance followups</big>===<br />
{{InputBadge|Reach: Last Chance~X}}<br />
{{BBCF Move Card |versioned=name<br />
|input=63214Ae~A,63214Ae~B,63214Ae~C,63214Ae~D<br />
|description=<br />
Once atop the staff, Litchi has various moves she can perform:<br />
<br />
----<br />
'''Dismount (2, 66, 44, 7/8/9)'''<br />
<br />
Not listed as a special move in game, but Litchi is able to perform a normal airdash or double jump from the staff, or simply dismount by pressing 2. All moves have the standard frame data for their air versions. Since going onto the staff does not restore your air options, if you have already used it up before using Reach: Last Chance, then you will not be able to use airdashes or double jumps from this stance.<br />
<br />
Dismounting by pressing 2 takes 1 frame and leaves Litchi airborne and moving downwards, allowing you to use jump normals pretty quickly. Litchi will also dismount automatically after 180 Frames of doing nothing.<br />
<br />
----<br />
'''One Shot (Ippatsu A) ({{clr|A|A}} button)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
Does a kick diagonally downwards that launches her opponent upwards and towards Litchi with a surprising amount of untech time. While it can be used as a poke while atop the staff, has a jump cancel and even combos into itself, the only time you'll really use this is to combo into astral.<br />
<br />
This is the only move that does not dismount Litchi from the staff. <br />
<br />
----<br />
'''Three Dragons: Green (Ippatsu B) ({{clr|B|B}} button)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 4<br />
|recovery = 9<br />
|specialRecovery= 11<br />
}}<br />
Great for combos. Despite its name, it's not part of the Three Dragons rekka, so Litchi can't cancel this into anything, but this lets Litchi fall to the ground and pick up with {{clr|B|5B}}e or {{clr|C|6C}}e. Also, since it's not part of this series, it counts separately for Same Move Proration. If you do want to use the full Rekka series, input manually as you normally would; the act of pressing 2 when doing 236 will dismount from the staff and then you can do the air version of this move.<br />
*Recalculates launch direction<br />
<br />
----<br />
'''Three Dragons: Red (Ippatsu C) ({{clr|C|C}} button)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|recovery = 4<br />
|specialRecovery= 11<br />
}}<br />
Not really seen in combos and like before, cannot be cancelled into anything and has its own Same Move Proration, but it's a nice attack to use after leaping to the staff in neutral since it can cross the opponent up and is +0 at absolute worst.<br />
*Recalculates Staff launch direction<br />
<br />
----<br />
'''Robbing a Quad (Ippatsu D) ({{clr|D|D}} button)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 7<br />
|inactive2= 8<br />
|active3 = 3<br />
|recovery = 9<br />
}}<br />
Litchi Drops to the floor and kicks backwards, making this a tool mostly used in a specific corner routing. Used in some of Litchi's highest damaging combos with manual staff release timings, but only useful if the opponent is near enough to the corner for {{clr|B|214B}}m set to be facing towards the corner rather than away, since it '''does not recalculate launch direction.''' Not useful as a pressure tool, as leaping to the staff is slow and it's difficult to face the right way for the second hit to leave you plus. On paper this can be used as a low to mix in with the overhead attack above, but both moves need your opponent to be in a different position to connect, so it's a gimmick mixup a best. <br />
<br />
----<br />
'''Nine Gates of Heaven''' ({{clr|D|46D}}) <br />
<br />
Litchi's Astral is also performed from here, see [[#Nine_Gates_of_Heaven|here]] for full details<br />
}}<br />
<br />
===<big>The Four Winds (Shinshin)</big>===<br />
{{InputBadge|{{clr|D|41236D}}e}}<br />
{{BBCF Move Card<br />
|input=41236De Vertical,41236De Horizontal |versioned=name<br />
|description=<br />
Causes the staff to basically become a big hitbox that strikes multiple times, with the staff's movment based on which set was used: <br />
<br />
'''Vertical Set'''<br />
A surprisingly powerful anti air or blockstring option after {{clr|B|214B}}m. If it hits the opponent it leads to a full combo since it's untechable until touching the ground.<br />
----<br />
'''Horizontal Set'''<br />
<br />
Really plus, but is better as a blockstring option than as setplay, since if the opponent gets hit off the ground or in the air they can air tech out to escape.<br />
----<br />
*The staff needs to be fully set and not doing anything else to perform this move.<br />
*Remains active even if Litchi blocks or is hit.<br />
*Always launches towards the opponent's current position.<br />
*Will not move off screen in the corner.<br />
}}<br />
<br />
===<big>Kote Gaeshi</big>===<br />
{{InputBadge|{{clr|D|623D}}e / {{clr|D|421D}}e (air OK)}}<br />
{{BBCF Move Card<br />
|input=623De,j.623De |versioned=name<br />
|description=<br />
<br />
A move that adjusts a set staff's position slightly and can be used to switch whether it is in horizontal or vertical set. If done in the air it also halts her momentum, so it can be done as a stall.<br />
<br />
It also recalculates the direction of staff launch to the opponent's position '''at the time Kote Gaeshi was inputted''', instead of when Mantenbou was originally set, making this useful for zoning.<br />
<br />
*Staff must be fully set and not doing anything to use this move.<br />
*Cannot be special cancelled into.<br />
<br />
'''{{clr|D|623D}}'''<br />
<br />
The staff hops forward.<br />
*Sets the staff to Vertical Set.<br />
----<br />
'''{{clr|D|421D}}'''<br />
<br />
The staff hops backward.<br />
*Sets the staff to Horizontal Set.<br />
----<br />
<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
===<big>All Green (Ryuisou)</big>===<br />
{{InputBadge|{{clr|C|6428C}}}}<br />
{{BBCF Move Card<br />
|input=6428C<br />
|description=<br />
Creates a huge firey explosion in front of Litchi, in OD the explosion rises upwards and hits repeatedly.<br />
Mostly a combo ender to kill after {{clr|D|623D}}m. Can be used as a hard callout to neutral options or setplay, but has a deadzone. While it isn't technically invulnerable until it goes active, the flame will always appear once the superflash happens so it can trade against long ranged pokes. Also useful early in OD combos as the overdrive version can extend your combo rather than end it, ie: {{clr|B|5B}}m {{clr|C|5C}}m {{clr|C|3C}}m ODC {{clr|C|6428C}} {{clr|C|421C}}+{{clr|D|6D}} ->.<br />
*Minimum damage: 800 OD: 1002<br />
}}<br />
<br />
===<big>All Terminals (Chinroutou)</big>===<br />
{{InputBadge|{{clr|C|632146C}}}}<br />
{{BBCF Move Card<br />
|input=632146C<br />
|description=<br />
*Hold D during the staffed version of the move to set the staff in Horizontal mode and use the staffless ender instead of the staffed ender.<br />
*Minimum damage: 975 OD: 1222<br />
Autocombo Distortion drive, with two variants depending on whether Litchi has her staff, but this does not change the damage. One of your more damaging supers to end combos with and boasts the best minimum damage, but is difficult to actually combo into compared to Vertical {{clr|D|632146D}}e or {{clr|C|6428C}}. Also a underwhelming reversal super with awful vertical range and average horizontal range. The superflash also occurs right at the beginning of its startup, making it more easy to react to than other distortion drives. It's still decent during blockstrings, however.<br />
<br />
The Staffless ender doesn't lead to anything except for doing a fullscreen meaty with horizontal set, which is conveniently placed down by holding D during the staffed version. It hits all tech options and meaties neutral tech, then leads to absolutely nothing, but sometimes one more hit is all you need.<br />
}}<br />
<br />
===<big>Thirteen Orphans (Kokushi)</big>===<br />
{{InputBadge|{{clr|D|632146D}}e}}<br />
{{BBCF Move Card<br />
|input=632146De Vertical,632146De Horizontal |versioned=name<br />
|description=<br />
'''Vertical Set'''<br />
Mantenbou turns into a spinning top that rises upwards, hitting repeatedly on the way.<br />
<br />
An amazing super that's great for ending combos in the corner and as a plus on block reversal if Litchi is near a vertical set staff. Stays on hit and activates during the invulnerability, so Litchi will trade and win with almost anything, except for low profiles and throws. On counter hit it also lets Litchi run under to steal the corner and still combo due to being fully untechable.<br />
<br />
Also used in {{tt|Litchi's double super setups| {{clr|D|623D}}m {{clr|C|6C1}}e {{clr|D|632146D}}e IABD {{clr|C|j.C}}w OD {{clr|C|6428C}} dl EA}} for 2215 minimum damage in the corner.<br />
*Minimum damage: 910<br />
<br />
----<br />
'''Horizontal Set'''<br />
Mantenbou turns into a Doll of sorts and rushes forwards with a series of punches, not unlike Carl's Rhapsody Of Memory's or Relius' Duo Bios.<br />
<br />
A great lockdown super if you can get the opponent to block it. It has extremely long startup which makes setups involving this super limited. Unlike the other doll lockdown supers, will track the opponent horizontally and doesn't have a hurtbox.<br />
*Stays on hit.<br />
*Minimum damage: 780<br />
----<br />
*Returns the staff to Litchi afterwards<br />
*Both versions are technically invulnerable on the frame prior to superflash, but the invuln ends during superflash meaning Litchi is effectively vulnerable on that frame. The staff attack will not be interrupted if hit on this frame.<br />
*Due to how Litchi's overdrive works, there is no Overdrive version of this move.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Overdrive==<br />
===<big>The Great Wheel</big>===<br />
{{InputBadge|Direction + {{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=OD Staff<br />
|description=<br />
Litchi overdrive overrides the state of Mantenbou into a special state where Mantenbou stays with Litchi at all times and can do a medium ranged attack in any direction by pressing D in that direction, if no direction is given, the staff will try to angle directly at Litchi's opponent. This attack can be done whenever Litchi isn't in hitstun or guardstun.<br />
<br />
Litchi herself has access to her non-staff moveset, excluding all moves that normally interact with the staff. Litchi also gains the ability to cancel any normal (Except {{clr|C|6C}})) into any other normal, air throw or jump, with the exception that {{clr|B|2B}} and {{clr|C|2C}} may only be used twice in any given string of cancels.<br />
<br />
Given how drastically this changes how Litchi's entire combo theory works, players must learn Overdrive specific combos due to the new possibilities, but also that most standard combos will no longer work.<br />
<br />
Amazing for pressure since it can enable infinite airtight high/low mixup blockstrings, or unreactable left/right mixups with staff and {{clr|C|421[C]}}. Sadly, Overdrive is too valuable to use it this way frequently since the blockstrings are still vulnerable to counter assault or your opponents Overdrive.<br />
<br />
A very strong overdrive for combos regardless - an extremely effective and easy combo route is to loop {{clr|C|6C}} {{clr|D|3D}} repeatedly then super before the overdrive runs out. In her more advanced combos, mostly those with longer OD durations, you want to combo from anything -> {{clr|C|6428C}} -> Anything -> {{clr|C|632146C}}/Exceed Accel for maximum damage.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Crimson Peacock</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
Universal reversal with a poor vertical hitbox. Somewhat useful in the corner because it will swap sides. Also used as the ender to her double super combos for extreme damage, and is likely to have active flow due to spending 100 meter.<br />
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*303/606 Minimum Damage<br />
*Leaves Litchi in Staffed Mode<br />
*Swaps sides<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Nine Gates of Heaven</big>===<br />
{{InputBadge|Last Chance > {{clr|D|46D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}} or {{InputBadge|{{clr|D|34123646D}} in Overdrive when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=63214Ae~46D<br />
|description=<br />
Litchi leaps off the screen and performs a dive kick from offscreen at extreme speed but a shallow angle, covering most of the screen. Litchi will aim her dive kick based on where she was horizontally when she activated it, although it's honestly difficult to miss anyone who is in hitstun at the time. While it is one of the slower Astrals and has the awkward requirement of needing Litchi to be on the staff or in overdrive, it does enjoy full invulnerability and a very short startup after the flash, making it hard to react to (Although somewhat easy to see coming due to needing to be on the staff) and good for punishing attempts to attack her while she's stood there.<br />
<br />
Despite the requirements appearing high, Litchi's combo structure lets her combo into it without much trouble. You can combo into it from {{clr|A|63214A}}e~{{clr|A|A}} followup. <br />
<br />
*Hold 6 to make Litchi attack from the other side of the screen. Not a crossup, but is required to combo into astral off {{clr|A|63214A}}e~{{clr|A|A}} in the corner.<br />
*Hold D to delay the kick.<br />
*Awful recovery of over a second if she doesn't hit. Is a massive Hail Mary play in Neutral as a result.<br />
'''Example Combo''' <br />
*{{clr|B|5B}}m {{clr|C|5C}}m {{clr|C|3C}}m {{clr|B|214B}}m {{clr|A|236A}}e {{clr|B|236B}}e {{clr|A|63214A}}e~{{clr|A|A}} {{clr|D|46D}}<br />
<br><br />
<br />
In OD, this works much differently. The input changes to {{clr|D|34123646D}}, and she can only use it if the staff is hovering behind her. She can still delay the initial kick and crossup as normal. As the final input is {{clr|D|6D}}, the staff will still launch, and it can hit her opponent during the startup and combo into Astral. The input may seem intense, but as her main OD combo structure involves a {{clr|D|3D}} input, it's easier than it seems to combo into. The input can also be buffered during an Overdrive Cancel, such as {{clr|C|6C}}(1) > ODC > Astral.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Litchi}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Litchi Faye Ling|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Iron_Tager&diff=444861BBCF/Iron Tager2024-02-06T09:56:34Z<p>Manta: /* Magna Tech Wheel */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Tager is Blazblue's resident '''grappler''' who uses powerful command throws and guard point moves to deal high damage combos. Tager has very '''low mobility'''; He can't forward dash, and he can't double jump or air dash. However, Tager has a couple of things going for him. For one, he's a walking tank with the '''highest health''' in the game. Additionally, he has an amazing backdash with long invulnerability and can use some of his guard point attacks to close in against certain moves. Lastly, Tager has his Drive. Tager's Drive gives him the ability to magnetize his opponents in order to pull them towards him. With it, he can drag opponents into his attacks and open up new combo options for better damage. Once in, Tager's command grabs and '''high damage''' can mix up his opponent and take rounds.<br />
<br />
As a low mobility grappler, Tager struggles against characters with strong neutral and low committal offense. His huge hurtbox also opens up unique combo options and mixups for the cast. Tager relies on reading his opponents and calling out their attacks with his command grabs. Thankfully, Tager's Distortion Drives (especially with Overdrive) can create huge momentum swings in his favor. With patient play and good fundamental defense, Tager can turn the tide on anyone and run his game.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#Genesic Emerald Tager Buster|720C]] (5F, super throw)<br/>[[#Gigantic Tager Driver|360A]] (6F, throw)<br/>[[#5A|5A]] (7F)<br />
| reversal = [[#Magna Tech Wheel|236236B]] (19F)<br/>[[#Genesic Emerald Tager Buster|720C]] (5F)<br />
| fatalStarter = [[#6C|6C]]<br/>[[#j.2C|j.2C]]<br/>[[#2D|2D]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Voltic Battler<br />
|content=Tager can magnetize opponents for a small duration by landing certain attacks on hit or block. If the opponent is already magnetized and gets hit by an attack with magnetism, the duration stacks (max 1000F). The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager's opponent is in hitstun, the rate halves to 1 point per 2 frames (when they perform a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.<br/><br />
<br/><br />
When the opponent is magnetized, certain attacks will pull in the opponent. All Drive moves, as well as {{clr|A|6A}}, {{clr|A|360A}}/{{clr|B|B}}, {{clr|C|623C}}, {{clr|C|j.360C}}, and Distortion Drives, will pull in magnetized opponents. Each move attracts differently and for different durations, and they may pull in airborne and grounded opponents differently. For example, Atomic Collider strongly attracts airborne opponents, but does not affect standing or crouching opponents at all. The forces are noted in the frame data. Typically attractive moves start their attraction early on during startup and end during the active frames. Magnetism pulls do not affect a player's ability to perform moves since it doesn't directly cause any kind of hitstun, however it can mess up spacing and force players to land earlier or later than normal, causing some unpredictable and sometimes amusing effects. <br/><br />
<br/><br />
In all cases, players performing Distortion Drives and executing throws that have successfully connected are completely unaffected by magnetism.<br/><br />
<br/><br />
Tager's magnetism cannot force enemies into an airborne state if they're currently grounded, enemies doing any kind of ground tech also cannot be pulled vertically, even though emergency techs are considered airborne and can be pulled sideways surprisingly fast<br/><br />
<br/><br />
In addition to magnetism, Tager has an extra gauge: the Electricity Meter. This gauge fills up at 1 point per frame (freezes during hitstop and superflash) and has a maximum of 1000 points. When the gauge is full, Tager can use the Spark Bolt attack.<br />
|header2=Overdrive: Voltic Field<br />
|content2=Unlike most other overdrives, Tager's focuses more on taking advantage during neutral, with much stronger methods of applying and keeping magnetism. This isn't to say that it doesn't boost his combo damage, but this is limited to just what the overdrive cancel allows and greatly enhanced distortion drives, rather than boosted normals.<br />
<br />
*All normal drive moves all gain projectile guardpoints as well as attribute specific guardpoints depending on the move <br />
*Spark Bolt Gauge fills up four times as fast<br />
*All moves that apply magnetism apply the maximum amount on hit or block<br />
*Distortion Drives are enhanced (more information below)<br />
*While grounded and not in hitstun, magnetized opponents are constantly pulled towards Tager with a velocity of 2,000u/F (about 2/5 of average backwalking speed, so basically not much).<br />
}}<br />
</div><br />
<br />
<div id="home-content" class="home-grid"><br />
{{card|width=6<br />
|header=Unique Mechanic: 360 inputs<br />
|content=While not completely unique to Tager, he has the largest number of special inputs that involve performing at least one full rotation of the direction stick before inputting a button. If you aren't familiar with these from other games, it's important to know the following:<br />
<br />
*You do not need to do a full circle. Instead what you need to do is all 8 directions in order starting from any direction and spinning in either direction. Importantly, you're allowed to skip individual directions, including the final one, so long as no two consecutive inputs are skipped. This means that you minimally only need 4 direction inputs to make a single 360 spin For example:<br />
**4268, 1397, 41368, 41397 are valid spin inputs.<br />
**416987 is not, since it misses 2 ''and'' 3, which are consecutive directions. <br />
*360 Inputs have a 30F input window, 720 has 45F and 1080 has 75F. This timer counts from the moment you ''leave'' the first input, so it's possible to hold [4] to block, and then input 268A to transition to Gigantic Tager Driver.<br />
*Moves that require multiple spins require them to be in sequence and in the same direction. 42684268 is a valid 720 motion, 42686248 is not. The rule about not missing two consecutive directions still applies.<br />
*Spin inputs have a higher input priority than 236 or 623 inputs (So try to do these motions neatly if you don't want a 360 instead). Similarly, try to do your spin inputs in the opposite way to the 236 motion when possible to prevent accidentally getting the wrong move.<br />
<br />
This may feel unintuitive, since pressing upwards will usually make Tager jump, so there are some useful tricks to know:<br />
<br />
*Jump startup may be special cancelled, therefore performing 4268A or 6248A quickly enough will allow you to perform 360A from a standing start. This can be done with a 720 spin, but it's extremely hard to do.<br />
*You can also avoid jumping by doing the spin when Tager can't jump anyway (Known as "Buffering" the move). This includes:<br />
**During Tager's own moves.<br />
**While in the air, since Tager has no double jump.<br />
**While blocking or being hit.<br />
**While recovering from a knockdown (typically best done during the "bounce" recovery to prevent accidental rolling).<br />
**During super pauses, especially overdrive activation.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
<br />
Tager's {{clr|A|5A}} is a very useful poke that hits crouching opponents, outranges most other moves of comparable speed and leads to decent damage on hit if they're close or magnetized. It can also be used to set up tick throws thanks to its large hitbox and neutral frame advantage. While it is slightly slower than the average jab it still covers a lot of scenarios in a single button press.<br />
<br />
*Cannot self cancel, even on hit.<br />
*One of Tager's few jump-cancelable normals.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
<br />
{{clr|B|5B}} is Tager's primary low for low/throw mixups and generally is a great point-blank poke. It's slightly smaller than {{clr|A|5A}}, but Tager's foot is entirely disjointed and it leads to more damage overall. While it is a low attack, it boasts surprising vertical reach and must be barrier blocked in the air, so it's great for catching opponents attempting to jump out of pressure.<br />
<br />
In combos this easily bridges into {{clr|C|5C}} and {{clr|C|3C}} to continue the combo, and while it doesn't do amazing damage, it still scales well.<br />
<br />
*One of Tager's few jump-cancelable normals.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
<br />
{{clr|C|5C}} is a very strong move with many applications. It is Tager's strongest combo starter thanks to its high proration values. It's also a very good combo filler thanks to its high damage and cancel options. At most ranges, {{clr|C|5C}} combos into {{clr|A|6A}} during short or medium-length combos, or {{clr|C|623C}} at the end of long combos. At max range, often the only followup available is {{MMC|input=41236D|label=Spark Bolt}}.<br />
<br />
{{clr|C|5C}} is a fantastic punish tool as well. On a grounded counterhit, {{clr|C|5C}} > {{clr|C|6C}}... can lead to over 5K damage.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
<br />
Slightly slower than {{clr|A|5A}}, but with a lower profile and more disjointed hitbox. {{clr|A|2A}} can be used as a ghetto anti-air, but it's a bit weak since it requires a quick reaction time for a jump cancel followup. It can also be used as a mashable button since it can self-cancel up to three times, unlike {{clr|A|5A}}<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|2A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
<br />
{{clr|B|2B}} does not reach very far, but it has very strong frame advantage and a fast total animation. It can be used to set up Wedge Catapult attempts and intentional whiffs to reset pressure or go for a throw.<br />
<br />
Thanks to the hitbox going well inside of Tager, {{clr|B|2B}} is also great for catching rolls in the corner.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|5B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
<br />
{{clr|C|2C}} is Tager's very high-risk, high-reward anti-air. Its invuln does not last into the active frames, so it will often trade, though the trade will usually be beneficial due to its high counterhit hitstun. This move has abysmal recovery on whiff, and it has a small horizontal reach, so it's very risky to throw out.<br />
<br />
{{clr|C|2C}} is mostly used in combos, most often ...{{clr|A|6A}} > {{clr|C|2C|}} > {{clr|C|623C}}.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{InputBadge|(Hold OK)}}<br />
{{BBCF Move Card<br />
|input=6A,6[A]|versioned=name<br />
|description=<br />
<br />
{{clr|A|6A}} is a good multi-purpose tool. It brings the opponent closer on hit and block, enabling close-range pressure and low/throw mixups. It's a staple combo tool as well to pull in opponents that have been pushed out. Usually in combos it gets used after {{clr|C|5C}}, a link which eventually fails during long combos. Other times include after Sledgehammer B, Back throw and, with some timing, Spark Bolt and {{clr|D|j.D}}.<br />
<br />
This move also has an effect where the opponent cannot tech the slide if they hit the floor within 2F of being hit (Basically when they're very close to the ground when hit in the air), causing a hard knockdown. This is generally referred to as "Low {{clr|A|6A}}". The combined untech time is long enough to allow combos of all kinds. The normal version will generally only combo into {{clr|C|2C}}, {{clr|B|6B}} and {{clr|A|236A}} but with low version, {{clr|A|6A}} will combo into {{clr|B|236B}}, {{clr|C|6C}}, and Crush Trigger as well, allowing a lot of combo possibilities. You'll want to learn this timing to get maximum damage combos, especially after Spark Bolt.<br />
----<br />
Charging {{clr|A|6A}} simply extends the armor frames and attractive time, and adds a bit more damage. Charging fully is generally useless, except for very big reads to guard point through attacks.<br />
<br />
*Hold button to delay.<br />
*Move is attractive to magnetized opponents throughout its startup and active frames, including if the move is delayed.<br />
*Armor is only enabled if the move is charged for at least 16 Frames.<br />
*Armor throughout the charge animation against Body, Head and Projectile attacks. Somewhat uniquely, attacks against {{clr|A|6A}}'s armor will still deal half of their base damage to Tager (And can still end the round).<br />
*Negative knockback, opponents are knocked towards Tager when it connects in any way. Floor slides at Tager's feet on air hit.<br />
*Full charge is achieved 6 frames before Tager will automatically swing anyway.<br />
*Large hitbox that encompasses the spark around Tager's hand, overall reach slightly larger than {{clr|C|5C}}.<br />
*Tager's only normal that can cancel into Gigantic Tager Driver or Wedge Catapult.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
<br />
{{clr|B|6B}} is an important tool thanks to its foot invulnerability. Since Tager's armored moves lose to foot-attribute attacks, this can be used to call out opponents attempting to beat the armor. On counterhit, {{clr|B|6B}} combos into {{clr|C|6C}}, leading to massive damage.<br />
<br />
{{clr|B|6B}} is also a very common combo filler since it forces crouching on opponents. {{clr|B|6B}} > {{clr|A|236A}} , {{clr|A|5A}}... works at the start of many combos and is a simple way to increase damage, set up magnetism, and even extend combos.<br />
<br />
*Can cancel into itself once.<br />
*Forces crouching on standing hit allowing combos into {{clr|A|236A}} (And {{clr|D|5D}} on fatal combos)<br />
*Hard knockdown on air hit. Combos into A Sledge and Gadget finger but not {{clr|C|2C}} with a few exceptions.<br />
*Moves Tager forward slightly.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
<br />
{{clr|C|6C}} is a very strong combo filler attack. In midscreen combos, it's often used as a followup to a counterhit {{clr|C|5C}} or {{clr|B|6B}}, or after a low {{clr|A|6A}}. In corner combos, it can be looped with {{clr|D|5D}} for lots of damage.<br />
<br />
Outside of combos, {{clr|C|6C}} is a relatively risky poke that's usually outclassed by {{clr|C|5C}} or {{clr|D|5D}}. It can be used as an overhead mixup, but its lengthy startup and visual tell make it less useful in this regard.<br />
<br />
*Fatal Counter.<br />
*Jump cancelable on hit, but not on block.<br />
*Ground Bounces.<br />
*110% Bonus Proration.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
<br />
A very useful move for starting magnetized combos. The untech time is long enough to combo {{clr|C|3C}} > {{clr|C|623C}} whiff > {{clr|C|5C}} and can net 3K off a simple interaction. It's a great poke as well, extending almost as far as {{clr|C|5C}} and coming out a bit faster, and it can also be used at the end of shorter combos to get magnetism with {{clr|D|22D}}.<br />
<br />
*Hitting with {{clr|C|3C}} at any point in the combo enables using Gadget Finger for that combo, even if they never hit the floor.<br />
*Hard knockdown on grounded counterhit, even if the opponent is flung into the air before reaching the ground (They'll eventually air tech after a long enough period of time).<br />
*110% Bonus Proration.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
<br />
A fantastic but often overlooked move, used to win air to air battles, particularly ones the opponent didn't expect when trying to jump in. If done early enough in a jump, a counterhit {{clr|A|j.A}} can chain into {{clr|D|j.D}} for some nice combos, though it's typically safer to go for {{clr|A|j.A}} > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|A|j.63214A}}.<br />
<br />
{{clr|A|j.A}} is also a necessary combo filler after an air hit {{clr|A|5A}} or {{clr|A|2A}}.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
<br />
{{clr|B|j.B}} is an extremely useful air button. It has very generous active frames and leads to decent damage in most combos. The hitbox and active frames also make it very useful for crossups. It has a long whiff recovery, however, so don't throw it out too carelessly.<br />
<br />
{{clr|B|j.B}} sets up a safejump after Atomic Collider, though it loses to 6-frame reversals. This safejump has benefits over Gadget Finger oki, since it keeps the opponent closer and allows for immediate pressure.<br />
<br />
*Ground bounces on counterhit against airborne opponents.<br />
**Ground bounce adjusts with height, allowing similar followups from various starting heights.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
<br />
{{clr|C|j.C}} gives Tager forward momentum, so it can be used to close the distance along with {{MMC|input=j.63214A|label={{clr|A|j.63214A}}}}. It can also be used as an anti-air since the hitbox covers most of Tager's hurtbox, though it will often clash. On counterhit, it's usually possible to land and pick up the combo with {{clr|C|5C}}.<br />
<br />
*Quite decent recovery, advantageous in air to air situations.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|j.B}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
<br />
{{clr|C|j.2C}} is the Fatal Counter you'll most likely land. It halts Tager's air momentum, so it can be used to call out anti-air attempts and punish the opponent hard. On regular hit, often the only option is to follow up with Gadget Finger or a Rapid Cancel into {{clr|B|5B}}. It is very punishable on block, though, so use it carefully.<br />
<br />
In combos, this move is very frequently used after {{clr|C|6C}} to bring the opponent back down. Ensure you hit them with Tager as low as you can to give yourself time to recover and use {{clr|B|5B}} or {{clr|C|3C}}.<br />
<br />
Uniquely, if this move is used very close to the ground, the attack will come out almost instantly. The quick startup version seems to be a bug that was deliberately left in the game where the game cancels much of the startup into the landing animation (which has some active frames). This quick version is useful for getting surprise fatal counters on jump ins, and is also quite safe. However its use is very limited due to the rather precise height meeded to activate it. Bizarrely enough it's still an overhead when done close to the ground.<br />
<br />
*Fatal Counter<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br style="clear:both;"/><br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
<br />
{{clr|D|5D}} is a massive poke that magnetizes the opponent and can lead to great damage. However, it has a fairly long startup; don't abuse this move, or you'll eat painful counter hits yourself.<br />
<br />
On hit, {{clr|D|5D}} can combo into {{MMC|input=360B|label={{clr|B|360B}}}} just outside of max range, or partially charged {{clr|A|6A}} at any range. It's also possible to follow up with Spark Bolt from any hit, including air hit if done fast enough. As a combo ender, it can also be canceled into {{clr|D|214D}} for a quick Spark Bolt charge or Gadget Finger to pull them back in for some shenanigans.<br />
<br />
This move particularly shines in corner combos, where it can be looped with {{MMC|input=6C|label={{clr|C|6C}}}} for massive damage.<br />
<br />
*Magnetizes for 300F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Blows opponent away on air hit, and causes floorslide.<br />
*Gains Body and Projectile guardpoint during Overdrive.<br />
**Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
<br />
Despite its enticing frame advantage, this move isn't as useful as it appears. Its slow startup and telegraphed animation means it normally won't be surprising the opponent, but on block it leaves Tager plus and close-up against a magnetized opponent, which is a very favorable position. Its best use is to close short distances or take advantage of opponents that are conditioned to not challenge during blockstun.<br />
<br />
On regular hit, this move has no cancel options besides Rapid Cancel. On Fatal Counter, Tager can follow up with either {{clr|C|3C}} > {{clr|C|623C}} (whiff) or {{clr|C|5C}} > {{clr|A|6A}} to start the combo. <br />
<br />
*Fatal Counter<br />
*Magnetises for 300F (1000F in Overdrive)<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Recovery starts immediately after the move connects, so frame advantage is always the same.<br />
*Gains Foot and Projectile guardpoint during Overdrive<br />
**Attacks do not cause hitstop<br />
**Unblockables still cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
{{BBCF Move Card<br />
|input=4D<br />
|description=<br />
<br />
{{clr|D|4D}} is a common pressure ender to apply magnetism, end with a safe frame advantage, and set up tick throws. It can also be used instead of Gadget Finger in some situations to set up tricky resets. {{clr|C|623C}} , {{clr|D|4D}} pulls the opponent directly towards Tager if they emergency tech, or hit them if they delay tech.<br />
<br />
This move does not have followups on regular hit, but on counterhit it can be followed up with {{clr|C|3C}} to lead to decent damage.<br />
<br />
*Magnetises for 180F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Gains Body and Projectile guardpoint during Overdrive.<br />
**Guarded attacks do not cause blockstop for Tager <br />
**Unblockables cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
<br />
{{clr|D|j.D}} is a somewhat situational move since Tager is usually grounded, but it can be used to control air space. More importantly, it can lead to high damage if landed close to the ground, comboing into Wedge Catapult or {{clr|C|6C}}. It's a very strong move during combos as well, most commonly after {{clr|C|6C}}, due to its long untechable time and high proration values.<br />
<br />
It's also used in the Fatal Counter loop of {{clr|C|j.C}} > {{clr|D|j.D}}. On Fatal, your goal should be to get into this loop as fast as you can to get the most damage.<br />
<br />
*Magnetizes for 300F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Gains Head and Projectile guardpoint during Overdrive.<br />
**Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored.<br />
*Hitbox extends far beyond Tager's arms.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}} or {{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C,4B+C|versioned=name<br />
|description=<br />
<br />
While technically as fast as {{clr|A|360A}}, standard throw is quicker to use on reaction than spinning the stick, and it leads to more damage, just without the invuln. For forward throw, follow up with {{clr|B|236B}}, and for back throw, follow up with {{clr|A|6A}} > {{clr|C|6C}}.<br />
<br />
Both standard throw routes end with Atomic Collider, so bear in mind which throw gives the best positioning afterwards.<br />
<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw, but with more range.]]<br />
** Has 401 pixel range compared to the standard 266 pixel range.<br />
*Forward Throw is special cancelable, but back throw is not<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
<br />
Not exactly a useful move for Tager since he doesn't have many opportunities to get close mid air, or set up airthrow traps since Air Driver does these things much better. But it does at least recover much more quickly than Air Driver if it misses and does lead to slightly more damage. Air throw can be followed up with {{clr|C|j.2C}} (Performed very close to the ground) at almost any height.<br />
<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw, but with more range.]]<br />
** Has 453 pixel range compared to the standard 344 pixel range.<br />
*Cancellable from {{clr|A|j.A}}.<br />
*Swaps sides.<br />
*Hard knockdown after a small bounce. Follow up by landing a lowest-possible {{clr|C|j.2C}}, {{clr|B|5B}}... or {{clr|C|j.C}}, {{clr|C|5C}}.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
<br />
Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of the opponent and get back to neutral. Unlike other Counter assaults, Tager's does not knock his opponent away. Instead, it grants a close-range soft knockdown on grounded hit and a close-range hard knockdown on airborne hit.<br />
<br />
*Uses {{clr|B|6B}}'s animation<br />
*Slightly slower than other Counter Assaults<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
<br />
Usually not that useful since Tager has better options during combos and pressure. However, opponents in Guard Crush can be thrown, so this can be used to set up unblockable throws if the opponent doesn't use Barrier. Overall, it's not used that much because there's usually a better option that doesn't use meter. That being said, it can be followed up with {{clr|B|5B}}, {{clr|B|6B}}, and {{clr|C|3C}}.<br />
<br />
*Gives a small floorbounce followed by a hard knockdown, essentally giving it a long knockdown time.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Gigantic Tager Driver</big>===<br />
{{InputBadge|{{clr|A|360A}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=360A<br />
|description=<br />
<br />
Tager's primary throw mixup. It has a quick startup, and can be held to pull in magnetized opponents, making it a very potent tick throw, most commonly after {{clr|A|5A}} or {{clr|D|4D}}. But don't be too predictable, since the move has a long whiff recovery and can be avoided by jumping.<br />
<br />
It can also be used to punish any pressure gap of 3 frames or more thanks to its invuln, which can be further enhanced with the use of Instant Blocking. Again, though, wary opponents can avoid this with jump cancel, frame traps, throw invuln attacks or {{keyword|meaty}} attacks, so don't overuse it.<br />
<br />
While it might seem as a Grappler that your gameplan should revolve around landing this move, it actually only leads to weak damage compared to Tager's other options. Typically this move is most useful for keeping the opponent from doing bad blockstrings on the ground and also to win out point-blank jab contests when at near-neutral frame advantage, forcing the opponent to play less aggressively.<br />
<br />
*Attractive to grounded magnetised opponents during startup and active frames.<br />
*Can be held to extend active frames.<br />
*Cannot be special cancelled into, except from {{clr|A|6A}}.<br />
*Small invulnerability window on frames 3-6. Cannot be increased by holding {{clr|A|A}}.<br />
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism).<br />
*Has 210 pixel range between bounding boxes.<br />
}}<br />
<br />
===<big>Wedge Catapult</big>===<br />
{{InputBadge|{{clr|B|360B}}}}<br />
{{BBCF Move Card<br />
|input=360B<br />
|description=<br />
<br />
A slow command grab with a lot of invlnerability at the start (but not a full reversal). Unlike his other command grabs, you cannot hold the button to extend or delay it.<br />
<br />
{{clr|B|360B}} is useful for calling out slow committal attacks and overheads as well as jump-ins. However, it is very slow and has a long recovery, and is very susceptible to whiffing and getting punished hard. The invuln starts on frame 6, so it's a riskier option than {{clr|A|360A}}.<br />
<br />
As a combo starter, {{clr|B|360B}} allows for a followup {{clr|C|5C}} or {{clr|C|6C}} for around 3-3.5K damage. If Tager's back is to the corner, it can be followed up with {{clr|D|5D}} to go into {{clr|C|6C}} > {{clr|D|5D}} corner loops.<br />
<br />
Wedge Catapult can be used in combos after long untech counterhit moves, though most importantly it can be used with {{MMC|input=22D|label=Gadget Finger}} > Rapid Cancel for high minimum damage after the end of long combos.<br />
<br />
*Disables opponent's burst on hit.<br />
*Attractive to magnetized opponents during startup.<br />
*Cannot kill.<br />
*Can only be cancelled into from {{clr|A|6A}}.<br />
*Combo throw, does not incur purple !! marks if used during blockstun or a combo But does not benefit from the 10% damage bonus on counterhits nor does it have 100% minimum damage.<br />
*Untech time always lasts until the opponent hits the floor, even in very long combos.<br />
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism).<br />
*If Tager's back is near to a wall when he hits, then he will be pushed away from the wall towards the middle of the screen to allow followups.<br />
*Has 210 pixel range between bounding boxes<br />
}}<br />
<br />
===<big>Impact Driver</big>===<br />
{{InputBadge|{{clr|B|360B}} After Wedge Catapult}}<br />
{{BBCF Move Card<br />
|input=360B~360B<br />
|description=<br />
<br />
Impact Driver is seldom used due to other combos from Wedge Catapult causing more damage. However it is unburstable and will always connect at any point in a combo and has good minimum damage, which is especially useful if it will end the round. Impact Driver can only be followed up by Gadget Finger.<br />
<br />
*Deals 100% damage if Wedge catapult was the first hit of the combo. 50% minimum damage otherwise.<br />
*This move can be input at any time during Wedge catapult's recovery after the wallbounce and it will always connect.<br />
*Opponent is returned to the same side they were on when Wedge catapult grabbed them<br />
<br />
}}<br />
<br />
===<big>Air Driver</big>===<br />
{{InputBadge|{{clr|C|j.360C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=j.360C<br />
|description=<br />
<br />
An interesting, but pretty unreliable tool that can be used to surprise opponents at a far distance and discourage jumping. Unlike {{MMC|input=360A|label={{clr|A|360A}}}}, this move does not have any invulnerability. Similar to {{MMC|input=623C|label=Atomic Collider}}, opponents that superjump or air dash may be flung too far to be grabbed, and can get a free hit due to the long recovery of this move.<br />
<br />
Can be disrespectfully used during combos as a purple throw or a tech trap to do an absurd amount of extra damage, but there's no way to do reliable Throw Reject Miss setups since it cannot be canceled from {{clr|A|j.A}}<br />
<br />
*Attractive to magnetized opponents during startup and active frames.<br />
**Strongly attractive to airborne opponents, including during moves like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=5C|label={{clr|C|5C}}}}.<br />
**Weakly attractive to grounded opponents. They'll be slowly dragged across the ground.<br />
*Can be held to extend active frames.<br />
*Cannot be special cancelled into at all.<br />
*No invulnerability unlike {{clr|A|360A}}.<br />
*Has 210 pixel range between bounding boxes, but the hitbox tends to be the limiting factor.<br />
}}<br />
<br />
===<big>Atomic Collider</big>===<br />
{{InputBadge|{{clr|C|623C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=623C<br />
|description=<br />
Anti-air grab that swaps sides on hit and can be used during combos. Hold {{clr|C|C}} to extend the startup magnetic attraction, release to actually grab them.<br />
<br />
Atomic Collider adds good damage to any combo. In long combos, it's only possible to follow up with Gadget Finger, so it's usually the end of the combo. {{clr|B|j.B}} is also a safejump after Atomic Collider, though this loses to reversals faster than 7 frames. Keep in mind that Atomic Collider sideswaps, so it may be advantageous to end the combo with other moves to maintain positional advantage.<br />
<br />
{{clr|C|3C}} is a common button to set up the float on whiff. From there, it can be followed up with plenty of options. The most common combo is {{clr|C|3C}} > {{clr|C|623C}} (whiff) , {{clr|C|5C}} > {{clr|A|6A}} > {{clr|C|2C}} > {{clr|C|623C}}.<br />
<br />
*Attractive to airborne magnetized opponents during startup and active frames.<br />
**Strongly attractive to airborne opponents, including during moves like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=5C|label={{clr|C|5C}}}}.<br />
**No effect on grounded opponents.<br />
*Can never grab a grounded opponent, regardless of hitboxes.<br />
*Combo throw. It will not incur a purple throw if used in a combo and will benefit from the 10% bonus damage from counter hits. Does not have 100% minimum damage.<br />
**First hit also does 0 damage, so this move will do a maximum of 1350 damage due to combo scaling.<br />
*Can be deliberately missed to reposition magnetised opponents, very important for combos.<br />
*Can grab extended hitboxes.<br />
*Trades inconistently due to its Head invulnerability expiring on its first active frame. Who wins the trade is determined by [[BBCF/Miscellaneous#Character_Priority|Character Priority]], which is usually Tager, but not always.<br />
<br />
<br />
}}<br />
<br />
===<big>Voltec Charge</big>===<br />
{{InputBadge|{{clr|D|214D}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=214D<br />
|description=<br />
Tager stands still and charges his spark bolt guage while protected by a Body, Head and Projectile guardpoint. Hold to extend the duration. If the opponent activates the guardpoint, this move can be cancelled into {{MMC|input=214D~236A|label=Additional Attack}}. To perform this cancel, you need to input {{clr|A|236A}} while still holding {{clr|D|D}} to stop this move ending.<br />
<br />
{{clr|D|214D}} is important for maintaining {{MMC|input=41236D|label=Spark Bolt}}. It can be used after a blocked {{clr|D|5D}} to get in a quick charge, or in neutral to bait opponents into approaching. It can also be used somewhat as an anti-air with its armor with the {{MMC|input=214D~236A|label=Additional Attack}}, though this will lose to crossups, double jumps and other evasions. Keep in mind that this move does not have armor against foot attacks, so it's inadvisable to use to trap grounded attacks except for predicting reversals.<br />
<br />
*The Electric gauge charges more based on how long Tager holds the stance. Minimum of 66 of Spark meter generated, Maximum of 510. <br />
**This equates to 6 units of extra spark bolt charge for every optional frame of this stance held.<br />
**Cancelling into {{clr|A|236A}} or being interrupted during this move prevents any spark bolt charge being gained.<br />
*Blocks Head, Body and Projectile attribute moves while held. Cannot block unblockable attacks.<br />
<br />
}}<br />
<br />
===<big>{{clr|A|A}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|A|236A}}}}<br />
{{BBCF Move Card<br />
|input=236A<br />
|description=<br />
<br />
A special move that doesn't get used a lot at neutral due to other normals generally being better choices. While it has frame 1 projectile armour, it's not super useful since opponents don't typically use projectiles at such close range.<br />
<br />
{{clr|A|236A}} sees use in grounded combos, mostly after {{clr|B|6B}} to force crouching. It can be followed up with {{clr|A|5A}} on crouching opponents for a short combo and end with Gadget Finger to apply magnetism.<br />
<br />
This move can be used as a decently safe poke due to its disjointed hitbox, but it isn't good for setting up tick throws and it is punishable on Instant Block.<br />
<br />
*Guardpoint prevents any hitstop from projectiles it guards.<br />
*Guardpoint can block against unblockable projectiles<br />
*Can only be followed up with Additional Attack on a standing non-counter hit.<br />
}}<br />
<br />
===<big>{{clr|B|B}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|B|236B}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=236B,236[B] |versioned=input<br />
|description=<br />
Tager pauses then slides forwarda considerable distance, ending in a strike. Guard points projectiles during start-up and active frames. Also guards Head and Body attacks during some of its startup start-up. Unlike the A version, B Sledgehammer does not guard against unblockables.<br />
<br />
Not necessarily the best way to close gaps as predictable Sledge use will usually be punished. Vary between using this, super jump {{clr|C|j.C}} and simply taking a nice stroll towards the opponent to keep them guessing. In combos it works as a great move due to its huge damage, decent scaling and can be followed with {{clr|A|6A}} > {{clr|C|6C}} fairly easily after a hard knockdown (Such as after a {{clr|C|3C}} counterhit or a {{clr|D|5D}} air hit into the corner).<br />
<br />
*Covers considerably more range than the A version, moves 33% further and deals slightly more damage when fully charged, but all other properties remain the same.<br />
*Guard point also prevents any hitstop for Tager.<br />
*Causes Crumple stun on grounded hit. On Counterhit gives a crumple stun similar to {{clr|D|5D}}'s standing counterhit, allowing all manner of followups.<br />
*Causes a launching tumble on air hit or downed hit. Allows easy followups.<br />
*Often used to close gaps and punch through reckless projectile spam, but it's far from ideal since it's the only real way to do this.<br />
*Used in corner combos after a {{clr|D|5D}} air hit.<br />
}}<br />
<br />
===<big>Additional Attack</big>===<br />
{{InputBadge|{{clr|A|236A}} after Sledgehammer or Voltec Charge guardpoint}}<br />
{{BBCF Move Card<br />
|input=236X~236A,214D~236A|versioned=input<br />
|description=<br />
<br />
A very risky move, since it can only be used after {{clr|A|236A}}/{{clr|B|B}} or {{clr|D|214D}} guardpoint and it loses to low attacks. It can be used to catch sleeping opponents or characters that don't have a fast enough {{clr|A|2A}}, but don't use it too much in pressure since it's very punishable on block. Notably, the version of the move you get cancelling from {{clr|D|214D}} is considerably faster than from either Sledgehammer.<br />
<br />
If it does land, it leads to no followup on regular hit and {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|623C}} on counterhit ({{clr|A|6A}} will whiff since it's a short starter). Hammer is more useful as a combo finisher to try to close out a round. It can also be Rapid Canceled to add a good bit of damage, especially for unmagnetized grounded combos.<br />
<br />
*Same Guard point properties as B Sledgehammer, but actually lasts until it goes active.<br />
*Doesn't guard unblockables, even when done from A Sledgehammer<br />
*Combo ender in most cases, will always connect after either Sledgehammer unless the combo has prorated severely.<br />
*Can be cancelled into on whiff on either Sledgehammer.<br />
*Counterhit state throughout<br />
*The version you get cancelling from {{clr|D|214D}} is considered a separate move to the version you get cancelling from Sledgehammer for same move proration purposes. This doesn't come up much in real combos however.<br />
}}<br />
<br />
===<big>Gadget Finger</big>===<br />
{{InputBadge|{{clr|D|22D}} on downed opponent (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=22D<br />
|description=<br />
<br />
Okizeme move, picks up the opponent off the floor or airborne near the floor and drops them in front of Tager, {{keyword|restanding|term=Re-stand}} them. Is strongly attractive during its startup and active time and can be held to extend this time.<br />
<br />
Gadget Finger is an incredibly versatile tool for Tager, used to end most combos with some magnetism and preventing recovery rolls. It's a natural followup to {{clr|A|360A}}, {{clr|C|j.360C}}, and {{clr|C|623C}}. Since it leaves Tager at +9, this allows for mixups: {{clr|C|5C}} or {{clr|C|3C}} to catch mash, {{clr|A|360A}} to catch block, and blocking or backdash to cover reversal options like DP or Overdrive.<br />
<br />
Gadget Finger whiffs can also be used to extend combos after {{clr|C|2C}} due to its magnetism pulling opponents back into range. These often function as longer, more damaging combo routes than Tager's unmagnetized combos, and they can be seen on his [[{{PAGENAME}}/Combos|Combos]] page.<br />
<br />
On some characters, particularly larger characters, the frame advantage also lets Tager follow up with {{clr|A|5A}}. This doesn't lead to many combo opportunities, but {{clr|A|5A}} > jump cancel block can bait Overdrive attempts and block the resulting Burst.<br />
*{{clr|A|5A}} after Gadget Finger works on: Amane, Arakune, Bang (only in corner and CH), Bullet (only on CH), Hakumen, Jubei, Kagura, Rachel, Ragna, Susanoo, Tager, and Tsubaki<br />
<br />
Gadget Finger can be Rapid Canceled into {{clr|B|360B}}~{{clr|B|360B}} to add at least 800 damage at the end of a combo. This is particularly useful to finish off a round with unburstable damage.<br />
<br />
It can also be Rapid Canceled to use the infamous "Timeout Tager" or "Tager Circus" strategy. After landing Gadget Finger (preferably after the opponent is thoroughly magnetized), it can be Rapid Cancel and repeatedly whiff {{clr|C|j.360C}}. This is much harder than it sounds, and must be done with great care to not launch the opponent too far. If done correctly, with 100 meter, this can be an effective strategy to win by timeout.<br />
<br />
*Magnetizes for 360F (1000F in Overdrive)<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Can be held to extend active frames.<br />
*Only usable if the combo has fully downed the opponent at some point before trying to activate Gadget Finger (floorbounce does not count). The moves that cause this are:<br />
** {{clr|A|6A}}, {{clr|D|5D}} and {{clr|D|2D}} (air hit, after floorslide begins)<br />
**Crush Trigger, {{clr|A|360A}}, {{clr|B|360B > 360B}} {{clr|C|j.360C}}, {{clr|C|j.2C}} (non-CH), and air throw.<br />
**{{Clr|B|6B}}, {{clr|C|3C}} and Atomic Collider will instantly allow the use of Gadget Finger, they do not need to touch the ground first in these cases.<br />
** And any time the opponent hits the ground and simply chooses not to Emergency Roll.<br />
*100% minimum damage, 5% fixed heat gain.<br />
*Unaffected by hitstun decay: +9 normally, +18 on counter hit. The recovery is increased by Fatal Counters and Jubei's standing hitstun penalty.<br />
}}<br />
<br />
===<big>Spark Bolt</big>===<br />
{{InputBadge|{{clr|D|41236D}}}} or {{InputBadge|{{clr|D|623D}}}}<br />
{{BBCF Move Card<br />
|input=41236D,623D|versioned=input<br />
|description=<br />
<br />
Tager launches a huge and fast projectile either horizontally or at an angle that punches through most other projectiles. On hit it wallbounces the opponent back towards Tager for easy followups and magnetises for 480F. To balance how utterly overpowered this sounds, it cannot be used without a full Electricity meter.<br />
<br />
Once its meter is charged, this is an incredibly threatening tool in Tager's arsenal. Spark Bolt can punish anything from any range with correct timing and can extend nearly any combo, especially if the opponent has been pushed out too far for a followup. The wallbounce allows for a close {{clr|C|5C}} followup for good damage, or a riskier low-hitting {{clr|A|6A}} for even more damage, especially considering the magnetism and huge upfront damage it has. The projectile is large enough to hit floorsliding opponents (such as after an air hit {{clr|D|5D}}), but it will whiff on fully downed opponents.<br />
<br />
The threat of Spark Bolt is also great for controlling the opponent's actions. You don't have to use it right away, holding onto it will affect how the opponent plays and can let you approach more easily since they'll be wary of just throwing out random attacks.<br />
<br />
If the move is stuffed, the Spark Bolt gauge will still be emptied even if the projectile doesn't come out, so be cautious of using it in close range neutral situations.<br />
<br />
*Magnetises for 480F (1000F during OD). Does not attract magnetised opponents, unlike other drive moves.<br />
*Unlike all other drive moves, this move does not attract magnetised opponents at all.<br />
*Requires a full Electricity gauge to fire and consumes all of it on the first startup frame.<br />
*Charges up in 1000 frames (16 2/3 seconds) normally.<br />
**Charges four times as fast during Overdrive (Charges in approximately 4 seconds).<br />
*Each version has a slightly different hit effect, with the diagonal version causing higher vertical force and less horizontal rebound force then the horizontal version.<br />
<br />
}}<br />
<br />
===<big>Crimson Punisher</big>===<br />
{{InputBadge|{{clr|A|j.63214A}}}}<br />
{{BBCF Move Card<br />
|input=j.63214A<br />
|description=<br />
A big swipe with Tager's arm that pushes Tager up and forwards a bit. If it hits, Tager immediately follows up with a belly flop.<br />
<br />
{{clr|A|j.63214A}} is primarily used as an air combo finisher due to its high damage. On knockdown, {{clr|A|5A}} will catch roll attempts and {{clr|B|2B}} will catch forward roll attempts. The followup hit can be Rapid Canceled for more damage, though this is only really advisable at the start of a combo.<br />
<br />
{{clr|A|j.63214A}} also grants Tager forward momentum, so it can be used as an approach tool along with {{clr|C|j.C}}. Mix this up to vary your approach angles.<br />
<br />
The followup is almost always guaranteed outside of very rare cases (for example, at the end of a very long combo or due to another Tager's magnetism).<br />
<br />
*Huge hitbox underneath Tager.<br />
*First hit disables bursts on hit.<br />
*Can only be used once per jump.<br />
*During the initial arm sweep, Tager is launched slightly upwards and forwards and loses all previous jumping momentum, enabling it to easily hit enemies slightly above him, but also makes hitting it on standing opponents very tricky. Also not an overhead.<br />
}}<br />
<br />
==Distortion Drives==<br />
<br />
===<big>Magna Tech Wheel</big>===<br />
{{InputBadge|{{clr|B|236236B}}}}<br />
{{BBCF Move Card<br />
|input=236236B, 236236B OD |versioned=name<br />
|description=<br />
<br />
The big damage super used at the end of combos. It has good minimum damage, but it is often better to use Rapid Cancels in combos combined with strong normal attacks like Atomic Collider. Still, this gives good unburstable damage to close out rounds and cash in meter.<br />
<br />
MTW also has guardpoint early on, making it viable as a wakeup reversal. However, opponents can Rapid Cancel their attack in response to the superflash, making it somewhat unreliable. If you plan to use is as a reversal, it's safest to have 100 meter so you can Rapid Cancel the attack to remain safe, otherwise you'll eat a big punish.<br />
<br />
MTW can be Rapid Canceled during any hit of the attack. Since the last hit is an overhead, this Rapid Cancel be be used to mix up the opponent with a low-hitting attack or even a command grab.<br />
<br />
In Overdrive, this move and its followup gain far more damage and will also force Active Flow if Tager hasn't activated it that round. If you wish to use it in this way, use MTW as early as you can in the combo to maximize damage.<br />
<br />
*Minimum damage: 864 OD: 1080<br />
*Strongly attractive to magnetised opponents.<br />
*Guard point against everything until the third hit, then blocks anything that includes the projectile attribute for the rest. Can guardpoint through unblockables.<br />
*Only possible to follow up with Terra Break or Rapid cancel, Opponent otherwise can tech before Tager even recovers.<br />
*Has a higher input priority than 360B, so be mindful when spinning the input.<br />
<br />
}}<br />
<br />
===<big>Terra Break</big>===<br />
{{InputBadge|{{clr|B|236236B}} after Magna Tech Wheel}}<br />
{{BBCF Move Card<br />
|input=236236B~236236B<br />
|description=<br />
<br />
'''To get the best results, continously roll the 236 motion during {{MMC|input=236236B|label=MTW}}. Then, input {{clr|B|B}} right as the opponent reaches the apex of the launch.'''<br />
<br />
Only really useful as an ender to long combos thanks to its high minimum damage. At the beginning of combos, using a Rapid Cancel will lead to more damage than Terra Break. If MTW is blocked, '''do not use this''', since it's still massively punishable and essentially a waste of 50 meter. Rapid Cancel instead to remain safe.<br />
<br />
In Overdrive, this move is much more useful. After the wallbounces, it can be followed up with {{clr|C|6C}} or {{clr|B|236B}} to keep the combo going. If MTW was done during Overdrive, Terra Break will always be the Overdrive version as well, even if Overdrive has expired.<br />
<br />
*Minimum damage: 720 OD: 840<br />
*Followup to Magna Tech Wheel to add even more damage.<br />
*Blows opponent away on hit and wallbounds.<br />
*Overdrive version causes wallbounce and hard knockdown that allows for folloup with various moves, the higher up they are when you hit them, the more time you will get.<br />
}}<br />
<br />
===<big>Genesic Emerald Tager Buster</big>===<br />
{{InputBadge|{{clr|C|720C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=720C<br />
|description=<br />
<br />
Tager's signature super. Instantly invulnerable, meaning it's a true reversal (though it will still whiff on airborne opponents). This move can pull in magnetized opponents extremely far during its startup (though the pull is significantly weaker during held frames), and it is unavoidable after superflash. It becomes even more potent when combined with Instant Blocking and Overdrive Cancel. GETB can also be used in tick throw situations, though it is much higher risk than other throw options.<br />
<br />
Be wary of when to use it, though. Because of its power, opponents will often bait it out with jump cancels and throw safe moves, which can lead to a wasted 50 meter and a counterhit punish. It's best used in guaranteed situations such as after an Overdrive Raid or punishable gap.<br />
<br />
*Hold C to extend active frames, but Tager is not invulnerable during this time<br />
*Has minimum distance check larger than its hitbox, which is unusual for throws, meaning that it's possible to be in range but miss since no hitboxes line up. Be aware that throws actually measure to the front of a player's collision box which gets pushed forward during some moves, such as Ragna's {{clr|B|5B}}<br />
*Moves forward and swaps sides after a successful hit, meaning it's impossible to corner someone with this<br />
*No followups possible, including Rapid Cancel<br />
*Overdrive version magnetizes opponent for the maximum duration of 1000F in addition to dealing more damage<br />
*100% minimum damage<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Charged Lightning</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
<br />
An expensive reversal that does not apply magnetism and launches the opponent away, but it is still useful for granting Active Flow. If it's available, a {{clr|C|720C}} punish is usually a better option during Overdrive flash. It's also not particularly strong in combos, but it can be used as an unburstable combo ender.<br />
<br />
*Ends the faster Spark Bolt gauge gain from OD the instant the move hits, so it can't be used to pad out this gain.<br />
*[[BBCF/Mechanics#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]]<br />
*322/639 Minimum Damage<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>King of Tager</big>===<br />
{{InputBadge|{{clr|D|1080D}} (Hold OK) when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=1080D<br />
|description=<br />
<br />
{{clr|D|1080D}} can hit an opponent during a combo regardless of their position (except for fully downed opponents) as long as their hitbox is in front of Tager. It primarily combos after {{MMC|input=360B|label=Wedge Catapult}} and {{MMC|input=623D|label={{clr|D|623D}} Spark Bolt}}, but other than that the long startup makes it very hard to combo into.<br />
<br />
{{clr|D|1080D}} is unique in that it requires a different response from opponents. It has an initial invuln, but this does not last into the active frames so opponents can mash out of it or use a reversal. As mentioned before, though, it can hit airborne opponents so it cannot be jumped. This means it has a use over {{clr|C|720C}}, though due to its motion it is often much more telegraphed and difficult to use in general.<br />
<br />
*Cannot be cancelled into from anything.<br />
*Startup is extendable by holding the {{clr|D|D}} button, attack will only happen 10F after it is released or max hold is performed.<br />
*Extremely attractive towards magnetised opponents, including during extended startup.<br />
*Horizontal distance check of 670px, which is longer than the actual hitbox (657px from Tager's origin). Thus, it can grab some extended hurtboxes, but not all of them.<br />
}}<br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Tager}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Iron Tager|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Iron_Tager&diff=444860BBCF/Iron Tager2024-02-06T09:48:35Z<p>Manta: /* Overview */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Tager is Blazblue's resident '''grappler''' who uses powerful command throws and guard point moves to deal high damage combos. Tager has very '''low mobility'''; He can't forward dash, and he can't double jump or air dash. However, Tager has a couple of things going for him. For one, he's a walking tank with the '''highest health''' in the game. Additionally, he has an amazing backdash with long invulnerability and can use some of his guard point attacks to close in against certain moves. Lastly, Tager has his Drive. Tager's Drive gives him the ability to magnetize his opponents in order to pull them towards him. With it, he can drag opponents into his attacks and open up new combo options for better damage. Once in, Tager's command grabs and '''high damage''' can mix up his opponent and take rounds.<br />
<br />
As a low mobility grappler, Tager struggles against characters with strong neutral and low committal offense. His huge hurtbox also opens up unique combo options and mixups for the cast. Tager relies on reading his opponents and calling out their attacks with his command grabs. Thankfully, Tager's Distortion Drives (especially with Overdrive) can create huge momentum swings in his favor. With patient play and good fundamental defense, Tager can turn the tide on anyone and run his game.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#Genesic Emerald Tager Buster|720C]] (5F, super throw)<br/>[[#Gigantic Tager Driver|360A]] (6F, throw)<br/>[[#5A|5A]] (7F)<br />
| reversal = [[#Magna Tech Wheel|236236B]] (19F)<br/>[[#Genesic Emerald Tager Buster|720C]] (5F)<br />
| fatalStarter = [[#6C|6C]]<br/>[[#j.2C|j.2C]]<br/>[[#2D|2D]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Voltic Battler<br />
|content=Tager can magnetize opponents for a small duration by landing certain attacks on hit or block. If the opponent is already magnetized and gets hit by an attack with magnetism, the duration stacks (max 1000F). The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager's opponent is in hitstun, the rate halves to 1 point per 2 frames (when they perform a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.<br/><br />
<br/><br />
When the opponent is magnetized, certain attacks will pull in the opponent. All Drive moves, as well as {{clr|A|6A}}, {{clr|A|360A}}/{{clr|B|B}}, {{clr|C|623C}}, {{clr|C|j.360C}}, and Distortion Drives, will pull in magnetized opponents. Each move attracts differently and for different durations, and they may pull in airborne and grounded opponents differently. For example, Atomic Collider strongly attracts airborne opponents, but does not affect standing or crouching opponents at all. The forces are noted in the frame data. Typically attractive moves start their attraction early on during startup and end during the active frames. Magnetism pulls do not affect a player's ability to perform moves since it doesn't directly cause any kind of hitstun, however it can mess up spacing and force players to land earlier or later than normal, causing some unpredictable and sometimes amusing effects. <br/><br />
<br/><br />
In all cases, players performing Distortion Drives and executing throws that have successfully connected are completely unaffected by magnetism.<br/><br />
<br/><br />
Tager's magnetism cannot force enemies into an airborne state if they're currently grounded, enemies doing any kind of ground tech also cannot be pulled vertically, even though emergency techs are considered airborne and can be pulled sideways surprisingly fast<br/><br />
<br/><br />
In addition to magnetism, Tager has an extra gauge: the Electricity Meter. This gauge fills up at 1 point per frame (freezes during hitstop and superflash) and has a maximum of 1000 points. When the gauge is full, Tager can use the Spark Bolt attack.<br />
|header2=Overdrive: Voltic Field<br />
|content2=Unlike most other overdrives, Tager's focuses more on taking advantage during neutral, with much stronger methods of applying and keeping magnetism. This isn't to say that it doesn't boost his combo damage, but this is limited to just what the overdrive cancel allows and greatly enhanced distortion drives, rather than boosted normals.<br />
<br />
*All normal drive moves all gain projectile guardpoints as well as attribute specific guardpoints depending on the move <br />
*Spark Bolt Gauge fills up four times as fast<br />
*All moves that apply magnetism apply the maximum amount on hit or block<br />
*Distortion Drives are enhanced (more information below)<br />
*While grounded and not in hitstun, magnetized opponents are constantly pulled towards Tager with a velocity of 2,000u/F (about 2/5 of average backwalking speed, so basically not much).<br />
}}<br />
</div><br />
<br />
<div id="home-content" class="home-grid"><br />
{{card|width=6<br />
|header=Unique Mechanic: 360 inputs<br />
|content=While not completely unique to Tager, he has the largest number of special inputs that involve performing at least one full rotation of the direction stick before inputting a button. If you aren't familiar with these from other games, it's important to know the following:<br />
<br />
*You do not need to do a full circle. Instead what you need to do is all 8 directions in order starting from any direction and spinning in either direction. Importantly, you're allowed to skip individual directions, including the final one, so long as no two consecutive inputs are skipped. This means that you minimally only need 4 direction inputs to make a single 360 spin For example:<br />
**4268, 1397, 41368, 41397 are valid spin inputs.<br />
**416987 is not, since it misses 2 ''and'' 3, which are consecutive directions. <br />
*360 Inputs have a 30F input window, 720 has 45F and 1080 has 75F. This timer counts from the moment you ''leave'' the first input, so it's possible to hold [4] to block, and then input 268A to transition to Gigantic Tager Driver.<br />
*Moves that require multiple spins require them to be in sequence and in the same direction. 42684268 is a valid 720 motion, 42686248 is not. The rule about not missing two consecutive directions still applies.<br />
*Spin inputs have a higher input priority than 236 or 623 inputs (So try to do these motions neatly if you don't want a 360 instead). Similarly, try to do your spin inputs in the opposite way to the 236 motion when possible to prevent accidentally getting the wrong move.<br />
<br />
This may feel unintuitive, since pressing upwards will usually make Tager jump, so there are some useful tricks to know:<br />
<br />
*Jump startup may be special cancelled, therefore performing 4268A or 6248A quickly enough will allow you to perform 360A from a standing start. This can be done with a 720 spin, but it's extremely hard to do.<br />
*You can also avoid jumping by doing the spin when Tager can't jump anyway (Known as "Buffering" the move). This includes:<br />
**During Tager's own moves.<br />
**While in the air, since Tager has no double jump.<br />
**While blocking or being hit.<br />
**While recovering from a knockdown (typically best done during the "bounce" recovery to prevent accidental rolling).<br />
**During super pauses, especially overdrive activation.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
<br />
Tager's {{clr|A|5A}} is a very useful poke that hits crouching opponents, outranges most other moves of comparable speed and leads to decent damage on hit if they're close or magnetized. It can also be used to set up tick throws thanks to its large hitbox and neutral frame advantage. While it is slightly slower than the average jab it still covers a lot of scenarios in a single button press.<br />
<br />
*Cannot self cancel, even on hit.<br />
*One of Tager's few jump-cancelable normals.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
<br />
{{clr|B|5B}} is Tager's primary low for low/throw mixups and generally is a great point-blank poke. It's slightly smaller than {{clr|A|5A}}, but Tager's foot is entirely disjointed and it leads to more damage overall. While it is a low attack, it boasts surprising vertical reach and must be barrier blocked in the air, so it's great for catching opponents attempting to jump out of pressure.<br />
<br />
In combos this easily bridges into {{clr|C|5C}} and {{clr|C|3C}} to continue the combo, and while it doesn't do amazing damage, it still scales well.<br />
<br />
*One of Tager's few jump-cancelable normals.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
<br />
{{clr|C|5C}} is a very strong move with many applications. It is Tager's strongest combo starter thanks to its high proration values. It's also a very good combo filler thanks to its high damage and cancel options. At most ranges, {{clr|C|5C}} combos into {{clr|A|6A}} during short or medium-length combos, or {{clr|C|623C}} at the end of long combos. At max range, often the only followup available is {{MMC|input=41236D|label=Spark Bolt}}.<br />
<br />
{{clr|C|5C}} is a fantastic punish tool as well. On a grounded counterhit, {{clr|C|5C}} > {{clr|C|6C}}... can lead to over 5K damage.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
<br />
Slightly slower than {{clr|A|5A}}, but with a lower profile and more disjointed hitbox. {{clr|A|2A}} can be used as a ghetto anti-air, but it's a bit weak since it requires a quick reaction time for a jump cancel followup. It can also be used as a mashable button since it can self-cancel up to three times, unlike {{clr|A|5A}}<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|2A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
<br />
{{clr|B|2B}} does not reach very far, but it has very strong frame advantage and a fast total animation. It can be used to set up Wedge Catapult attempts and intentional whiffs to reset pressure or go for a throw.<br />
<br />
Thanks to the hitbox going well inside of Tager, {{clr|B|2B}} is also great for catching rolls in the corner.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|5B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
<br />
{{clr|C|2C}} is Tager's very high-risk, high-reward anti-air. Its invuln does not last into the active frames, so it will often trade, though the trade will usually be beneficial due to its high counterhit hitstun. This move has abysmal recovery on whiff, and it has a small horizontal reach, so it's very risky to throw out.<br />
<br />
{{clr|C|2C}} is mostly used in combos, most often ...{{clr|A|6A}} > {{clr|C|2C|}} > {{clr|C|623C}}.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{InputBadge|(Hold OK)}}<br />
{{BBCF Move Card<br />
|input=6A,6[A]|versioned=name<br />
|description=<br />
<br />
{{clr|A|6A}} is a good multi-purpose tool. It brings the opponent closer on hit and block, enabling close-range pressure and low/throw mixups. It's a staple combo tool as well to pull in opponents that have been pushed out. Usually in combos it gets used after {{clr|C|5C}}, a link which eventually fails during long combos. Other times include after Sledgehammer B, Back throw and, with some timing, Spark Bolt and {{clr|D|j.D}}.<br />
<br />
This move also has an effect where the opponent cannot tech the slide if they hit the floor within 2F of being hit (Basically when they're very close to the ground when hit in the air), causing a hard knockdown. This is generally referred to as "Low {{clr|A|6A}}". The combined untech time is long enough to allow combos of all kinds. The normal version will generally only combo into {{clr|C|2C}}, {{clr|B|6B}} and {{clr|A|236A}} but with low version, {{clr|A|6A}} will combo into {{clr|B|236B}}, {{clr|C|6C}}, and Crush Trigger as well, allowing a lot of combo possibilities. You'll want to learn this timing to get maximum damage combos, especially after Spark Bolt.<br />
----<br />
Charging {{clr|A|6A}} simply extends the armor frames and attractive time, and adds a bit more damage. Charging fully is generally useless, except for very big reads to guard point through attacks.<br />
<br />
*Hold button to delay.<br />
*Move is attractive to magnetized opponents throughout its startup and active frames, including if the move is delayed.<br />
*Armor is only enabled if the move is charged for at least 16 Frames.<br />
*Armor throughout the charge animation against Body, Head and Projectile attacks. Somewhat uniquely, attacks against {{clr|A|6A}}'s armor will still deal half of their base damage to Tager (And can still end the round).<br />
*Negative knockback, opponents are knocked towards Tager when it connects in any way. Floor slides at Tager's feet on air hit.<br />
*Full charge is achieved 6 frames before Tager will automatically swing anyway.<br />
*Large hitbox that encompasses the spark around Tager's hand, overall reach slightly larger than {{clr|C|5C}}.<br />
*Tager's only normal that can cancel into Gigantic Tager Driver or Wedge Catapult.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
<br />
{{clr|B|6B}} is an important tool thanks to its foot invulnerability. Since Tager's armored moves lose to foot-attribute attacks, this can be used to call out opponents attempting to beat the armor. On counterhit, {{clr|B|6B}} combos into {{clr|C|6C}}, leading to massive damage.<br />
<br />
{{clr|B|6B}} is also a very common combo filler since it forces crouching on opponents. {{clr|B|6B}} > {{clr|A|236A}} , {{clr|A|5A}}... works at the start of many combos and is a simple way to increase damage, set up magnetism, and even extend combos.<br />
<br />
*Can cancel into itself once.<br />
*Forces crouching on standing hit allowing combos into {{clr|A|236A}} (And {{clr|D|5D}} on fatal combos)<br />
*Hard knockdown on air hit. Combos into A Sledge and Gadget finger but not {{clr|C|2C}} with a few exceptions.<br />
*Moves Tager forward slightly.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
<br />
{{clr|C|6C}} is a very strong combo filler attack. In midscreen combos, it's often used as a followup to a counterhit {{clr|C|5C}} or {{clr|B|6B}}, or after a low {{clr|A|6A}}. In corner combos, it can be looped with {{clr|D|5D}} for lots of damage.<br />
<br />
Outside of combos, {{clr|C|6C}} is a relatively risky poke that's usually outclassed by {{clr|C|5C}} or {{clr|D|5D}}. It can be used as an overhead mixup, but its lengthy startup and visual tell make it less useful in this regard.<br />
<br />
*Fatal Counter.<br />
*Jump cancelable on hit, but not on block.<br />
*Ground Bounces.<br />
*110% Bonus Proration.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
<br />
A very useful move for starting magnetized combos. The untech time is long enough to combo {{clr|C|3C}} > {{clr|C|623C}} whiff > {{clr|C|5C}} and can net 3K off a simple interaction. It's a great poke as well, extending almost as far as {{clr|C|5C}} and coming out a bit faster, and it can also be used at the end of shorter combos to get magnetism with {{clr|D|22D}}.<br />
<br />
*Hitting with {{clr|C|3C}} at any point in the combo enables using Gadget Finger for that combo, even if they never hit the floor.<br />
*Hard knockdown on grounded counterhit, even if the opponent is flung into the air before reaching the ground (They'll eventually air tech after a long enough period of time).<br />
*110% Bonus Proration.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
<br />
A fantastic but often overlooked move, used to win air to air battles, particularly ones the opponent didn't expect when trying to jump in. If done early enough in a jump, a counterhit {{clr|A|j.A}} can chain into {{clr|D|j.D}} for some nice combos, though it's typically safer to go for {{clr|A|j.A}} > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|A|j.63214A}}.<br />
<br />
{{clr|A|j.A}} is also a necessary combo filler after an air hit {{clr|A|5A}} or {{clr|A|2A}}.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
<br />
{{clr|B|j.B}} is an extremely useful air button. It has very generous active frames and leads to decent damage in most combos. The hitbox and active frames also make it very useful for crossups. It has a long whiff recovery, however, so don't throw it out too carelessly.<br />
<br />
{{clr|B|j.B}} sets up a safejump after Atomic Collider, though it loses to 6-frame reversals. This safejump has benefits over Gadget Finger oki, since it keeps the opponent closer and allows for immediate pressure.<br />
<br />
*Ground bounces on counterhit against airborne opponents.<br />
**Ground bounce adjusts with height, allowing similar followups from various starting heights.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
<br />
{{clr|C|j.C}} gives Tager forward momentum, so it can be used to close the distance along with {{MMC|input=j.63214A|label={{clr|A|j.63214A}}}}. It can also be used as an anti-air since the hitbox covers most of Tager's hurtbox, though it will often clash. On counterhit, it's usually possible to land and pick up the combo with {{clr|C|5C}}.<br />
<br />
*Quite decent recovery, advantageous in air to air situations.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|j.B}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
<br />
{{clr|C|j.2C}} is the Fatal Counter you'll most likely land. It halts Tager's air momentum, so it can be used to call out anti-air attempts and punish the opponent hard. On regular hit, often the only option is to follow up with Gadget Finger or a Rapid Cancel into {{clr|B|5B}}. It is very punishable on block, though, so use it carefully.<br />
<br />
In combos, this move is very frequently used after {{clr|C|6C}} to bring the opponent back down. Ensure you hit them with Tager as low as you can to give yourself time to recover and use {{clr|B|5B}} or {{clr|C|3C}}.<br />
<br />
Uniquely, if this move is used very close to the ground, the attack will come out almost instantly. The quick startup version seems to be a bug that was deliberately left in the game where the game cancels much of the startup into the landing animation (which has some active frames). This quick version is useful for getting surprise fatal counters on jump ins, and is also quite safe. However its use is very limited due to the rather precise height meeded to activate it. Bizarrely enough it's still an overhead when done close to the ground.<br />
<br />
*Fatal Counter<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br style="clear:both;"/><br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
<br />
{{clr|D|5D}} is a massive poke that magnetizes the opponent and can lead to great damage. However, it has a fairly long startup; don't abuse this move, or you'll eat painful counter hits yourself.<br />
<br />
On hit, {{clr|D|5D}} can combo into {{MMC|input=360B|label={{clr|B|360B}}}} just outside of max range, or partially charged {{clr|A|6A}} at any range. It's also possible to follow up with Spark Bolt from any hit, including air hit if done fast enough. As a combo ender, it can also be canceled into {{clr|D|214D}} for a quick Spark Bolt charge or Gadget Finger to pull them back in for some shenanigans.<br />
<br />
This move particularly shines in corner combos, where it can be looped with {{MMC|input=6C|label={{clr|C|6C}}}} for massive damage.<br />
<br />
*Magnetizes for 300F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Blows opponent away on air hit, and causes floorslide.<br />
*Gains Body and Projectile guardpoint during Overdrive.<br />
**Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
<br />
Despite its enticing frame advantage, this move isn't as useful as it appears. Its slow startup and telegraphed animation means it normally won't be surprising the opponent, but on block it leaves Tager plus and close-up against a magnetized opponent, which is a very favorable position. Its best use is to close short distances or take advantage of opponents that are conditioned to not challenge during blockstun.<br />
<br />
On regular hit, this move has no cancel options besides Rapid Cancel. On Fatal Counter, Tager can follow up with either {{clr|C|3C}} > {{clr|C|623C}} (whiff) or {{clr|C|5C}} > {{clr|A|6A}} to start the combo. <br />
<br />
*Fatal Counter<br />
*Magnetises for 300F (1000F in Overdrive)<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Recovery starts immediately after the move connects, so frame advantage is always the same.<br />
*Gains Foot and Projectile guardpoint during Overdrive<br />
**Attacks do not cause hitstop<br />
**Unblockables still cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
{{BBCF Move Card<br />
|input=4D<br />
|description=<br />
<br />
{{clr|D|4D}} is a common pressure ender to apply magnetism, end with a safe frame advantage, and set up tick throws. It can also be used instead of Gadget Finger in some situations to set up tricky resets. {{clr|C|623C}} , {{clr|D|4D}} pulls the opponent directly towards Tager if they emergency tech, or hit them if they delay tech.<br />
<br />
This move does not have followups on regular hit, but on counterhit it can be followed up with {{clr|C|3C}} to lead to decent damage.<br />
<br />
*Magnetises for 180F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Gains Body and Projectile guardpoint during Overdrive.<br />
**Guarded attacks do not cause blockstop for Tager <br />
**Unblockables cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
<br />
{{clr|D|j.D}} is a somewhat situational move since Tager is usually grounded, but it can be used to control air space. More importantly, it can lead to high damage if landed close to the ground, comboing into Wedge Catapult or {{clr|C|6C}}. It's a very strong move during combos as well, most commonly after {{clr|C|6C}}, due to its long untechable time and high proration values.<br />
<br />
It's also used in the Fatal Counter loop of {{clr|C|j.C}} > {{clr|D|j.D}}. On Fatal, your goal should be to get into this loop as fast as you can to get the most damage.<br />
<br />
*Magnetizes for 300F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Gains Head and Projectile guardpoint during Overdrive.<br />
**Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored.<br />
*Hitbox extends far beyond Tager's arms.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}} or {{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C,4B+C|versioned=name<br />
|description=<br />
<br />
While technically as fast as {{clr|A|360A}}, standard throw is quicker to use on reaction than spinning the stick, and it leads to more damage, just without the invuln. For forward throw, follow up with {{clr|B|236B}}, and for back throw, follow up with {{clr|A|6A}} > {{clr|C|6C}}.<br />
<br />
Both standard throw routes end with Atomic Collider, so bear in mind which throw gives the best positioning afterwards.<br />
<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw, but with more range.]]<br />
** Has 401 pixel range compared to the standard 266 pixel range.<br />
*Forward Throw is special cancelable, but back throw is not<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
<br />
Not exactly a useful move for Tager since he doesn't have many opportunities to get close mid air, or set up airthrow traps since Air Driver does these things much better. But it does at least recover much more quickly than Air Driver if it misses and does lead to slightly more damage. Air throw can be followed up with {{clr|C|j.2C}} (Performed very close to the ground) at almost any height.<br />
<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw, but with more range.]]<br />
** Has 453 pixel range compared to the standard 344 pixel range.<br />
*Cancellable from {{clr|A|j.A}}.<br />
*Swaps sides.<br />
*Hard knockdown after a small bounce. Follow up by landing a lowest-possible {{clr|C|j.2C}}, {{clr|B|5B}}... or {{clr|C|j.C}}, {{clr|C|5C}}.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
<br />
Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of the opponent and get back to neutral. Unlike other Counter assaults, Tager's does not knock his opponent away. Instead, it grants a close-range soft knockdown on grounded hit and a close-range hard knockdown on airborne hit.<br />
<br />
*Uses {{clr|B|6B}}'s animation<br />
*Slightly slower than other Counter Assaults<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
<br />
Usually not that useful since Tager has better options during combos and pressure. However, opponents in Guard Crush can be thrown, so this can be used to set up unblockable throws if the opponent doesn't use Barrier. Overall, it's not used that much because there's usually a better option that doesn't use meter. That being said, it can be followed up with {{clr|B|5B}}, {{clr|B|6B}}, and {{clr|C|3C}}.<br />
<br />
*Gives a small floorbounce followed by a hard knockdown, essentally giving it a long knockdown time.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Gigantic Tager Driver</big>===<br />
{{InputBadge|{{clr|A|360A}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=360A<br />
|description=<br />
<br />
Tager's primary throw mixup. It has a quick startup, and can be held to pull in magnetized opponents, making it a very potent tick throw, most commonly after {{clr|A|5A}} or {{clr|D|4D}}. But don't be too predictable, since the move has a long whiff recovery and can be avoided by jumping.<br />
<br />
It can also be used to punish any pressure gap of 3 frames or more thanks to its invuln, which can be further enhanced with the use of Instant Blocking. Again, though, wary opponents can avoid this with jump cancel, frame traps, throw invuln attacks or {{keyword|meaty}} attacks, so don't overuse it.<br />
<br />
While it might seem as a Grappler that your gameplan should revolve around landing this move, it actually only leads to weak damage compared to Tager's other options. Typically this move is most useful for keeping the opponent from doing bad blockstrings on the ground and also to win out point-blank jab contests when at near-neutral frame advantage, forcing the opponent to play less aggressively.<br />
<br />
*Attractive to grounded magnetised opponents during startup and active frames.<br />
*Can be held to extend active frames.<br />
*Cannot be special cancelled into, except from {{clr|A|6A}}.<br />
*Small invulnerability window on frames 3-6. Cannot be increased by holding {{clr|A|A}}.<br />
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism).<br />
*Has 210 pixel range between bounding boxes.<br />
}}<br />
<br />
===<big>Wedge Catapult</big>===<br />
{{InputBadge|{{clr|B|360B}}}}<br />
{{BBCF Move Card<br />
|input=360B<br />
|description=<br />
<br />
A slow command grab with a lot of invlnerability at the start (but not a full reversal). Unlike his other command grabs, you cannot hold the button to extend or delay it.<br />
<br />
{{clr|B|360B}} is useful for calling out slow committal attacks and overheads as well as jump-ins. However, it is very slow and has a long recovery, and is very susceptible to whiffing and getting punished hard. The invuln starts on frame 6, so it's a riskier option than {{clr|A|360A}}.<br />
<br />
As a combo starter, {{clr|B|360B}} allows for a followup {{clr|C|5C}} or {{clr|C|6C}} for around 3-3.5K damage. If Tager's back is to the corner, it can be followed up with {{clr|D|5D}} to go into {{clr|C|6C}} > {{clr|D|5D}} corner loops.<br />
<br />
Wedge Catapult can be used in combos after long untech counterhit moves, though most importantly it can be used with {{MMC|input=22D|label=Gadget Finger}} > Rapid Cancel for high minimum damage after the end of long combos.<br />
<br />
*Disables opponent's burst on hit.<br />
*Attractive to magnetized opponents during startup.<br />
*Cannot kill.<br />
*Can only be cancelled into from {{clr|A|6A}}.<br />
*Combo throw, does not incur purple !! marks if used during blockstun or a combo But does not benefit from the 10% damage bonus on counterhits nor does it have 100% minimum damage.<br />
*Untech time always lasts until the opponent hits the floor, even in very long combos.<br />
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism).<br />
*If Tager's back is near to a wall when he hits, then he will be pushed away from the wall towards the middle of the screen to allow followups.<br />
*Has 210 pixel range between bounding boxes<br />
}}<br />
<br />
===<big>Impact Driver</big>===<br />
{{InputBadge|{{clr|B|360B}} After Wedge Catapult}}<br />
{{BBCF Move Card<br />
|input=360B~360B<br />
|description=<br />
<br />
Impact Driver is seldom used due to other combos from Wedge Catapult causing more damage. However it is unburstable and will always connect at any point in a combo and has good minimum damage, which is especially useful if it will end the round. Impact Driver can only be followed up by Gadget Finger.<br />
<br />
*Deals 100% damage if Wedge catapult was the first hit of the combo. 50% minimum damage otherwise.<br />
*This move can be input at any time during Wedge catapult's recovery after the wallbounce and it will always connect.<br />
*Opponent is returned to the same side they were on when Wedge catapult grabbed them<br />
<br />
}}<br />
<br />
===<big>Air Driver</big>===<br />
{{InputBadge|{{clr|C|j.360C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=j.360C<br />
|description=<br />
<br />
An interesting, but pretty unreliable tool that can be used to surprise opponents at a far distance and discourage jumping. Unlike {{MMC|input=360A|label={{clr|A|360A}}}}, this move does not have any invulnerability. Similar to {{MMC|input=623C|label=Atomic Collider}}, opponents that superjump or air dash may be flung too far to be grabbed, and can get a free hit due to the long recovery of this move.<br />
<br />
Can be disrespectfully used during combos as a purple throw or a tech trap to do an absurd amount of extra damage, but there's no way to do reliable Throw Reject Miss setups since it cannot be canceled from {{clr|A|j.A}}<br />
<br />
*Attractive to magnetized opponents during startup and active frames.<br />
**Strongly attractive to airborne opponents, including during moves like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=5C|label={{clr|C|5C}}}}.<br />
**Weakly attractive to grounded opponents. They'll be slowly dragged across the ground.<br />
*Can be held to extend active frames.<br />
*Cannot be special cancelled into at all.<br />
*No invulnerability unlike {{clr|A|360A}}.<br />
*Has 210 pixel range between bounding boxes, but the hitbox tends to be the limiting factor.<br />
}}<br />
<br />
===<big>Atomic Collider</big>===<br />
{{InputBadge|{{clr|C|623C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=623C<br />
|description=<br />
Anti-air grab that swaps sides on hit and can be used during combos. Hold {{clr|C|C}} to extend the startup magnetic attraction, release to actually grab them.<br />
<br />
Atomic Collider adds good damage to any combo. In long combos, it's only possible to follow up with Gadget Finger, so it's usually the end of the combo. {{clr|B|j.B}} is also a safejump after Atomic Collider, though this loses to reversals faster than 7 frames. Keep in mind that Atomic Collider sideswaps, so it may be advantageous to end the combo with other moves to maintain positional advantage.<br />
<br />
{{clr|C|3C}} is a common button to set up the float on whiff. From there, it can be followed up with plenty of options. The most common combo is {{clr|C|3C}} > {{clr|C|623C}} (whiff) , {{clr|C|5C}} > {{clr|A|6A}} > {{clr|C|2C}} > {{clr|C|623C}}.<br />
<br />
*Attractive to airborne magnetized opponents during startup and active frames.<br />
**Strongly attractive to airborne opponents, including during moves like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=5C|label={{clr|C|5C}}}}.<br />
**No effect on grounded opponents.<br />
*Can never grab a grounded opponent, regardless of hitboxes.<br />
*Combo throw. It will not incur a purple throw if used in a combo and will benefit from the 10% bonus damage from counter hits. Does not have 100% minimum damage.<br />
**First hit also does 0 damage, so this move will do a maximum of 1350 damage due to combo scaling.<br />
*Can be deliberately missed to reposition magnetised opponents, very important for combos.<br />
*Can grab extended hitboxes.<br />
*Trades inconistently due to its Head invulnerability expiring on its first active frame. Who wins the trade is determined by [[BBCF/Miscellaneous#Character_Priority|Character Priority]], which is usually Tager, but not always.<br />
<br />
<br />
}}<br />
<br />
===<big>Voltec Charge</big>===<br />
{{InputBadge|{{clr|D|214D}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=214D<br />
|description=<br />
Tager stands still and charges his spark bolt guage while protected by a Body, Head and Projectile guardpoint. Hold to extend the duration. If the opponent activates the guardpoint, this move can be cancelled into {{MMC|input=214D~236A|label=Additional Attack}}. To perform this cancel, you need to input {{clr|A|236A}} while still holding {{clr|D|D}} to stop this move ending.<br />
<br />
{{clr|D|214D}} is important for maintaining {{MMC|input=41236D|label=Spark Bolt}}. It can be used after a blocked {{clr|D|5D}} to get in a quick charge, or in neutral to bait opponents into approaching. It can also be used somewhat as an anti-air with its armor with the {{MMC|input=214D~236A|label=Additional Attack}}, though this will lose to crossups, double jumps and other evasions. Keep in mind that this move does not have armor against foot attacks, so it's inadvisable to use to trap grounded attacks except for predicting reversals.<br />
<br />
*The Electric gauge charges more based on how long Tager holds the stance. Minimum of 66 of Spark meter generated, Maximum of 510. <br />
**This equates to 6 units of extra spark bolt charge for every optional frame of this stance held.<br />
**Cancelling into {{clr|A|236A}} or being interrupted during this move prevents any spark bolt charge being gained.<br />
*Blocks Head, Body and Projectile attribute moves while held. Cannot block unblockable attacks.<br />
<br />
}}<br />
<br />
===<big>{{clr|A|A}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|A|236A}}}}<br />
{{BBCF Move Card<br />
|input=236A<br />
|description=<br />
<br />
A special move that doesn't get used a lot at neutral due to other normals generally being better choices. While it has frame 1 projectile armour, it's not super useful since opponents don't typically use projectiles at such close range.<br />
<br />
{{clr|A|236A}} sees use in grounded combos, mostly after {{clr|B|6B}} to force crouching. It can be followed up with {{clr|A|5A}} on crouching opponents for a short combo and end with Gadget Finger to apply magnetism.<br />
<br />
This move can be used as a decently safe poke due to its disjointed hitbox, but it isn't good for setting up tick throws and it is punishable on Instant Block.<br />
<br />
*Guardpoint prevents any hitstop from projectiles it guards.<br />
*Guardpoint can block against unblockable projectiles<br />
*Can only be followed up with Additional Attack on a standing non-counter hit.<br />
}}<br />
<br />
===<big>{{clr|B|B}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|B|236B}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=236B,236[B] |versioned=input<br />
|description=<br />
Tager pauses then slides forwarda considerable distance, ending in a strike. Guard points projectiles during start-up and active frames. Also guards Head and Body attacks during some of its startup start-up. Unlike the A version, B Sledgehammer does not guard against unblockables.<br />
<br />
Not necessarily the best way to close gaps as predictable Sledge use will usually be punished. Vary between using this, super jump {{clr|C|j.C}} and simply taking a nice stroll towards the opponent to keep them guessing. In combos it works as a great move due to its huge damage, decent scaling and can be followed with {{clr|A|6A}} > {{clr|C|6C}} fairly easily after a hard knockdown (Such as after a {{clr|C|3C}} counterhit or a {{clr|D|5D}} air hit into the corner).<br />
<br />
*Covers considerably more range than the A version, moves 33% further and deals slightly more damage when fully charged, but all other properties remain the same.<br />
*Guard point also prevents any hitstop for Tager.<br />
*Causes Crumple stun on grounded hit. On Counterhit gives a crumple stun similar to {{clr|D|5D}}'s standing counterhit, allowing all manner of followups.<br />
*Causes a launching tumble on air hit or downed hit. Allows easy followups.<br />
*Often used to close gaps and punch through reckless projectile spam, but it's far from ideal since it's the only real way to do this.<br />
*Used in corner combos after a {{clr|D|5D}} air hit.<br />
}}<br />
<br />
===<big>Additional Attack</big>===<br />
{{InputBadge|{{clr|A|236A}} after Sledgehammer or Voltec Charge guardpoint}}<br />
{{BBCF Move Card<br />
|input=236X~236A,214D~236A|versioned=input<br />
|description=<br />
<br />
A very risky move, since it can only be used after {{clr|A|236A}}/{{clr|B|B}} or {{clr|D|214D}} guardpoint and it loses to low attacks. It can be used to catch sleeping opponents or characters that don't have a fast enough {{clr|A|2A}}, but don't use it too much in pressure since it's very punishable on block. Notably, the version of the move you get cancelling from {{clr|D|214D}} is considerably faster than from either Sledgehammer.<br />
<br />
If it does land, it leads to no followup on regular hit and {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|623C}} on counterhit ({{clr|A|6A}} will whiff since it's a short starter). Hammer is more useful as a combo finisher to try to close out a round. It can also be Rapid Canceled to add a good bit of damage, especially for unmagnetized grounded combos.<br />
<br />
*Same Guard point properties as B Sledgehammer, but actually lasts until it goes active.<br />
*Doesn't guard unblockables, even when done from A Sledgehammer<br />
*Combo ender in most cases, will always connect after either Sledgehammer unless the combo has prorated severely.<br />
*Can be cancelled into on whiff on either Sledgehammer.<br />
*Counterhit state throughout<br />
*The version you get cancelling from {{clr|D|214D}} is considered a separate move to the version you get cancelling from Sledgehammer for same move proration purposes. This doesn't come up much in real combos however.<br />
}}<br />
<br />
===<big>Gadget Finger</big>===<br />
{{InputBadge|{{clr|D|22D}} on downed opponent (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=22D<br />
|description=<br />
<br />
Okizeme move, picks up the opponent off the floor or airborne near the floor and drops them in front of Tager, {{keyword|restanding|term=Re-stand}} them. Is strongly attractive during its startup and active time and can be held to extend this time.<br />
<br />
Gadget Finger is an incredibly versatile tool for Tager, used to end most combos with some magnetism and preventing recovery rolls. It's a natural followup to {{clr|A|360A}}, {{clr|C|j.360C}}, and {{clr|C|623C}}. Since it leaves Tager at +9, this allows for mixups: {{clr|C|5C}} or {{clr|C|3C}} to catch mash, {{clr|A|360A}} to catch block, and blocking or backdash to cover reversal options like DP or Overdrive.<br />
<br />
Gadget Finger whiffs can also be used to extend combos after {{clr|C|2C}} due to its magnetism pulling opponents back into range. These often function as longer, more damaging combo routes than Tager's unmagnetized combos, and they can be seen on his [[{{PAGENAME}}/Combos|Combos]] page.<br />
<br />
On some characters, particularly larger characters, the frame advantage also lets Tager follow up with {{clr|A|5A}}. This doesn't lead to many combo opportunities, but {{clr|A|5A}} > jump cancel block can bait Overdrive attempts and block the resulting Burst.<br />
*{{clr|A|5A}} after Gadget Finger works on: Amane, Arakune, Bang (only in corner and CH), Bullet (only on CH), Hakumen, Jubei, Kagura, Rachel, Ragna, Susanoo, Tager, and Tsubaki<br />
<br />
Gadget Finger can be Rapid Canceled into {{clr|B|360B}}~{{clr|B|360B}} to add at least 800 damage at the end of a combo. This is particularly useful to finish off a round with unburstable damage.<br />
<br />
It can also be Rapid Canceled to use the infamous "Timeout Tager" or "Tager Circus" strategy. After landing Gadget Finger (preferably after the opponent is thoroughly magnetized), it can be Rapid Cancel and repeatedly whiff {{clr|C|j.360C}}. This is much harder than it sounds, and must be done with great care to not launch the opponent too far. If done correctly, with 100 meter, this can be an effective strategy to win by timeout.<br />
<br />
*Magnetizes for 360F (1000F in Overdrive)<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Can be held to extend active frames.<br />
*Only usable if the combo has fully downed the opponent at some point before trying to activate Gadget Finger (floorbounce does not count). The moves that cause this are:<br />
** {{clr|A|6A}}, {{clr|D|5D}} and {{clr|D|2D}} (air hit, after floorslide begins)<br />
**Crush Trigger, {{clr|A|360A}}, {{clr|B|360B > 360B}} {{clr|C|j.360C}}, {{clr|C|j.2C}} (non-CH), and air throw.<br />
**{{Clr|B|6B}}, {{clr|C|3C}} and Atomic Collider will instantly allow the use of Gadget Finger, they do not need to touch the ground first in these cases.<br />
** And any time the opponent hits the ground and simply chooses not to Emergency Roll.<br />
*100% minimum damage, 5% fixed heat gain.<br />
*Unaffected by hitstun decay: +9 normally, +18 on counter hit. The recovery is increased by Fatal Counters and Jubei's standing hitstun penalty.<br />
}}<br />
<br />
===<big>Spark Bolt</big>===<br />
{{InputBadge|{{clr|D|41236D}}}} or {{InputBadge|{{clr|D|623D}}}}<br />
{{BBCF Move Card<br />
|input=41236D,623D|versioned=input<br />
|description=<br />
<br />
Tager launches a huge and fast projectile either horizontally or at an angle that punches through most other projectiles. On hit it wallbounces the opponent back towards Tager for easy followups and magnetises for 480F. To balance how utterly overpowered this sounds, it cannot be used without a full Electricity meter.<br />
<br />
Once its meter is charged, this is an incredibly threatening tool in Tager's arsenal. Spark Bolt can punish anything from any range with correct timing and can extend nearly any combo, especially if the opponent has been pushed out too far for a followup. The wallbounce allows for a close {{clr|C|5C}} followup for good damage, or a riskier low-hitting {{clr|A|6A}} for even more damage, especially considering the magnetism and huge upfront damage it has. The projectile is large enough to hit floorsliding opponents (such as after an air hit {{clr|D|5D}}), but it will whiff on fully downed opponents.<br />
<br />
The threat of Spark Bolt is also great for controlling the opponent's actions. You don't have to use it right away, holding onto it will affect how the opponent plays and can let you approach more easily since they'll be wary of just throwing out random attacks.<br />
<br />
If the move is stuffed, the Spark Bolt gauge will still be emptied even if the projectile doesn't come out, so be cautious of using it in close range neutral situations.<br />
<br />
*Magnetises for 480F (1000F during OD). Does not attract magnetised opponents, unlike other drive moves.<br />
*Unlike all other drive moves, this move does not attract magnetised opponents at all.<br />
*Requires a full Electricity gauge to fire and consumes all of it on the first startup frame.<br />
*Charges up in 1000 frames (16 2/3 seconds) normally.<br />
**Charges four times as fast during Overdrive (Charges in approximately 4 seconds).<br />
*Each version has a slightly different hit effect, with the diagonal version causing higher vertical force and less horizontal rebound force then the horizontal version.<br />
<br />
}}<br />
<br />
===<big>Crimson Punisher</big>===<br />
{{InputBadge|{{clr|A|j.63214A}}}}<br />
{{BBCF Move Card<br />
|input=j.63214A<br />
|description=<br />
A big swipe with Tager's arm that pushes Tager up and forwards a bit. If it hits, Tager immediately follows up with a belly flop.<br />
<br />
{{clr|A|j.63214A}} is primarily used as an air combo finisher due to its high damage. On knockdown, {{clr|A|5A}} will catch roll attempts and {{clr|B|2B}} will catch forward roll attempts. The followup hit can be Rapid Canceled for more damage, though this is only really advisable at the start of a combo.<br />
<br />
{{clr|A|j.63214A}} also grants Tager forward momentum, so it can be used as an approach tool along with {{clr|C|j.C}}. Mix this up to vary your approach angles.<br />
<br />
The followup is almost always guaranteed outside of very rare cases (for example, at the end of a very long combo or due to another Tager's magnetism).<br />
<br />
*Huge hitbox underneath Tager.<br />
*First hit disables bursts on hit.<br />
*Can only be used once per jump.<br />
*During the initial arm sweep, Tager is launched slightly upwards and forwards and loses all previous jumping momentum, enabling it to easily hit enemies slightly above him, but also makes hitting it on standing opponents very tricky. Also not an overhead.<br />
}}<br />
<br />
==Distortion Drives==<br />
<br />
===<big>Magna Tech Wheel</big>===<br />
{{InputBadge|{{clr|B|236236B}}}}<br />
{{BBCF Move Card<br />
|input=236236B, 236236B OD |versioned=name<br />
|description=<br />
<br />
The big damage super used at the end of combos. It has good minimum damage, but it is often better to use Rapid Cancels in combos combined with strong normal attacks like Atomic Collider. Still, this gives good unburstable damage to close out rounds and cash in meter.<br />
<br />
MTW also has guardpoint early on, making it viable as a wakeup reversal. However, opponents can Rapid Cancel their attack in response to the superflash, making it somewhat unreliable. If you plan to use is as a reversal, it's safest to have 100 meter so you can Rapid Cancel the attack to remain safe, otherwise you'll eat a big punish.<br />
<br />
MTW can be Rapid Canceled during any hit of the attack. Since the last hit is an overhead, this Rapid Cancel be be used to mix up the opponent with a low-hitting attack or even a command grab.<br />
<br />
In Overdrive, this move and its followup gain far more damage and will also force Active Flow if Tager hasn't activated it that round. If you wish to use it in this way, use MTW as early as you can in the combo to maximize damage.<br />
<br />
*Minimum damage: 864 OD: 1080<br />
*Strongly attractive to magnetised opponents.<br />
*Guard point against everything until the third hit, then blocks anything that includes the projectile attribute for the rest. Can guardpoint through unblockables.<br />
*Only possible to follow up with Terra Break or Rapid cancel, Opponent otherwise can tech before Tager even recovers.<br />
}}<br />
<br />
===<big>Terra Break</big>===<br />
{{InputBadge|{{clr|B|236236B}} after Magna Tech Wheel}}<br />
{{BBCF Move Card<br />
|input=236236B~236236B<br />
|description=<br />
<br />
'''To get the best results, continously roll the 236 motion during {{MMC|input=236236B|label=MTW}}. Then, input {{clr|B|B}} right as the opponent reaches the apex of the launch.'''<br />
<br />
Only really useful as an ender to long combos thanks to its high minimum damage. At the beginning of combos, using a Rapid Cancel will lead to more damage than Terra Break. If MTW is blocked, '''do not use this''', since it's still massively punishable and essentially a waste of 50 meter. Rapid Cancel instead to remain safe.<br />
<br />
In Overdrive, this move is much more useful. After the wallbounces, it can be followed up with {{clr|C|6C}} or {{clr|B|236B}} to keep the combo going. If MTW was done during Overdrive, Terra Break will always be the Overdrive version as well, even if Overdrive has expired.<br />
<br />
*Minimum damage: 720 OD: 840<br />
*Followup to Magna Tech Wheel to add even more damage.<br />
*Blows opponent away on hit and wallbounds.<br />
*Overdrive version causes wallbounce and hard knockdown that allows for folloup with various moves, the higher up they are when you hit them, the more time you will get.<br />
}}<br />
<br />
===<big>Genesic Emerald Tager Buster</big>===<br />
{{InputBadge|{{clr|C|720C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=720C<br />
|description=<br />
<br />
Tager's signature super. Instantly invulnerable, meaning it's a true reversal (though it will still whiff on airborne opponents). This move can pull in magnetized opponents extremely far during its startup (though the pull is significantly weaker during held frames), and it is unavoidable after superflash. It becomes even more potent when combined with Instant Blocking and Overdrive Cancel. GETB can also be used in tick throw situations, though it is much higher risk than other throw options.<br />
<br />
Be wary of when to use it, though. Because of its power, opponents will often bait it out with jump cancels and throw safe moves, which can lead to a wasted 50 meter and a counterhit punish. It's best used in guaranteed situations such as after an Overdrive Raid or punishable gap.<br />
<br />
*Hold C to extend active frames, but Tager is not invulnerable during this time<br />
*Has minimum distance check larger than its hitbox, which is unusual for throws, meaning that it's possible to be in range but miss since no hitboxes line up. Be aware that throws actually measure to the front of a player's collision box which gets pushed forward during some moves, such as Ragna's {{clr|B|5B}}<br />
*Moves forward and swaps sides after a successful hit, meaning it's impossible to corner someone with this<br />
*No followups possible, including Rapid Cancel<br />
*Overdrive version magnetizes opponent for the maximum duration of 1000F in addition to dealing more damage<br />
*100% minimum damage<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Charged Lightning</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
<br />
An expensive reversal that does not apply magnetism and launches the opponent away, but it is still useful for granting Active Flow. If it's available, a {{clr|C|720C}} punish is usually a better option during Overdrive flash. It's also not particularly strong in combos, but it can be used as an unburstable combo ender.<br />
<br />
*Ends the faster Spark Bolt gauge gain from OD the instant the move hits, so it can't be used to pad out this gain.<br />
*[[BBCF/Mechanics#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]]<br />
*322/639 Minimum Damage<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>King of Tager</big>===<br />
{{InputBadge|{{clr|D|1080D}} (Hold OK) when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=1080D<br />
|description=<br />
<br />
{{clr|D|1080D}} can hit an opponent during a combo regardless of their position (except for fully downed opponents) as long as their hitbox is in front of Tager. It primarily combos after {{MMC|input=360B|label=Wedge Catapult}} and {{MMC|input=623D|label={{clr|D|623D}} Spark Bolt}}, but other than that the long startup makes it very hard to combo into.<br />
<br />
{{clr|D|1080D}} is unique in that it requires a different response from opponents. It has an initial invuln, but this does not last into the active frames so opponents can mash out of it or use a reversal. As mentioned before, though, it can hit airborne opponents so it cannot be jumped. This means it has a use over {{clr|C|720C}}, though due to its motion it is often much more telegraphed and difficult to use in general.<br />
<br />
*Cannot be cancelled into from anything.<br />
*Startup is extendable by holding the {{clr|D|D}} button, attack will only happen 10F after it is released or max hold is performed.<br />
*Extremely attractive towards magnetised opponents, including during extended startup.<br />
*Horizontal distance check of 670px, which is longer than the actual hitbox (657px from Tager's origin). Thus, it can grab some extended hurtboxes, but not all of them.<br />
}}<br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Tager}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Iron Tager|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Litchi_Faye_Ling&diff=444851BBCF/Litchi Faye Ling2024-02-06T07:31:43Z<p>Manta: /* All Green (Ryuisou) */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Litchi Faye Ling is a versatile character with tools for oppressive neutral, scary mixups, and looping okizeme utilising her staff, Mantenbou.<br />
<br />
Broadly speaking, Litchi has two "modes", one where her staff is floating behind her, and the other where it is placed on the ground, with each mode almost completely changing her Normals and Specials. While she has her staff, Litchi's normals tend to be slower overall but have huge range, while without her staff her moves tend to be quicker and either shorter ranged or lunges at the opponent, she also gains access to more special moves overall, with many of them specifically interacting with her placed staff in some way.<br />
<br />
The staff itself is controlled with the Drive button. It can be placed and launched with various Drive moves and also then recalled in various ways to switch between the two modes while also functioning as a projectile. Many of Litchi's combos and strategies require fluidly switching between each mode and thus a deep understanding of Litchi's very large set of moves is essential to playing as Litchi well.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#5A|5A]] (6F, whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Tsubame Gaeshi|623Dm]] (11F)<br/>[[#All Terminals|632146C]] (14F)<br/>[[#Thirteen Orphans (Kokushi)|632146De (Vertical)]] (12F)<br />
| fatalStarter = [[#6Cm|6Cm]]<br/>[[#6Dm|6Dm]]<br/>[[#Straight Through (Itsuu)|41236Cm]]<br/>[[#Unarmed Lunge (Kanchan)|421[C]e]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Mantenbou<br />
|content=Litchi's Drive is a mode changing mechanic that allows her to switch between fighting with Mantenbou, her staff, and placing it on the ground to fight empty-handed. Litchi has access to different attacks when she is switching between these two modes. In general, when she has Mantenbou, '''normally written as m in combo notation''', Litchi has increased range, but her attacks are slower and she has less mixup/pressure options. The opposite is true when she's empty-handed, '''normally written as e in combo notation'''. Litchi starts every match with Mantenbou equipped.<br />
<br />
If Mantenbou is not set, pressing the Drive button will set it onto the ground. Litchi has two ways of setting down Mantenbou: '''Vertically''' ({{clr|D|5D}}/{{clr|D|j.2D}} Set) and '''Horizontally''' ({{clr|D|2D}}/{{clr|D|j.D}} Set). Depending on the set, Mantenbou will fly at different angles. Certain attacks will automatically place it in a specific set. If Litchi is empty-handed, she can change between Mantenbou being set horizontally or vertically at any time by using [[#Kote Gaeshi|Kote Gaeshi]] ({{clr|D|623D}}/{{clr|D|421D}}). <br />
<br />
Once Mantenbou is set, pressing the Drive button will launch it in the direction of Litchi's opponent '''relative to when it was set'''. Litchi can recalculate the launch direction with the following specials:<br />
*{{clr|D|623D}}/{{clr|D|421D}} (These also change staff set/mode)<br />
*{{clr|B|63214B}}/{{clr|C|C}}<br />
*{{clr|A|63214A}}~{{clr|B|B}}<br />
*{{clr|A|63214A}}~{{clr|C|C}}<br />
*Getting hit while Mantenbou is in motion (includes delaying a launch)<br />
<small>''For a basic visual reference, every time Mantenbou wiggles, it has readjusted its direction.''</small><br />
<br />
<br />
Litchi can also hold the Drive button for a short time to delay the launch. This aids Litchi in pressure extensions, oki, and mid-combo adjustments. Litchi is fully actionable while delaying the launch, and when she's delaying the launch or Mantenbou is in motion, several different things can happen to it:<br />
*If Litchi is hit, Mantenbou will immediately stop its attack and plant itself in front of her. This will recalculate its direction. If you recover in time, Mantenbou can be relaunched forward as it falls.<br />
*If Litchi blocks, Mantenbou will immediately stop its attack and return to her. This puts Litchi in Mantenbou Mode. As it travels back to her, it stays in a floating state which allows for it to be relaunched forward.<br />
*If Mantenbou clashes with a projectile, it will lose its hitbox but travel the rest of its path as normal.<br />
<br />
<small>For a video explanation on Litchi's Drive, check the [[/Strategy|Strategy Section]].</small><br />
<br/><br />
|header2=Overdrive: The Great Wheel<br />
|content2=Mantenbou returns (if it was set) and follows her around the screen, constantly spinning in circles behind her. During Overdrive, Mantenbou acts independently from Litchi— except for when she's in blockstun or hitstun, being guard crushed or during teching.<br />
<br />
*While Overdrive is active, Litchi is always empty-handed.<br />
*When Overdrive ends, Litchi automatically equips Mantenbou.<br />
*Mantenbou is controlled by pressing any direction + Drive. It will briefly pause, grow in size and spin rapidly, then thrust in that direction.<br />
*After an attack, Mantenbou will briefly stay in place before returning to Litchi. Doing another attack before it returns will do it from its current position, allowing players to send Mantenbou out far distances or sandwich the opponent between it and Litchi.<br />
*All normals (Except {{clr|C|6C}})) gatling into all other normals, normal throw and jump. 2B and 2C may only be used twice in any string.<br />
}}<br />
</div><br />
<br />
===Normals and Specials===<br />
*Mantenbou moves are indicated with ‘'''m'''‘ whilst Empty-handed moves are indicated with ‘'''e'''‘.<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
All {{clr|A|A}} normals except {{clr|A|6A}} are the same regardless of whether Matenbou is equipped or not.<br />
<br />
{{clr|A|5A}} is Litchi's quickest normal, but it also whiffs on most crouching characters, limiting it to an emergency anti-air rather than a mashable button up close.<br />
<br />
Confirms into {{clr|B|5B}}m → {{clr|B|214B}}m for a full combo on air hit, or directly into {{clr|B|214B}}m on air counter hit. Unfortunately, if the opponent is too high for {{clr|B|5B}}, and you don't have a counter hit, your only option to combo off this is {{clr|A|j.A}}.<br />
<br />
*Chains into itself 3 times.<br />
*Whiffs on all crouchers except for Relius, Hakumen, Tager.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] ({{tt|Note|If the buttons are not specified between staffed or empty handed, then you can gatling into both.}}): {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|B|4B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, Launch, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5Bm,5Be |versioned=input<br />
|description=<br />
<br />
<br />
A great neutral button that's also used in pressure and combos to hit opponents OTG.<br />
<br />
*Doesn't hit Platinum, Izayoi, Amane, Naoto and Izanami OTG.<br />
*Both versions can jump cancel<br />
<br />
----<br />
'''{{clr|B|5B}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 22<br />
}}<br />
This is Litchi's best ground poke. It has absurd range for how disjointed it is, and has strong cancel options on either block or hit, such as IAD {{clr|D|j.2D}}, her grounded overheads / lows, or {{clr|D|6D}}. It's also a nice punish, as it can combo directly into {{clr|C|6C}}m on CH.<br />
<br />
You can also confirm with OD combos which lead to good damage. E.x: {{clr|B|5B}}m → {{clr|D|6D}} → ODC or {{clr|B|5B}}m → {{clr|C|5C}}m → {{clr|C|3C}}m → ODC ...<br />
<br />
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|6A}}m, {{clr|B|2B}}m, {{clr|B|6B}}m, {{clr|B|4B}}m, {{clr|C|5C}}m, {{clr|C|2C}}m, {{clr|C|6C}}m, {{clr|C|3C}}m, {{clr|D|5D}}m, {{clr|D|2D}}m, {{clr|D|6D}}m, {{clr|D|4D}}m<br />
----<br />
<br />
'''{{clr|B|5B}}e''' <br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
Empty-handed Litchi's best normal. It's good for pressure, catching rolls in the corner, and is one of her best pokes due to the speed, range and low recovery.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|2A}}e, {{clr|A|6A}}e, {{clr|B|2B}}e, {{clr|B|6B}}e, {{clr|B|4B}}e, {{clr|C|5C}}e, {{clr|C|2C}}e, {{clr|C|6C}}e, {{clr|C|3C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5Cm,5Ce |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|C|5C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|inactive2= 3<br />
|active3 = 3<br />
|recovery = 23<br />
}}<br />
Blockstring and grounded combo fodder. It has decent cancels in pressure, like {{clr|D|4D}}, {{clr|C|3C}} and {{clr|D|6D}}. You can also place Mantenbou instead of letting the second hit land as a way to throw off the opponent's rhythm.<br />
<br />
Without counter hit, skipping the second hit is required to combo into {{clr|C|3C}} {{clr|B|214B}} off standing hit {{clr|B|5B}} for Litchi's midscreen bnbs. It's also great for pushing the opponent way from Litchi to make {{clr|B|214B}} meaty as a way to reset pressure and place Mantenbou near the opponent.<br />
<br />
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|3C}}m, {{clr|D|5D}}m, {{clr|D|2D}}m, {{clr|D|6D}}m, {{clr|D|4D}}m<br />
----<br />
<br />
'''{{clr|C|5C}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 30<br />
}}<br />
Combo and blockstring fodder. It moves you foward which is nice for staying in your opponents face, but the recovery and startup are too slow to use it anywhere else.<br />
<br />
*Jump cancellable.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|2C}}e, {{clr|C|3C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Good for [[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]] safe stagger pressure, jab throw TRM attempts, mashing out of pressure, and roll catching.<br />
<br />
*Chains into itself 3 times.<br />
*Does not hit opponents off the ground. This means that it will only punish the opponent's tech options if they actually commit to one.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] ({{tt|Note|If the buttons are not specified between staffed or empty handed, then you can gatling into both.}}): {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|B|4B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}m, {{clr|C|3C}}, Launch, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2Bm,2Be |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|B|2B}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 4<br />
|recovery = 26<br />
}}<br />
At 17f, {{clr|B|2B}}m is rather slow, but it's Litchi's fastest low with Mantenbou equipped. It can be difficult to combo on standing opponents, being limited to {{clr|B|6B}}m, {{clr|B|4B}}m and {{clr|D|6D}}m, and can leave mashable gaps if done in pressure. However, in exchange for these shortcomings, {{clr|B|2B}}m has more hitstun than regular a {{clr|B|2B}} and its range is excellent, especially when used after other Mantenbou normals— Litchi can also threaten high/low mixups with {{clr|B|2B}}m → {{clr|A|6A}}m and {{clr|B|2B}}m → {{clr|C|3C}}.<br />
<br />
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|6A}}m, {{clr|B|6B}}m, {{clr|B|4B}}m, {{clr|C|6C}}m, {{clr|C|3C}}m, {{clr|D|5D}}m, {{clr|D|2D}}m, {{clr|D|6D}}m, {{clr|D|4D}}m<br />
----<br />
'''{{clr|B|2B}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 22<br />
}}<br />
Finally, a somewhat fast low! {{clr|C|2C}}e is your only cancel that will combo off this on standing at range, since {{clr|B|5B}}e will whiff. Also useful in combos as an OTG after {{clr|C|6C}}e on characters that {{clr|B|5B}} will not hit grounded. It's still GCOD unsafe like all of Litchi's lows, but when done in setplay you can use the returning staff to confirm off it rather than having to commit to more unsafe normals.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|5B}}e, {{clr|B|6B}}e, {{clr|B|4B}}e, {{clr|C|2C}}e, {{clr|C|3C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2Cm,2Ce |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|C|2C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 28<br />
}}<br />
Mostly a combo tool. It has similar cancel options to {{clr|C|5C}}m, so it's at least decent on block, but moves you closer instead of pushing the opponent away. It's usually used to combo into {{clr|D|6D}}(1) → Delay → {{clr|B|214B}} → ..., or just directly into {{clr|B|214B}} on standing opponents. {{clr|C|2C}}m can also combo directly into {{clr|D|4D}} which leads to decent damage in the corner. <br />
<br />
As with other Mantenbou normals, it extends the attack foward, though since Litchi advances naturally, it can somtimes make move {{clr|C|5C}}m whiff if too close..<br />
<br />
*Launches on hit.<br />
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|5C}}m, {{clr|C|6C}}m, {{clr|C|3C}}m, {{clr|D|5D}}m, {{clr|D|2D}}m, {{clr|D|6D}}m, {{clr|D|4D}}m<br />
----<br />
<br />
'''{{clr|C|2C}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
One of the normals litchi can use to combo into {{clr|C|6C}}e for a standing confirm. Also jump cancellable, which is alright for pressure in the corner since Litchi IAD {{clr|C|j.C}}e will hit crouching opponents when done as soon as possible, and can reverse beat into {{clr|B|j.B}}e to not be horrifically unsafe.<br />
<br />
*Jump cancellable.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|5C}}e, {{clr|C|6C}}e, {{clr|C|3C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6Am,6Ae |versioned=input<br />
|description=<br />
<br />
<br />
*Both versions ground bounce on air hit. <br />
----<br />
'''{{clr|A|6A}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
A strong overhead despite the below average speed. The fact its range can be increased means you can do at distances or in situations the opponent doesn't expect, such as {{clr|C|41236C}} RC {{clr|A|6A}}m, or to confirm with {{clr|B|4B}}m → {{clr|B|6[B]}}m<br />
<br />
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|4B}}m<br />
----<br />
'''{{clr|A|6A}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 3<br />
|recovery = 18<br />
}}<br />
An amazing overhead. It's fast and only -2 on block. It can special or drive cancel for a full combo, or be used during setplay to let the returning Mantenbou make you plus.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Launch<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6Bm,6[B]m,6Be,6[B]e |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|B|6B}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 18<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 28<br />
}}<br />
A very long poke that's good in neutral, although it can be low-profiled. It's relatively safe on block and functions as a high reward frame trap with {{clr|C|6C}}m.<br />
<br />
If the button is held, a feint version {{clr|B|6B}} will be done which can be used for reducing the recovery of other buttons like {{clr|B|4B}}m for pressure resets or throws.<br />
<br />
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
**Slightly reduces range if done after a dash.<br />
*Can only jump/special cancel on hit<br />
*Wall bounces in the corner on air-hit<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|6C}}m<br />
----<br />
'''{{clr|B|6B}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 4<br />
|recovery = 23<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 26<br />
}}<br />
Exclusively a pressure tool. The attack itself can cancel into {{clr|C|5C}}/{{clr|C|2C}}, or jump cancel on block, but doesn't really combo out of anything. The feint is good for getting into range for throw or to just reset pressure in a ambiguous way.<br />
<br />
*Can jump cancel.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|4B}}e, {{clr|C|5C}}e, {{clr|C|2C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6Cm,6Ce |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|C|6C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 23<br />
|active = 12<br />
|recovery = 27<br />
}}<br />
A frame trap, combo tool, and Litchi's best starter. It's also fine on block because you can cancel into {{clr|D|5D}}m or {{clr|D|2D}}m on any of the four hits.<br />
<br />
*Launches opponent away on air hit<br />
*Crumples on hit<br />
**Untechable CH air-hit.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|D|5D}}m, {{clr|D|2D}}m<br />
----<br />
'''{{clr|C|6C}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|inactive2= 25<br />
|active3 = 3<br />
|recovery = 7<br />
|specialRecovery= 6<br />
}}<br />
''Amazing'' combo filler. This is used in basically every combo since it has bonus 110% proration the first time it's used. It's also a standing confirm off most staffless ground normals.<br />
<br />
It's used to allow you to recall the staff via {{clr|C|6C}}e1 {{clr|D|5[D]}} in this {{tt|route|Against airborne-> {{clr|C|6C}}e(1) > {{clr|D|5[D]}} > {{clr|C|6C}}e > {{clr|B|j.236B}}e > {{clr|D|]D[}} > {{clr|C|j.236C}}e > staff 2 > {{clr|C|6C}}e(1) > {{clr|D|623D}}m - May require delays in rekkas or release timing depending on staff position. The core idea is that your staff hits should 1. fill in the gap between {{clr|B|j.236B}}~{{clr|C|j.236C}} and 2. Cover your landing recovery from {{clr|C|j.236C}} > {{clr|C|6C}}e(1).}}, which is the primary route you will be using with Litchi.<br />
<br />
*Second hit will hard knockdown on ground hit<br />
**Will soft knockdown on air hit.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Launch<br />
}}<br />
<br />
===<big>{{clr|B|4B}}</big>===<br />
{{BBCF Move Card<br />
|input=4Bm,4Be |versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 3<br />
|recovery = 29<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 21<br />
}}<br />
'''{{clr|B|4B}}'''<br />
<br />
Litchi's dedicated head-invulnerable anti air. Unfortunately, it suffers from poor horizontal range, so other options, such as {{clr|A|5A}} may be preferable depending on range or situation. {{clr|B|4B}} is at its best against crossups, and can be used to snipe extended hurtboxes to make up for its lack of range. Additionally, while it doesn't low-profile, Litchi's hurtbox is noticeably reduced beginning on frame 3.<br />
<br />
*{{clr|B|4B}}m exclusive:<br />
**Uses staff position, which extends the range if used after an attack that moves the staff, and shortens it if done with dash momentum. Used to combo after spaced {{clr|B|2B}} or {{clr|A|6A}}.<br />
**Launches on ground hit.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|6B}}m<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3Cm,3Ce |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|C|3C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 12<br />
|recovery = 15<br />
}}<br />
A huge normal with lengthy active frames. It's one of Litchi's better staffed lows because it can lead to establishing staffless pressure by doing {{clr|C|3C}}m → {{clr|D|2D}}m → {{clr|D|2[D]}}e on hit. It can also cancel into {{clr|C|41236C}} for a double low that will lead to full combos in the corner via {{clr|C|3C}}m → {{clr|C|41236C}} → {{clr|A|5A}} → {{clr|B|5B}}m → {{clr|B|214B}}m → ... <br />
<br />
*Hard knockdown on counter hit. Can be followed up by doing {{clr|B|2B}}m → {{clr|B|4B}} → ... or even {{clr|D|2D}}m → {{clr|D|5D}}e → 66 → {{clr|B|j.B}} →{{clr|C|C}} → Delay → {{clr|B|j.B}}m → ...<br />
*{{Tt|Extends Mantenbou forward|Moves that use the staff's location (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) have extended horizontal range. In the case of this move it doesn't mean much since you need to RC to extend the range of relevant moves.}}.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|D|5D}}m, {{clr|D|2D}}m<br />
----<br />
'''{{clr|C|3C}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 21<br />
}}<br />
A low sweep that's used for pressure and combos. It can haveniche use in okizeme as a way to call out to people who don't emergency tech after {{clr|D|623D}}m. At midscreen, you can do 66{{clr|C|3C}}e which will blue beat opponents who don't tech, and if they do, Litchi is neutral on whiff. It can also be done in the corner and be slightly plus without the microdash. If they get hit the backwards movement in the recovery will push you too far out for them to roll through, but it's generally better to do 44 {{clr|D|5[D]}}e {{clr|B|5B}}e whiff in the corner instead.<br />
<br />
*Shifts Litchi backwards during recovery.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
{{clr|A|j.A}} is an extremely good, low commitment, anti air when done rising. While it doesn't lead to any damage or setups, it's still a powerful option to contest opponents above you. It also sees use as a cancel option after {{clr|B|j.B}}m to make Litchi more plus.<br />
*Chains into itself indefinitely on block and on hit.<br />
*Jump cancellable.<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.Bm,j.Be |versioned=input<br />
|description=<br />
'''{{clr|B|j.B}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 18<br />
}}<br />
An extremely good air to air, and decent air to ground with an above average crossup hitbox. Leads to full combos if you counter hit them close enough to the ground. Also combos into {{clr|D|j.D}}m for a low damage knockdown that launches them away from you. Recovers quick enough that you can do it rising as another anti air.<br />
----<br />
'''{{clr|B|j.B}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 4<br />
|recovery = 12<br />
}}<br />
A strong air-to-air attack and average jump in with a good crossup hitbox. Used as a cancel after {{clr|C|j.C}}e to make Litchi more plus. It recovers quick enough that you can do it rising as another anti air.<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.Cm,j.Ce |versioned=input<br />
|description=<br />
<br />
'''{{clr|C|j.C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 4<br />
|recovery = 14<br />
|specialRecovery= 4<br />
}}<br />
A dedicated air to air with high reward on counter hit near the corner, though the air-to-ground hitbox can be poor, and combined with the slow startup and landing recovery means it carries some risk.<br />
<br />
*Blows back the opponent on CH<br />
**Wall bounces in the corner<br />
----<br />
'''{{clr|C|j.C}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 3<br />
|recovery = 22<br />
}}<br />
Litchi's best air-to-ground normal. This will hit opponents crouching if done as soon as possible after an IAD, and can cancel into {{clr|B|j.B}}e to allow Litchi to continue pressure. It has limited use in air combos due to knocking the opponent down, but Litchi can extend with {{tt|staff launch|Roll catch in the corner while holding vertical staff: {{clr|B|5B}}e → {{clr|C|5C}}e → sj9 → {{clr|B|j.B}} → {{clr|C|j.C}}e → {{clr|D|]D[} →}} {{clr|C|j.236C}}e → {{clr|B|4B}}m → {{clr|B|214B}}m → ...}} {{clr|B|j.236B}}, or by {{tt|cancelling into {{clr|B|j.B}}|Horizontal staff set: {{clr|D|5D}}e → 669 → {{clr|B|j.B}} →{{clr|C|j.C}}e → Delay → {{clr|B|j.B}}m → {{clr|B|214B}}m → ...}} if the opponent is high enough early in the combo.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>{{clr|D|5/2D}}m</big>===<br />
{{BBCF Move Card<br />
|input=5Dm,2Dm |versioned=input<br />
|description=<br />
'''{{clr|D|5D}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 27<br />
}}<br />
Sets Mantenbou '''vertically'''. It's useful in pressure if your opponent is jumping out of horizontal set, but placing it is a little slower.<br />
----<br />
<br />
'''{{clr|D|2D}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 23<br />
}}<br />
Sets Mantenbou '''horizontally'''. It has faster recovery than {{clr|D|5D}}m and can be used for pressure resets. <br />
}}<br />
<br />
===<big>{{clr|D|6D}}m</big>===<br />
{{BBCF Move Card<br />
|input=6Dm<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 9<br />
|inactive2= 4<br />
|active3 = 5<br />
|recovery = 17<br />
}}<br />
This sets Mantenbou '''horizontally'''. It's a multi-hit, advancing normal which leaves Litchi +3 on block, making it a great tool for pressure and combos. For example, Litchi can potentially reset pressure twice: once with the plus frames, and then again by doing a partially charged {{clr|D|5D}}e. In midscreen combos, it pushes her in range for {{clr|B|214B}}m or {{clr|D|623D}}m, while in corner combos it's her go-to move for horizontal sets.<br />
<br />
Litchi can't special cancel the second hit, so the opponent can IB to force a 0-on-block situation, where Litchi will usually trade or lose due to her 7-frame 2A. To discourage this, the first hit can be cancelled into {{clr|C|41236C}}m, which allows Litchi to call out her opponent. Stance cancel to take advantage of attempted instant blocks with throw, delay to frame trap mashers with a Fatal, or simply let the hit go for an airtight low. Another option is {{clr|D|6D}}(1) > CT, which will guard crush IB attempts, though this is best used sparingly.<br />
<br />
*Wall-splats in the corner<br />
}}<br />
<br />
===<big>{{clr|D|4D}}m</big>===<br />
{{BBCF Move Card<br />
|input=4Dm<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 9<br />
|recovery = 8<br />
|specialRecovery= 8<br />
}}<br />
This sets Mantenbou '''vertically''', and is a great overhead: it's fast and even to plus when spaced which makes it difficult to punish. On hit, it groundslides for easy pickups combos that have great corner carry . E.x: {{clr|D|4D}}m → Dash → {{clr|C|3C}}e → {{clr|C|421C}} → ...<br />
<br />
It's good for routes if used after a CH or {{clr|C|2C}}m in the corner, and its airborne state enables tricky mixups with RC such as {{clr|D|4D}}m → {{clr|A|j.A}} that retain good pressure on block, and don't mess up combos on hit.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}m</big>===<br />
{{BBCF Move Card<br />
|input=j.Dm<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|isProjectile = true<br />
|recovery = 32<br />
|specialRecovery = 4<br />
}}<br />
The infamous Litchi {{clr|D|j.D}}m; stops Litchi in the air and then launches her upwards and backwards slightly while launching the staff as a projectile at a steep downward angle, setting Mantenbou '''horizontally''' as it lands.<br />
<br />
This move is one of Litchi's primary ways to annoy the opponent, as it is extremely difficult for some characters to punish. It beats anti airs since it is a projectile that moves Litchi back, and allows Litchi to attempt to frame trap the opponent with {{clr|D|j.D}}e after the initial projectile. {{clr|D|j.D}}e can even beat attempts at doing attempts at grounded anti airs against Litchi later if you hold off on the initial frame trap. The best way for the opponent to deal with this is to respect the initial frame trap, then attempt to do rising anti air options like airthrow. Litchi is still not defenseless against this if you do not attempt to frame trap the opponent, because she can flip to the staff with {{clr|A|j.63214A}}/{{clr|B|B}}/{{clr|C|C}}e or set it to Vertical set via {{clr|D|j.623D}}e then launch to anti air the opponent.<br />
<br />
Thankfully for the opponent, Litchi gets almost no reward outside of frustration, because the damage is low and it leads to no combos. Despite this, it is still a critical part of Litchi's neutral as a low commitment zoning tool.<br />
<br />
*Cancels all air momentum<br />
}}<br />
<br />
===<big>{{clr|D|j.2D}}m</big>===<br />
{{BBCF Move Card<br />
|input=j.2Dm<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|isProjectile = true<br />
|inactive2= 8<br />
|active3 = 2<br />
|recovery = 8<br />
}}<br />
Stops Litchi's air momentum and then drops her straight downwards, setting the staff '''vertically''' as she lands and kicking backwards with a low attack. A good crossup that leaves Litchi plus if blocked, with Mantenbou right next to the opponent to allow for Litchi's powerful staff plus {{clr|C|421[C]}} mixup. On hit, Litchi can either combo normally or side swap to retain corner if you vacuumed them out of it to cross them up.<br />
<br />
There is a gap if the opponent instant blocks the first hit, which can let the opponent reversal out. If the second hit whiffs, Litchi is very negative, so be careful when you use this.<br />
<br />
*Cancels air momentum once it becomes active.<br />
*Second attack hits exclusively behind her and vacuums the opponent towards her on hit and block.<br />
}}<br />
<br />
===<big>{{clr|D|5/2/6[6]/j.D}}e</big>===<br />
{{BBCF Move Card<br />
|input=5De,2De,6[6]De,j.De |versioned=input<br />
|description=<br />
Launches the staff; See [[#Staff Launch|Staff Launch]] for more info on what the staff itself actually does. {{clr|D|5D}}e is usually the launch of choice after {{clr|C|6C}}(1) because it's an easier input. Holding {{clr|D|D}} will delay the launch until {{clr|D|D}} is released.<br />
----<br />
'''{{clr|D|5D}}'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
}}<br />
*If not held, Staff is active on frame 9.<br />
*+5/+1 for Vertical/Horizontal set if the staff hits first possible frame.<br />
----<br />
'''{{clr|D|2D}}'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
}}<br />
*If not held, Staff is active on frame 10.<br />
*+6/+2 for Vertical/Horizontal set if the staff hits first possible frame.<br />
----<br />
'''{{clr|D|6[6]D}}'''<br />
<br />
A Staff Launch that Litchi can only use after running for over 12 frames. This does not use blazblue's 5f buffer window, so doing this immediately is a 1f link.<br />
*If {{clr|D|D}} is pressed on frame 13 and not held, frame 14 is the earliest possible active frame.<br />
*+16/+12 for Vertical/Horizontal set.<br />
----<br />
'''{{clr|D|j.D}}'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 26<br />
|specialRecovery= 7<br />
}}<br />
A somewhat safe anti anti-air with Horizontal set or frame trap if used after {{clr|D|j.D}}m. Has significant landing recovery, so be careful using this.<br />
*If not held, Staff is active on frame 12.<br />
*Cancels all air momentum.<br />
}}<br />
<br />
===<big>Staff Launch</big>===<br />
{{BBCF Move Card<br />
|input=Staff Launch Vertical,Staff Launch Horizontal |versioned=name<br />
|description=<br />
'''Vertical Set'''<br />
<br />
Amazing for pressure due to having two hits. However, its arc quickly becomes too high to hit a crouching opponent if they're not near the initial launch. Also great for covering air space. It's more threatening when returning, as it's much easier for Litchi to get a full combo on opponent that gets hit by returning staff.<br />
<br />
Unlike Horizontal set, it doesn't launch standing opponents, so it's preferable to use for crossup {{clr|C|421[C]}}.<br />
<br />
In the corner, it's even better for pressure because it's significantly more difficult to avoid, and the second hit will vacuum the opponent out of the corner to enable crossups via jumping over the opponent.<br />
<br />
'''Moves that set the staff in Vertical/{{clr|D|5D}} Mode'''<br />
*{{clr|D|5D}}m<br />
*{{clr|D|4D}}m<br />
*{{clr|D|j.2D}}m<br />
*{{clr|B|214B}}/{{clr|C|C}}m<br />
*{{clr|D|623D}}e<br />
----<br />
'''Horizontal Set'''<br />
<br />
Generally not as good as Vertical Set due to only having a single hit, but not without its strengths. This is the preferred set for midscreen pressure due to its low angle preventing whiffs on crouchers. However, Litchi's strong corner carry and powerful corner offense means you should be playing midscreen as little as possible. Regardless of screen position, if you've conditioned your opponent to respect a delayed launch, it can still generate a large amount of frame advantage for Litchi. <br />
<br />
On hit, it launches even grounded opponents, which is great for some combos, but makes it unusable in crossup {{clr|C|421[C]}} okizeme.<br />
<br />
Extremely powerful tool to annoy the opponent with in neutral. When used fullscreen, it only takes 20~ frames to hit an opponent in the other corner, as well as covering the entire ground area while it's active, which can incentivize punishable air approaches.<br />
<br />
Has some utility in oki, as it will not hit the opponent on the ground until after the combo timer resets, while still catching rolls and meatying neutral tech, but isn't great because it's extremely difficult to combo from these setups. If you have a 2D set on okizeme, it's likely best to go for a {{clr|D|41236D}} setup.<br />
<br />
'''Moves that set the staff in Horizontal/{{clr|D|2D}} Mode'''<br />
*{{clr|D|2D}}m<br />
*{{clr|D|6D}}m<br />
*{{clr|D|j.D}}m <br />
*{{clr|D|421D}}e<br />
*{{clr|C|632146C}}m~{{clr|D|D}}<br />
----<br />
*If the staff is at the corner, it will not travel off screen.<br />
*The staff must be blocked relative to Litchi. Even if it comes from behind, hold away from her to block it.<br />
*If Litchi is hit while this is active, it deactivates and is launched upwards and backwards, returning to the same set orientation.<br />
*If Litchi blocks, the staff will stop dead and then return to Litchi.<br />
*The launch direction of the staff is calculated when it is set, so even if Litchi or her Opponent swap sides with the staff, it will still go in the same direction when launched had they not done so. Certain special moves listed below will recalculate this launch direction without needing to recall the staff.<br />
}}<br />
<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 23<br />
}}<br />
Universal mixup tool that leads to average damage. Can be impactful in situations where you don't have the opportunity to set up staff.<br />
<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw.]]<br />
*Special cancelable<br />
*Counter hit recovery<br />
*Kara throw: {{clr|B|6B}}~{{clr|C|C}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
===<big>Backwards Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 23<br />
}}<br />
Foward throw, but backwards. Launches the opponent higher in the air than forward throw, but can be followed up the same way.<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw.]]<br />
*Special cancelable<br />
*Counter hit recovery<br />
*Kara throw: {{clr|B|6B}}~{{clr|C|C}}<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 23<br />
|specialRecovery= 3<br />
}}<br />
Airthrows are extremely powerful offensive anti airs. Use this.<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw.]]<br />
*Counter hit recovery<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|When blocking {{clr|A|6A}}+{{clr|B|B}}}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 2<br />
|recovery = 36<br />
}}<br />
A [[BBCF/Mechanics#Counter_Assault| Counter Assault]] with solid range. Since {{clr|D|623D}}m cannot be rapid cancelled, this is where most of your defensive meter usage will go. Plus enough on counter hit for you to move the staff with {{clr|D|421D}}e and still meaty them.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small><br />
|startup = 20<br />
|active = 1<br />
|recovery = 25<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Max Charge</small><br />
|startup = 61<br />
|active = 1<br />
|recovery = 25<br />
|frcStart = 30<br />
|frcEnd = 60<br />
}}<br />
A somewhat above average crush trigger. Like her throw, Litchi doesn't really need this with staff placed because of her strong character specific mixup options. However, you can use held staff to confirm off uncharged crush trigger without corner, which makes it better than most.<br />
}}<br />
<br />
===<big>Backdash</big>===<br />
{{InputBadge|44}}<br />
{{BBCF Move Card<br />
|input=44<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 22<br />
}}<br />
Litchi's backdash can be used to escape pressure or avoid meaties with normals that do not have the range to catch the recovery midscreen. Since it is airborne, getting hit can be awkward for your opponent to combo, but if they manage to confirm it will likely lead to higher damage.<br />
*Can cancel into 447 on frame 18.<br />
*Airborne 1-15f<br />
}}<br />
<br />
===<big>Additional Back Step</big>===<br />
{{InputBadge|447}}<br />
{{BBCF Move Card<br />
|input=447<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 43<br />
}}<br />
A second backdash if they failed to punish your first one. The invulnerability is small, but Litchi can cancel into a very low forward air dash from it. This is useful for surprising opponents that after your backdash with {{clr|C|j.C}} or {{clr|B|j.B}}. You should always cancel this with something, as it has much higher recovery if you don't cancel into normals before landing.<br />
*Available on frame 18 of Backdash.<br />
*Can cancel into forward airdash, air normals/throw, Riichi and Kote Gaeshi during frames 20-34.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Straight Through (Itsuu) </big>===<br />
{{InputBadge|{{clr|A|41236A}}/{{clr|B|B}}/{{clr|C|C}}m (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=41236Am,41236Bm,41236Cm,41236Xm~D |versioned=input<br />
|description=<br />
Provides guard point, until frame 12 or the frame you stop holding, at which point the attack transitions into one of the following versions below. You can hold {{clr|A|A}}/{{clr|B|B}}/{{clr|C|C}} to delay the attack, or press {{clr|D|D}} while holding the button to cancel the attack with 14 frames of recovery. The fastest possible Itsuu~{{clr|D|D}} is 26 frames. Litchi has no way to be plus or even neutral from an Itsuu cancel, with the best possible advantage being -6 from {{clr|D|6D}}(1). The move also cancels on its own if held for the maximum amount of time, with only 6 frames of non-guardpoint recovery.<br />
*All versions of the stance are at least -26 on {{Tt|[[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]].|The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that '''both players input during the hitstop of a prior move''', so that this attack and ODR start on the same frame.}} However, you can hold the stance to try and meaty them, or cancel with {{clr|D|D}} to be +0 instead.<br />
*{{Tt|All versions extend the staff forward|Moves that use the staff's location (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) have extended horizontal range. In the case of this move it doesn't mean much since you need to RC to extend the range of relevant moves.}}.<br />
*If fully held, has 6F recovery instead of attacking. The staff also counts as placed for the first frame after recovering from this, so you can link {{clr|D|5D}}e despite having Mantenbou equipped. It uses the last staff placement, or Horizontal set if the staff has not been placed yet.<br />
*All versions are always -2 on normal block, regardless of what active frame they hit on.<br />
----<br />
;'''{{clr|A|41236A}}m'''<br />
<br />
One of Litchi's anti airs. Good for controlling space above Litchi aggressively due to being completely disjointed and having high reward on counter hit, but is fairly slow. Very nice as a read for people jumping out of your corner pressure, as it wallbounces in the corner for a full combo without counter hit.<br />
*Counter hit wall bounces midscreen.<br />
<br />
----<br />
;'''{{clr|B|41236B}}m'''<br />
<br />
A slow, but very long poke to control space on the ground. It needs to be RC'd to combo from, but is harder to avoid than {{clr|C|41236C}}.<br />
----<br />
;'''{{clr|C|41236C}}m''' <br />
<br />
An extremely long range low that's unpunishable on normal block, and even on IB most of the time. Itsuu C is a strong frame trap with high reward on Fatal Counter, leading to {{keyword|OTG}} combos. In the corner, it can lead to full combos on normal hit via linking {{clr|A|5A}}.<br />
<br />
*Fatal Counter.<br />
*Causes hard knockdown on counter hit. Example pickups: dash {{clr|C|5C}}m/({{clr|B|2B}}m > {{clr|B|4B}}m) > {{clr|B|214B}}...<br />
*Can rapid cancel to take advantage of the extended staff range and combo with {{clr|A|6A}}m.<br />
}}<br />
<br />
===<big>Ren Chan</big>===<br />
{{InputBadge|{{clr|B|214B}}/{{clr|C|C}}m}}<br />
{{BBCF Move Card<br />
|input=214Bm,214Cm |versioned=input<br />
|description=<br />
<br />
Litchi flicks Mantenbou forward in an arc, placing it '''vertically'''. If Litchi is hit, the staff's attack is deactivated and is launched upwards and backwards, but still lands in a vertical set.<br />
<br />
----<br />
'''{{clr|B|214B}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|isProjectile= true<br />
|recovery = 32<br />
}}<br />
Probably Litchi's best anti air, despite the lack of head attribute invulnerability. It covers an enormous amount of space for the speed and will lead to full combos on relatively high hits, or at any height if it counter hits. A great way to reset pressure as well if spaced, as it can be plus when meaty. This lets Litchi frame trap the opponent with {{clr|D|5D}}e, partially charge {{clr|D|5D}}e to generate more frame advantage and run or IAD in, or you can run in and do mid-run animationless staff launch.<br />
<br />
Also a combo staple, almost every basic combo will involve using this at some point on an airborne opponent.<br />
<br />
*Sets Mantenbou a little over 1/2 screen from Litchi.<br />
<br />
----<br />
'''{{clr|C|214C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|isProjectile= true<br />
|recovery = 26<br />
}}<br />
Awful. It's too slow compared to the {{clr|B|B}} version and doesn't cover as useful an area while also having limited combo utility.<br />
<br />
*Sets Mantenbou at about a full screen distance away<br />
<br />
}}<br />
<br />
===<big>Tsubame Gaeshi</big>===<br />
{{InputBadge|{{clr|D|623D}}m}}<br />
{{BBCF Move Card<br />
|input=623Dm<br />
|description=<br />
Tsubame Gaeshi is Litchi's DP with good speed and an amazing hitbox that goes all around and high above her. It carries the opponent to the top of the screen and scores a knockdown shortly after. However, it can only be used with Mantenbou equipped '''and cannot be RC'd.'''<br />
<br />
For combos, it's Litchi's go-to ender for knockdowns. At midscreen, she struggles to prevent the opponent from rolling away, but in the corner, she can safely meaty the opponent and check rolls by doing {{clr|D|623D}}m 44 {{clr|D|5[D]}}e with neutral techs being covered by releasing the staff early. If the opponent doesn't, you can continue holding the staff and press {{tt|{{clr|B|5B}}e buffer {{clr|C|5C}}e|Combo on roll, make sure to continue holding {{clr|D|[D]}}: {{clr|B|5B}}e {{clr|C|5C}}e sjc9 {{clr|B|j.B}}{{clr|C|C}}e {{clr|C|j.236C}}e {{clr|B|4B}}m {{clr|B|214B}}m {{clr|B|236B}}e {{clr|A|63214A}}e~{{clr|B|B}} {{clr|C|6C}}e1 {{clr|D|5[D]}} {{clr|C|6C}}e2 dl {{clr|B|236B}}e {{clr|C|236C}}e {{clr|B|4B}}e {{clr|D|623D}}m}} to check rolls. Once the opponent respects this, you can start doing {{clr|C|421[C]}}e plus {{clr|D|5]D[}} for an unreactable crossup.<br />
<br />
If you need to kill, it also allows Litchi to combo into supers trivially anywhere on the screen. Midscreen, you can combo {{clr|D|623D}}m {{clr|C|6428C}}. In the corner, you can do {{clr|D|623D}}m {{clr|C|6C1}}e {{clr|D|632146D}}e -> IABD {{clr|C|j.C}}w OD {{clr|C|6428C}} dl EA for 2215 minimum damage.<br />
<br />
Being able to converrt after it in the corner also makes it niche combo filler, but this isn't used much.<br />
<br />
*The staff is considered a new projectile after reappearing and will be active '''even if Litchi is already in hitstun''', but will disappear if she's hit after this.<br />
*If the opponent goes a punish too late, the second hit can punish the opponent instead - This only occurs if Litchi would be able to recover and block anyway, however, as the projectile is inactive if Litchi is in hitstun or blockstun.<br />
*Sets Mantenbou '''vertically'''.<br />
*If jumped over, will left/right unblockable the opponent.<br />
}}<br />
<br />
===<big>Three Dragons</big>===<br />
{{InputBadge|{{clr|A|236A}}/{{clr|B|B}}/{{clr|C|C}}e}}<br />
{{BBCF Move Card |versioned=name<br />
|input=236Ae,236Be,j.236Be,236Ce,j.236Ce<br />
|description=<br />
Litchi's Rekka series, each move can be cancelled into any of the other moves, but no move may be repeated in the same chain.<br />
*On hit, all three can cancel into all versions of [[#Reach_(Riichi)|Reach]], or Four Winds<br />
*Third special used in the chain gains increased hitstop<br />
----<br />
'''Three Dragons: White (Haku)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
Litchi's special low. Usually used as combo filler after {{clr|B|214B}}m, but also has use as a character specific combo extender when used as the last hit of the sequence, as Litchi can do 66 {{clr|B|5B}}e to extend after it. Also good for frame trapping after {{clr|C|236C}}e, since it's safe on block. The only move of this set that must be performed grounded, so be sure to allow the move you used beforehand to land before trying this.<br />
*-7 on {{Tt|[[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]].|The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that '''both players input during the hitstop of a prior move''', so that this attack and ODR start on the same frame.}}<br />
----<br />
'''Three Dragons: Green (Hatsu)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 4<br />
|recovery = 23<br />
|specialRecovery = 15<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|specialRecovery = 15<br />
}}<br />
Litchi's primary combo extender. Has enough hitstun to perform Riichi A, land on the staff and continue with the B followup, which is the basis of almost all Litchi combos. Also lets Litchi combo off air hit 6Ce2 and j.Ce because the air version is extremely fast. Cannot be cancelled into anything if this move misses and only recovers when Litchi lands., making it very painful if this misses, especially if performed in the air.<br />
----<br />
'''Three Dragons: Red (Chun)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 26<br />
|active = 3<br />
|recovery = 8<br />
|specialRecovery= 14<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 26<br />
|active = 3<br />
|specialRecovery= 14<br />
}}<br />
Mostly used as combo filler during rekka sequences. If used after {{clr|B|236B}}e in or near the corner Litchi has enough frame advantage to combo into {{clr|B|5B}}e. Likewise cannot be cancelled into anything if this move misses and only recovers when Litchi lands. Also an overhead you can mix with 236A, but somewhat limited use due to it's extremely obvious animation.<br />
}}<br />
<br />
===<big>Unarmed Lunge (Kanchan)</big>===<br />
{{InputBadge|{{clr|C|421C}}e (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=421Ce<br />
|description=<br />
Litchi dashes forward for a lunging palm attack. Holding the button will extend the dash, and allow Litchi to instead dash past the opponent for a powered-up crossup version of the attack.<br />
----<br />
'''Normal Version'''<br />
<br />
A powerful defensive or anti poke option due to the early body invulnerability, characters that mostly rely on body attribute moves like Mai can struggle to deal with this.<br />
<br />
Mostly combo filler near the corner, but it has utility as a pressure tool with staff or rapid cancel to make Litchi plus. The first two hits also have very little hitstop, so Rapid Cancelling the first hit and throwing can give Litchi an abrupt way to get into range to throw.<br />
<br />
*Blows the opponent back.<br />
*Wall bounces in the corner or on counter hit.<br />
---- <br />
'''Crossup Version'''<br />
<br />
An extremely powerful crossup move because Litchi can release vertical staff just before or after she crosses them up with this for an unreactable left/right mixup. Also plus on block, but generally not useful for this because your opponent will naturally instant block this by reacting and changing block direction.<br />
<br />
Also a hilarious defensive option, as unlike the uncharged version the fact it slides behind the opponent can let it beat moves that aren't body attribute by getting behind the opponent before they go active.<br />
*Fatal Counters<br />
*Wall bounces midscreen.<br />
}}<br />
<br />
===<big>Reach (Riichi)</big>===<br />
{{InputBadge|{{clr|A|63214A}}e/{{clr|B|B}}e/{{clr|C|C}}e (Air OK)}}<br />
{{BBCF Move Card |versioned=name <br />
|input=63214Ae,63214Be,63214Ce<br />
|description= Litchi attempts to jump towards her set staff and do one of three things depending on the button presesed. If she can't reach the staff due to being out of range or obstructed in some way, she will simply land on the floor instead. All three moves use the same leaping animation at the start, meaning it won't be clear to your opponent which move you've chosen until you reach the staff. Because this can be used in the air and doesn't consume any air options, it can be used as an evasion tool in various situations.<br />
<br />
*Can only be used when the staff is set and not doing anything.<br />
*Recovery in Square brackets is if Litchi misses the staff.<br />
*After using any version of Reach, no version may be used until Litchi lands.<br />
<br />
----<br />
'''Reach: Last Chance (Riichi)'''<br />
<br />
Litchi jumps to the staff and then balances on top of it, with various moves possible afterwards. Primarily combo filler with the {{clr|B|B}} followup, but sometimes useful for mobility. The {{clr|C|C}} followup also is surprisingly good on block and can cross over the opponent. See next move card for followups.<br />
<br />
*Has a shorter range than the other two versions to reach the staff (Since she needs to reach the top of it)<br />
*Can airdash off of the staff with 66/44.<br />
*Can jump off of the staff.<br />
*Drops from the staff with 2.<br />
<br />
----<br />
'''Reach: Robbing the Kong (Riichi B)'''<br />
<br />
Litchi jumps to the staff and kicks it forwards in a small arc as a projectile in basically the same way as Ren Chan. A great way to take advantage of the opponent's respect in neutral since it's very plus and can leave the staff next to them.<br />
*Maintains the staff's current set.<br />
*Staff remains active if Litchi is hit after it is launched.<br />
<br />
----<br />
'''Reach: Kong on Kong (Riichi C)'''<br />
<br />
Litchi jumps to the staff and launches herself forwards. Sort of an airdash off the staff that doesn't actually use up your air options, but is rather slow. It's generally better to use {{clr|A|63214A}} instead and just drop down or airdash off it, but this version at least has a longer range where it will work.<br />
}}<br />
<br />
===<big>Reach: Last Chance followups</big>===<br />
{{InputBadge|Reach: Last Chance~X}}<br />
{{BBCF Move Card |versioned=name<br />
|input=63214Ae~A,63214Ae~B,63214Ae~C,63214Ae~D<br />
|description=<br />
Once atop the staff, Litchi has various moves she can perform:<br />
<br />
----<br />
'''Dismount (2, 66, 44, 7/8/9)'''<br />
<br />
Not listed as a special move in game, but Litchi is able to perform a normal airdash or double jump from the staff, or simply dismount by pressing 2. All moves have the standard frame data for their air versions. Since going onto the staff does not restore your air options, if you have already used it up before using Reach: Last Chance, then you will not be able to use airdashes or double jumps from this stance.<br />
<br />
Dismounting by pressing 2 takes 1 frame and leaves Litchi airborne and moving downwards, allowing you to use jump normals pretty quickly. Litchi will also dismount automatically after 180 Frames of doing nothing.<br />
<br />
----<br />
'''One Shot (Ippatsu A) ({{clr|A|A}} button)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
Does a kick diagonally downwards that launches her opponent upwards and towards Litchi with a surprising amount of untech time. While it can be used as a poke while atop the staff, has a jump cancel and even combos into itself, the only time you'll really use this is to combo into astral.<br />
<br />
This is the only move that does not dismount Litchi from the staff. <br />
<br />
----<br />
'''Three Dragons: Green (Ippatsu B) ({{clr|B|B}} button)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 4<br />
|recovery = 9<br />
|specialRecovery= 11<br />
}}<br />
Great for combos. Despite its name, it's not part of the Three Dragons rekka, so Litchi can't cancel this into anything, but this lets Litchi fall to the ground and pick up with {{clr|B|5B}}e or {{clr|C|6C}}e. Also, since it's not part of this series, it counts separately for Same Move Proration. If you do want to use the full Rekka series, input manually as you normally would; the act of pressing 2 when doing 236 will dismount from the staff and then you can do the air version of this move.<br />
*Recalculates launch direction<br />
<br />
----<br />
'''Three Dragons: Red (Ippatsu C) ({{clr|C|C}} button)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|recovery = 4<br />
|specialRecovery= 11<br />
}}<br />
Not really seen in combos and like before, cannot be cancelled into anything and has its own Same Move Proration, but it's a nice attack to use after leaping to the staff in neutral since it can cross the opponent up and is +0 at absolute worst.<br />
*Recalculates Staff launch direction<br />
<br />
----<br />
'''Robbing a Quad (Ippatsu D) ({{clr|D|D}} button)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 7<br />
|inactive2= 8<br />
|active3 = 3<br />
|recovery = 9<br />
}}<br />
Litchi Drops to the floor and kicks backwards, making this a tool mostly used in a specific corner routing. Used in some of Litchi's highest damaging combos with manual staff release timings, but only useful if the opponent is near enough to the corner for {{clr|B|214B}}m set to be facing towards the corner rather than away, since it '''does not recalculate launch direction.''' Not useful as a pressure tool, as leaping to the staff is slow and it's difficult to face the right way for the second hit to leave you plus. On paper this can be used as a low to mix in with the overhead attack above, but both moves need your opponent to be in a different position to connect, so it's a gimmick mixup a best. <br />
<br />
----<br />
'''Nine Gates of Heaven''' ({{clr|D|46D}}) <br />
<br />
Litchi's Astral is also performed from here, see [[#Nine_Gates_of_Heaven|here]] for full details<br />
}}<br />
<br />
===<big>The Four Winds (Shinshin)</big>===<br />
{{InputBadge|{{clr|D|41236D}}e}}<br />
{{BBCF Move Card<br />
|input=41236De Vertical,41236De Horizontal |versioned=name<br />
|description=<br />
Causes the staff to basically become a big hitbox that strikes multiple times, with the staff's movment based on which set was used: <br />
<br />
'''Vertical Set'''<br />
A surprisingly powerful anti air or blockstring option after {{clr|B|214B}}m. If it hits the opponent it leads to a full combo since it's untechable until touching the ground.<br />
----<br />
'''Horizontal Set'''<br />
<br />
Really plus, but is better as a blockstring option than as setplay, since if the opponent gets hit off the ground or in the air they can air tech out to escape.<br />
----<br />
*The staff needs to be fully set and not doing anything else to perform this move.<br />
*Remains active even if Litchi blocks or is hit.<br />
*Always launches towards the opponent's current position.<br />
*Will not move off screen in the corner.<br />
}}<br />
<br />
===<big>Kote Gaeshi</big>===<br />
{{InputBadge|{{clr|D|623D}}e / {{clr|D|421D}}e (air OK)}}<br />
{{BBCF Move Card<br />
|input=623De,j.623De |versioned=name<br />
|description=<br />
<br />
A move that adjusts a set staff's position slightly and can be used to switch whether it is in horizontal or vertical set. If done in the air it also halts her momentum, so it can be done as a stall.<br />
<br />
It also recalculates the direction of staff launch to the opponent's position '''at the time Kote Gaeshi was inputted''', instead of when Mantenbou was originally set, making this useful for zoning.<br />
<br />
*Staff must be fully set and not doing anything to use this move.<br />
*Cannot be special cancelled into.<br />
<br />
'''{{clr|D|623D}}'''<br />
<br />
The staff hops forward.<br />
*Sets the staff to Vertical Set.<br />
----<br />
'''{{clr|D|421D}}'''<br />
<br />
The staff hops backward.<br />
*Sets the staff to Horizontal Set.<br />
----<br />
<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
===<big>All Green (Ryuisou)</big>===<br />
{{InputBadge|{{clr|C|6428C}}}}<br />
{{BBCF Move Card<br />
|input=6428C<br />
|description=<br />
Creates a huge firey explosion in front of Litchi, in OD the explosion rises upwards and hits repeatedly.<br />
Mostly a combo ender to kill after {{clr|D|623D}}m. Can be used as a hard callout to neutral options or setplay, but has a deadzone. While it isn't technically invulnerable until it goes active, the flame will always appear once the superflash happens so it can trade against long ranged pokes. Also useful early in OD combos as the overdrive version can extend your combo rather than end it, ie: {{clr|B|5B}}m {{clr|C|5C}}m {{clr|C|3C}}m ODC {{clr|C|6428C}} {{clr|C|421C}}+{{clr|D|6D}} ->.<br />
*Minimum damage: 800 OD: 1002<br />
}}<br />
<br />
===<big>All Terminals (Chinroutou)</big>===<br />
{{InputBadge|{{clr|C|632146C}}}}<br />
{{BBCF Move Card<br />
|input=632146C<br />
|description=<br />
*Hold D during the staffed version of the move to set the staff in Horizontal mode and use the staffless ender instead of the staffed ender.<br />
*Minimum damage: 975 OD: 1222<br />
Autocombo Distortion drive, with two variants depending on whether Litchi has her staff, but this does not change the damage. One of your more damaging supers to end combos with and boasts the best minimum damage, but is difficult to actually combo into compared to Vertical {{clr|D|632146D}}e or {{clr|C|6428C}}. Also a underwhelming reversal super with awful vertical range and average horizontal range. The superflash also occurs right at the beginning of its startup, making it more easy to react to than other distortion drives. It's still decent during blockstrings, however.<br />
<br />
The Staffless ender doesn't lead to anything except for doing a fullscreen meaty with horizontal set, which is conveniently placed down by holding D during the staffed version. It hits all tech options and meaties neutral tech, then leads to absolutely nothing, but sometimes one more hit is all you need.<br />
}}<br />
<br />
===<big>Thirteen Orphans (Kokushi)</big>===<br />
{{InputBadge|{{clr|D|632146D}}e}}<br />
{{BBCF Move Card<br />
|input=632146De Vertical,632146De Horizontal |versioned=name<br />
|description=<br />
'''Vertical Set'''<br />
Mantenbou turns into a spinning top that rises upwards, hitting repeatedly on the way.<br />
<br />
An amazing super that's great for ending combos in the corner and as a plus on block reversal if Litchi is near a vertical set staff. Stays on hit and activates during the invulnerability, so Litchi will trade and win with almost anything, except for low profiles and throws. On counter hit it also lets Litchi run under to steal the corner and still combo due to being fully untechable.<br />
<br />
Also used in {{tt|Litchi's double super setups| {{clr|D|623D}}m {{clr|C|6C1}}e {{clr|D|632146D}}e IABD {{clr|C|j.C}}w OD {{clr|C|6428C}} dl EA}} for 2215 minimum damage in the corner.<br />
*Minimum damage: 910<br />
<br />
----<br />
'''Horizontal Set'''<br />
Mantenbou turns into a Doll of sorts and rushes forwards with a series of punches, not unlike Carl's Rhapsody Of Memory's or Relius' Duo Bios.<br />
<br />
A great lockdown super if you can get the opponent to block it. It has extremely long startup which makes setups involving this super limited. Unlike the other doll lockdown supers, will track the opponent horizontally and doesn't have a hurtbox.<br />
*Stays on hit.<br />
*Minimum damage: 780<br />
----<br />
*Returns the staff to Litchi afterwards<br />
*Both versions are technically invulnerable on the frame prior to superflash, but the invuln ends during superflash meaning Litchi is effectively vulnerable on that frame. The staff attack will not be interrupted if hit on this frame.<br />
*Due to how Litchi's overdrive works, there is no Overdrive version of this move.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Overdrive==<br />
===<big>The Great Wheel</big>===<br />
{{InputBadge|Direction + {{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=OD Staff<br />
|description=<br />
Litchi overdrive overrides the state of Mantenbou into a special state where Mantenbou stays with Litchi at all times and can do a medium ranged attack in any direction by pressing D in that direction, if no direction is given, the staff will try to angle directly at Litchi's opponent. This attack can be done whenever Litchi isn't in hitstun or guardstun.<br />
<br />
Litchi herself has access to her non-staff moveset, excluding all moves that normally interact with the staff. Litchi also gains the ability to cancel any normal (Except {{clr|C|6C}})) into any other normal, air throw or jump, with the exception that {{clr|B|2B}} and {{clr|C|2C}} may only be used twice in any given string of cancels.<br />
<br />
Given how drastically this changes how Litchi's entire combo theory works, players must learn Overdrive specific combos due to the new possibilities, but also that most standard combos will no longer work.<br />
<br />
Amazing for pressure since it can enable infinite airtight high/low mixup blockstrings, or unreactable left/right mixups with staff and {{clr|C|421[C]}}. Sadly, Overdrive is too valuable to use it this way frequently since the blockstrings are still vulnerable to counter assault or your opponents Overdrive.<br />
<br />
A very strong overdrive for combos regardless - an extremely effective and easy combo route is to loop {{clr|C|6C}} {{clr|D|3D}} repeatedly then super before the overdrive runs out. In her more advanced combos, mostly those with longer OD durations, you want to combo from anything -> {{clr|C|6428C}} -> Anything -> {{clr|C|632146C}}/Exceed Accel for maximum damage.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Crimson Peacock</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
Universal reversal with a poor vertical hitbox. Somewhat useful in the corner because it will swap sides. Also used as the ender to her double super combos for extreme damage, and is likely to have active flow due to spending 100 meter.<br />
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*303/606 Minimum Damage<br />
*Leaves Litchi in Staffed Mode<br />
*Swaps sides<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Nine Gates of Heaven</big>===<br />
{{InputBadge|Last Chance > {{clr|D|46D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}} or {{InputBadge|{{clr|D|34123646D}} in Overdrive when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=63214Ae~46D<br />
|description=<br />
Litchi leaps off the screen and performs a dive kick from offscreen at extreme speed but a shallow angle, covering most of the screen. Litchi will aim her dive kick based on where she was horizontally when she activated it, although it's honestly difficult to miss anyone who is in hitstun at the time. While it is one of the slower Astrals and has the awkward requirement of needing Litchi to be on the staff or in overdrive, it does enjoy full invulnerability and a very short startup after the flash, making it hard to react to (Although somewhat easy to see coming due to needing to be on the staff) and good for punishing attempts to attack her while she's stood there.<br />
<br />
Despite the requirements appearing high, Litchi's combo structure lets her combo into it without much trouble. You can combo into it from {{clr|A|63214A}}e~{{clr|A|A}} followup. <br />
<br />
*Hold 6 to make Litchi attack from the other side of the screen. Not a crossup, but is required to combo into astral off {{clr|A|63214A}}e~{{clr|A|A}} in the corner.<br />
*Hold D to delay the kick.<br />
*Awful recovery of over a second if she doesn't hit. Is a massive Hail Mary play in Neutral as a result.<br />
'''Example Combo''' <br />
*{{clr|B|5B}}m {{clr|C|5C}}m {{clr|C|3C}}m {{clr|B|214B}}m {{clr|A|236A}}e {{clr|B|236B}}e {{clr|A|63214A}}e~{{clr|A|A}} {{clr|D|46D}}<br />
<br><br />
<br />
In OD, this works much differently. The input changes to {{clr|D|34123646D}}, and she can only use it if the staff is hovering behind her. She can still delay the initial kick and crossup as normal. As the final input is {{clr|D|6D}}, the staff will still launch, and it can hit her opponent during the startup and combo into Astral. The input may seem intense, but as her main OD combo structure involves a {{clr|D|3D}} input, it's easier than it seems to combo into. The input can also be buffered during an Overdrive Cancel, such as {{clr|C|6C}}(1) > ODC > Astral.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Litchi}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Litchi Faye Ling|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Litchi_Faye_Ling&diff=444850BBCF/Litchi Faye Ling2024-02-06T07:30:02Z<p>Manta: /* Reach: Last Chance followups */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Litchi Faye Ling is a versatile character with tools for oppressive neutral, scary mixups, and looping okizeme utilising her staff, Mantenbou.<br />
<br />
Broadly speaking, Litchi has two "modes", one where her staff is floating behind her, and the other where it is placed on the ground, with each mode almost completely changing her Normals and Specials. While she has her staff, Litchi's normals tend to be slower overall but have huge range, while without her staff her moves tend to be quicker and either shorter ranged or lunges at the opponent, she also gains access to more special moves overall, with many of them specifically interacting with her placed staff in some way.<br />
<br />
The staff itself is controlled with the Drive button. It can be placed and launched with various Drive moves and also then recalled in various ways to switch between the two modes while also functioning as a projectile. Many of Litchi's combos and strategies require fluidly switching between each mode and thus a deep understanding of Litchi's very large set of moves is essential to playing as Litchi well.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#5A|5A]] (6F, whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Tsubame Gaeshi|623Dm]] (11F)<br/>[[#All Terminals|632146C]] (14F)<br/>[[#Thirteen Orphans (Kokushi)|632146De (Vertical)]] (12F)<br />
| fatalStarter = [[#6Cm|6Cm]]<br/>[[#6Dm|6Dm]]<br/>[[#Straight Through (Itsuu)|41236Cm]]<br/>[[#Unarmed Lunge (Kanchan)|421[C]e]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Mantenbou<br />
|content=Litchi's Drive is a mode changing mechanic that allows her to switch between fighting with Mantenbou, her staff, and placing it on the ground to fight empty-handed. Litchi has access to different attacks when she is switching between these two modes. In general, when she has Mantenbou, '''normally written as m in combo notation''', Litchi has increased range, but her attacks are slower and she has less mixup/pressure options. The opposite is true when she's empty-handed, '''normally written as e in combo notation'''. Litchi starts every match with Mantenbou equipped.<br />
<br />
If Mantenbou is not set, pressing the Drive button will set it onto the ground. Litchi has two ways of setting down Mantenbou: '''Vertically''' ({{clr|D|5D}}/{{clr|D|j.2D}} Set) and '''Horizontally''' ({{clr|D|2D}}/{{clr|D|j.D}} Set). Depending on the set, Mantenbou will fly at different angles. Certain attacks will automatically place it in a specific set. If Litchi is empty-handed, she can change between Mantenbou being set horizontally or vertically at any time by using [[#Kote Gaeshi|Kote Gaeshi]] ({{clr|D|623D}}/{{clr|D|421D}}). <br />
<br />
Once Mantenbou is set, pressing the Drive button will launch it in the direction of Litchi's opponent '''relative to when it was set'''. Litchi can recalculate the launch direction with the following specials:<br />
*{{clr|D|623D}}/{{clr|D|421D}} (These also change staff set/mode)<br />
*{{clr|B|63214B}}/{{clr|C|C}}<br />
*{{clr|A|63214A}}~{{clr|B|B}}<br />
*{{clr|A|63214A}}~{{clr|C|C}}<br />
*Getting hit while Mantenbou is in motion (includes delaying a launch)<br />
<small>''For a basic visual reference, every time Mantenbou wiggles, it has readjusted its direction.''</small><br />
<br />
<br />
Litchi can also hold the Drive button for a short time to delay the launch. This aids Litchi in pressure extensions, oki, and mid-combo adjustments. Litchi is fully actionable while delaying the launch, and when she's delaying the launch or Mantenbou is in motion, several different things can happen to it:<br />
*If Litchi is hit, Mantenbou will immediately stop its attack and plant itself in front of her. This will recalculate its direction. If you recover in time, Mantenbou can be relaunched forward as it falls.<br />
*If Litchi blocks, Mantenbou will immediately stop its attack and return to her. This puts Litchi in Mantenbou Mode. As it travels back to her, it stays in a floating state which allows for it to be relaunched forward.<br />
*If Mantenbou clashes with a projectile, it will lose its hitbox but travel the rest of its path as normal.<br />
<br />
<small>For a video explanation on Litchi's Drive, check the [[/Strategy|Strategy Section]].</small><br />
<br/><br />
|header2=Overdrive: The Great Wheel<br />
|content2=Mantenbou returns (if it was set) and follows her around the screen, constantly spinning in circles behind her. During Overdrive, Mantenbou acts independently from Litchi— except for when she's in blockstun or hitstun, being guard crushed or during teching.<br />
<br />
*While Overdrive is active, Litchi is always empty-handed.<br />
*When Overdrive ends, Litchi automatically equips Mantenbou.<br />
*Mantenbou is controlled by pressing any direction + Drive. It will briefly pause, grow in size and spin rapidly, then thrust in that direction.<br />
*After an attack, Mantenbou will briefly stay in place before returning to Litchi. Doing another attack before it returns will do it from its current position, allowing players to send Mantenbou out far distances or sandwich the opponent between it and Litchi.<br />
*All normals (Except {{clr|C|6C}})) gatling into all other normals, normal throw and jump. 2B and 2C may only be used twice in any string.<br />
}}<br />
</div><br />
<br />
===Normals and Specials===<br />
*Mantenbou moves are indicated with ‘'''m'''‘ whilst Empty-handed moves are indicated with ‘'''e'''‘.<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
All {{clr|A|A}} normals except {{clr|A|6A}} are the same regardless of whether Matenbou is equipped or not.<br />
<br />
{{clr|A|5A}} is Litchi's quickest normal, but it also whiffs on most crouching characters, limiting it to an emergency anti-air rather than a mashable button up close.<br />
<br />
Confirms into {{clr|B|5B}}m → {{clr|B|214B}}m for a full combo on air hit, or directly into {{clr|B|214B}}m on air counter hit. Unfortunately, if the opponent is too high for {{clr|B|5B}}, and you don't have a counter hit, your only option to combo off this is {{clr|A|j.A}}.<br />
<br />
*Chains into itself 3 times.<br />
*Whiffs on all crouchers except for Relius, Hakumen, Tager.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] ({{tt|Note|If the buttons are not specified between staffed or empty handed, then you can gatling into both.}}): {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|B|4B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, Launch, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5Bm,5Be |versioned=input<br />
|description=<br />
<br />
<br />
A great neutral button that's also used in pressure and combos to hit opponents OTG.<br />
<br />
*Doesn't hit Platinum, Izayoi, Amane, Naoto and Izanami OTG.<br />
*Both versions can jump cancel<br />
<br />
----<br />
'''{{clr|B|5B}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 22<br />
}}<br />
This is Litchi's best ground poke. It has absurd range for how disjointed it is, and has strong cancel options on either block or hit, such as IAD {{clr|D|j.2D}}, her grounded overheads / lows, or {{clr|D|6D}}. It's also a nice punish, as it can combo directly into {{clr|C|6C}}m on CH.<br />
<br />
You can also confirm with OD combos which lead to good damage. E.x: {{clr|B|5B}}m → {{clr|D|6D}} → ODC or {{clr|B|5B}}m → {{clr|C|5C}}m → {{clr|C|3C}}m → ODC ...<br />
<br />
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|6A}}m, {{clr|B|2B}}m, {{clr|B|6B}}m, {{clr|B|4B}}m, {{clr|C|5C}}m, {{clr|C|2C}}m, {{clr|C|6C}}m, {{clr|C|3C}}m, {{clr|D|5D}}m, {{clr|D|2D}}m, {{clr|D|6D}}m, {{clr|D|4D}}m<br />
----<br />
<br />
'''{{clr|B|5B}}e''' <br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
Empty-handed Litchi's best normal. It's good for pressure, catching rolls in the corner, and is one of her best pokes due to the speed, range and low recovery.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|2A}}e, {{clr|A|6A}}e, {{clr|B|2B}}e, {{clr|B|6B}}e, {{clr|B|4B}}e, {{clr|C|5C}}e, {{clr|C|2C}}e, {{clr|C|6C}}e, {{clr|C|3C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5Cm,5Ce |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|C|5C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|inactive2= 3<br />
|active3 = 3<br />
|recovery = 23<br />
}}<br />
Blockstring and grounded combo fodder. It has decent cancels in pressure, like {{clr|D|4D}}, {{clr|C|3C}} and {{clr|D|6D}}. You can also place Mantenbou instead of letting the second hit land as a way to throw off the opponent's rhythm.<br />
<br />
Without counter hit, skipping the second hit is required to combo into {{clr|C|3C}} {{clr|B|214B}} off standing hit {{clr|B|5B}} for Litchi's midscreen bnbs. It's also great for pushing the opponent way from Litchi to make {{clr|B|214B}} meaty as a way to reset pressure and place Mantenbou near the opponent.<br />
<br />
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|3C}}m, {{clr|D|5D}}m, {{clr|D|2D}}m, {{clr|D|6D}}m, {{clr|D|4D}}m<br />
----<br />
<br />
'''{{clr|C|5C}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 30<br />
}}<br />
Combo and blockstring fodder. It moves you foward which is nice for staying in your opponents face, but the recovery and startup are too slow to use it anywhere else.<br />
<br />
*Jump cancellable.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|2C}}e, {{clr|C|3C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Good for [[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]] safe stagger pressure, jab throw TRM attempts, mashing out of pressure, and roll catching.<br />
<br />
*Chains into itself 3 times.<br />
*Does not hit opponents off the ground. This means that it will only punish the opponent's tech options if they actually commit to one.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] ({{tt|Note|If the buttons are not specified between staffed or empty handed, then you can gatling into both.}}): {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|B|4B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}m, {{clr|C|3C}}, Launch, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2Bm,2Be |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|B|2B}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 4<br />
|recovery = 26<br />
}}<br />
At 17f, {{clr|B|2B}}m is rather slow, but it's Litchi's fastest low with Mantenbou equipped. It can be difficult to combo on standing opponents, being limited to {{clr|B|6B}}m, {{clr|B|4B}}m and {{clr|D|6D}}m, and can leave mashable gaps if done in pressure. However, in exchange for these shortcomings, {{clr|B|2B}}m has more hitstun than regular a {{clr|B|2B}} and its range is excellent, especially when used after other Mantenbou normals— Litchi can also threaten high/low mixups with {{clr|B|2B}}m → {{clr|A|6A}}m and {{clr|B|2B}}m → {{clr|C|3C}}.<br />
<br />
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|6A}}m, {{clr|B|6B}}m, {{clr|B|4B}}m, {{clr|C|6C}}m, {{clr|C|3C}}m, {{clr|D|5D}}m, {{clr|D|2D}}m, {{clr|D|6D}}m, {{clr|D|4D}}m<br />
----<br />
'''{{clr|B|2B}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 22<br />
}}<br />
Finally, a somewhat fast low! {{clr|C|2C}}e is your only cancel that will combo off this on standing at range, since {{clr|B|5B}}e will whiff. Also useful in combos as an OTG after {{clr|C|6C}}e on characters that {{clr|B|5B}} will not hit grounded. It's still GCOD unsafe like all of Litchi's lows, but when done in setplay you can use the returning staff to confirm off it rather than having to commit to more unsafe normals.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|5B}}e, {{clr|B|6B}}e, {{clr|B|4B}}e, {{clr|C|2C}}e, {{clr|C|3C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2Cm,2Ce |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|C|2C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 28<br />
}}<br />
Mostly a combo tool. It has similar cancel options to {{clr|C|5C}}m, so it's at least decent on block, but moves you closer instead of pushing the opponent away. It's usually used to combo into {{clr|D|6D}}(1) → Delay → {{clr|B|214B}} → ..., or just directly into {{clr|B|214B}} on standing opponents. {{clr|C|2C}}m can also combo directly into {{clr|D|4D}} which leads to decent damage in the corner. <br />
<br />
As with other Mantenbou normals, it extends the attack foward, though since Litchi advances naturally, it can somtimes make move {{clr|C|5C}}m whiff if too close..<br />
<br />
*Launches on hit.<br />
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|5C}}m, {{clr|C|6C}}m, {{clr|C|3C}}m, {{clr|D|5D}}m, {{clr|D|2D}}m, {{clr|D|6D}}m, {{clr|D|4D}}m<br />
----<br />
<br />
'''{{clr|C|2C}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
One of the normals litchi can use to combo into {{clr|C|6C}}e for a standing confirm. Also jump cancellable, which is alright for pressure in the corner since Litchi IAD {{clr|C|j.C}}e will hit crouching opponents when done as soon as possible, and can reverse beat into {{clr|B|j.B}}e to not be horrifically unsafe.<br />
<br />
*Jump cancellable.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|5C}}e, {{clr|C|6C}}e, {{clr|C|3C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6Am,6Ae |versioned=input<br />
|description=<br />
<br />
<br />
*Both versions ground bounce on air hit. <br />
----<br />
'''{{clr|A|6A}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
A strong overhead despite the below average speed. The fact its range can be increased means you can do at distances or in situations the opponent doesn't expect, such as {{clr|C|41236C}} RC {{clr|A|6A}}m, or to confirm with {{clr|B|4B}}m → {{clr|B|6[B]}}m<br />
<br />
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|4B}}m<br />
----<br />
'''{{clr|A|6A}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 3<br />
|recovery = 18<br />
}}<br />
An amazing overhead. It's fast and only -2 on block. It can special or drive cancel for a full combo, or be used during setplay to let the returning Mantenbou make you plus.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Launch<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6Bm,6[B]m,6Be,6[B]e |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|B|6B}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 18<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 28<br />
}}<br />
A very long poke that's good in neutral, although it can be low-profiled. It's relatively safe on block and functions as a high reward frame trap with {{clr|C|6C}}m.<br />
<br />
If the button is held, a feint version {{clr|B|6B}} will be done which can be used for reducing the recovery of other buttons like {{clr|B|4B}}m for pressure resets or throws.<br />
<br />
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
**Slightly reduces range if done after a dash.<br />
*Can only jump/special cancel on hit<br />
*Wall bounces in the corner on air-hit<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|6C}}m<br />
----<br />
'''{{clr|B|6B}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 4<br />
|recovery = 23<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 26<br />
}}<br />
Exclusively a pressure tool. The attack itself can cancel into {{clr|C|5C}}/{{clr|C|2C}}, or jump cancel on block, but doesn't really combo out of anything. The feint is good for getting into range for throw or to just reset pressure in a ambiguous way.<br />
<br />
*Can jump cancel.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|4B}}e, {{clr|C|5C}}e, {{clr|C|2C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6Cm,6Ce |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|C|6C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 23<br />
|active = 12<br />
|recovery = 27<br />
}}<br />
A frame trap, combo tool, and Litchi's best starter. It's also fine on block because you can cancel into {{clr|D|5D}}m or {{clr|D|2D}}m on any of the four hits.<br />
<br />
*Launches opponent away on air hit<br />
*Crumples on hit<br />
**Untechable CH air-hit.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|D|5D}}m, {{clr|D|2D}}m<br />
----<br />
'''{{clr|C|6C}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|inactive2= 25<br />
|active3 = 3<br />
|recovery = 7<br />
|specialRecovery= 6<br />
}}<br />
''Amazing'' combo filler. This is used in basically every combo since it has bonus 110% proration the first time it's used. It's also a standing confirm off most staffless ground normals.<br />
<br />
It's used to allow you to recall the staff via {{clr|C|6C}}e1 {{clr|D|5[D]}} in this {{tt|route|Against airborne-> {{clr|C|6C}}e(1) > {{clr|D|5[D]}} > {{clr|C|6C}}e > {{clr|B|j.236B}}e > {{clr|D|]D[}} > {{clr|C|j.236C}}e > staff 2 > {{clr|C|6C}}e(1) > {{clr|D|623D}}m - May require delays in rekkas or release timing depending on staff position. The core idea is that your staff hits should 1. fill in the gap between {{clr|B|j.236B}}~{{clr|C|j.236C}} and 2. Cover your landing recovery from {{clr|C|j.236C}} > {{clr|C|6C}}e(1).}}, which is the primary route you will be using with Litchi.<br />
<br />
*Second hit will hard knockdown on ground hit<br />
**Will soft knockdown on air hit.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Launch<br />
}}<br />
<br />
===<big>{{clr|B|4B}}</big>===<br />
{{BBCF Move Card<br />
|input=4Bm,4Be |versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 3<br />
|recovery = 29<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 21<br />
}}<br />
'''{{clr|B|4B}}'''<br />
<br />
Litchi's dedicated head-invulnerable anti air. Unfortunately, it suffers from poor horizontal range, so other options, such as {{clr|A|5A}} may be preferable depending on range or situation. {{clr|B|4B}} is at its best against crossups, and can be used to snipe extended hurtboxes to make up for its lack of range. Additionally, while it doesn't low-profile, Litchi's hurtbox is noticeably reduced beginning on frame 3.<br />
<br />
*{{clr|B|4B}}m exclusive:<br />
**Uses staff position, which extends the range if used after an attack that moves the staff, and shortens it if done with dash momentum. Used to combo after spaced {{clr|B|2B}} or {{clr|A|6A}}.<br />
**Launches on ground hit.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|6B}}m<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3Cm,3Ce |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|C|3C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 12<br />
|recovery = 15<br />
}}<br />
A huge normal with lengthy active frames. It's one of Litchi's better staffed lows because it can lead to establishing staffless pressure by doing {{clr|C|3C}}m → {{clr|D|2D}}m → {{clr|D|2[D]}}e on hit. It can also cancel into {{clr|C|41236C}} for a double low that will lead to full combos in the corner via {{clr|C|3C}}m → {{clr|C|41236C}} → {{clr|A|5A}} → {{clr|B|5B}}m → {{clr|B|214B}}m → ... <br />
<br />
*Hard knockdown on counter hit. Can be followed up by doing {{clr|B|2B}}m → {{clr|B|4B}} → ... or even {{clr|D|2D}}m → {{clr|D|5D}}e → 66 → {{clr|B|j.B}} →{{clr|C|C}} → Delay → {{clr|B|j.B}}m → ...<br />
*{{Tt|Extends Mantenbou forward|Moves that use the staff's location (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) have extended horizontal range. In the case of this move it doesn't mean much since you need to RC to extend the range of relevant moves.}}.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|D|5D}}m, {{clr|D|2D}}m<br />
----<br />
'''{{clr|C|3C}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 21<br />
}}<br />
A low sweep that's used for pressure and combos. It can haveniche use in okizeme as a way to call out to people who don't emergency tech after {{clr|D|623D}}m. At midscreen, you can do 66{{clr|C|3C}}e which will blue beat opponents who don't tech, and if they do, Litchi is neutral on whiff. It can also be done in the corner and be slightly plus without the microdash. If they get hit the backwards movement in the recovery will push you too far out for them to roll through, but it's generally better to do 44 {{clr|D|5[D]}}e {{clr|B|5B}}e whiff in the corner instead.<br />
<br />
*Shifts Litchi backwards during recovery.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
{{clr|A|j.A}} is an extremely good, low commitment, anti air when done rising. While it doesn't lead to any damage or setups, it's still a powerful option to contest opponents above you. It also sees use as a cancel option after {{clr|B|j.B}}m to make Litchi more plus.<br />
*Chains into itself indefinitely on block and on hit.<br />
*Jump cancellable.<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.Bm,j.Be |versioned=input<br />
|description=<br />
'''{{clr|B|j.B}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 18<br />
}}<br />
An extremely good air to air, and decent air to ground with an above average crossup hitbox. Leads to full combos if you counter hit them close enough to the ground. Also combos into {{clr|D|j.D}}m for a low damage knockdown that launches them away from you. Recovers quick enough that you can do it rising as another anti air.<br />
----<br />
'''{{clr|B|j.B}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 4<br />
|recovery = 12<br />
}}<br />
A strong air-to-air attack and average jump in with a good crossup hitbox. Used as a cancel after {{clr|C|j.C}}e to make Litchi more plus. It recovers quick enough that you can do it rising as another anti air.<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.Cm,j.Ce |versioned=input<br />
|description=<br />
<br />
'''{{clr|C|j.C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 4<br />
|recovery = 14<br />
|specialRecovery= 4<br />
}}<br />
A dedicated air to air with high reward on counter hit near the corner, though the air-to-ground hitbox can be poor, and combined with the slow startup and landing recovery means it carries some risk.<br />
<br />
*Blows back the opponent on CH<br />
**Wall bounces in the corner<br />
----<br />
'''{{clr|C|j.C}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 3<br />
|recovery = 22<br />
}}<br />
Litchi's best air-to-ground normal. This will hit opponents crouching if done as soon as possible after an IAD, and can cancel into {{clr|B|j.B}}e to allow Litchi to continue pressure. It has limited use in air combos due to knocking the opponent down, but Litchi can extend with {{tt|staff launch|Roll catch in the corner while holding vertical staff: {{clr|B|5B}}e → {{clr|C|5C}}e → sj9 → {{clr|B|j.B}} → {{clr|C|j.C}}e → {{clr|D|]D[} →}} {{clr|C|j.236C}}e → {{clr|B|4B}}m → {{clr|B|214B}}m → ...}} {{clr|B|j.236B}}, or by {{tt|cancelling into {{clr|B|j.B}}|Horizontal staff set: {{clr|D|5D}}e → 669 → {{clr|B|j.B}} →{{clr|C|j.C}}e → Delay → {{clr|B|j.B}}m → {{clr|B|214B}}m → ...}} if the opponent is high enough early in the combo.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>{{clr|D|5/2D}}m</big>===<br />
{{BBCF Move Card<br />
|input=5Dm,2Dm |versioned=input<br />
|description=<br />
'''{{clr|D|5D}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 27<br />
}}<br />
Sets Mantenbou '''vertically'''. It's useful in pressure if your opponent is jumping out of horizontal set, but placing it is a little slower.<br />
----<br />
<br />
'''{{clr|D|2D}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 23<br />
}}<br />
Sets Mantenbou '''horizontally'''. It has faster recovery than {{clr|D|5D}}m and can be used for pressure resets. <br />
}}<br />
<br />
===<big>{{clr|D|6D}}m</big>===<br />
{{BBCF Move Card<br />
|input=6Dm<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 9<br />
|inactive2= 4<br />
|active3 = 5<br />
|recovery = 17<br />
}}<br />
This sets Mantenbou '''horizontally'''. It's a multi-hit, advancing normal which leaves Litchi +3 on block, making it a great tool for pressure and combos. For example, Litchi can potentially reset pressure twice: once with the plus frames, and then again by doing a partially charged {{clr|D|5D}}e. In midscreen combos, it pushes her in range for {{clr|B|214B}}m or {{clr|D|623D}}m, while in corner combos it's her go-to move for horizontal sets.<br />
<br />
Litchi can't special cancel the second hit, so the opponent can IB to force a 0-on-block situation, where Litchi will usually trade or lose due to her 7-frame 2A. To discourage this, the first hit can be cancelled into {{clr|C|41236C}}m, which allows Litchi to call out her opponent. Stance cancel to take advantage of attempted instant blocks with throw, delay to frame trap mashers with a Fatal, or simply let the hit go for an airtight low. Another option is {{clr|D|6D}}(1) > CT, which will guard crush IB attempts, though this is best used sparingly.<br />
<br />
*Wall-splats in the corner<br />
}}<br />
<br />
===<big>{{clr|D|4D}}m</big>===<br />
{{BBCF Move Card<br />
|input=4Dm<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 9<br />
|recovery = 8<br />
|specialRecovery= 8<br />
}}<br />
This sets Mantenbou '''vertically''', and is a great overhead: it's fast and even to plus when spaced which makes it difficult to punish. On hit, it groundslides for easy pickups combos that have great corner carry . E.x: {{clr|D|4D}}m → Dash → {{clr|C|3C}}e → {{clr|C|421C}} → ...<br />
<br />
It's good for routes if used after a CH or {{clr|C|2C}}m in the corner, and its airborne state enables tricky mixups with RC such as {{clr|D|4D}}m → {{clr|A|j.A}} that retain good pressure on block, and don't mess up combos on hit.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}m</big>===<br />
{{BBCF Move Card<br />
|input=j.Dm<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|isProjectile = true<br />
|recovery = 32<br />
|specialRecovery = 4<br />
}}<br />
The infamous Litchi {{clr|D|j.D}}m; stops Litchi in the air and then launches her upwards and backwards slightly while launching the staff as a projectile at a steep downward angle, setting Mantenbou '''horizontally''' as it lands.<br />
<br />
This move is one of Litchi's primary ways to annoy the opponent, as it is extremely difficult for some characters to punish. It beats anti airs since it is a projectile that moves Litchi back, and allows Litchi to attempt to frame trap the opponent with {{clr|D|j.D}}e after the initial projectile. {{clr|D|j.D}}e can even beat attempts at doing attempts at grounded anti airs against Litchi later if you hold off on the initial frame trap. The best way for the opponent to deal with this is to respect the initial frame trap, then attempt to do rising anti air options like airthrow. Litchi is still not defenseless against this if you do not attempt to frame trap the opponent, because she can flip to the staff with {{clr|A|j.63214A}}/{{clr|B|B}}/{{clr|C|C}}e or set it to Vertical set via {{clr|D|j.623D}}e then launch to anti air the opponent.<br />
<br />
Thankfully for the opponent, Litchi gets almost no reward outside of frustration, because the damage is low and it leads to no combos. Despite this, it is still a critical part of Litchi's neutral as a low commitment zoning tool.<br />
<br />
*Cancels all air momentum<br />
}}<br />
<br />
===<big>{{clr|D|j.2D}}m</big>===<br />
{{BBCF Move Card<br />
|input=j.2Dm<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|isProjectile = true<br />
|inactive2= 8<br />
|active3 = 2<br />
|recovery = 8<br />
}}<br />
Stops Litchi's air momentum and then drops her straight downwards, setting the staff '''vertically''' as she lands and kicking backwards with a low attack. A good crossup that leaves Litchi plus if blocked, with Mantenbou right next to the opponent to allow for Litchi's powerful staff plus {{clr|C|421[C]}} mixup. On hit, Litchi can either combo normally or side swap to retain corner if you vacuumed them out of it to cross them up.<br />
<br />
There is a gap if the opponent instant blocks the first hit, which can let the opponent reversal out. If the second hit whiffs, Litchi is very negative, so be careful when you use this.<br />
<br />
*Cancels air momentum once it becomes active.<br />
*Second attack hits exclusively behind her and vacuums the opponent towards her on hit and block.<br />
}}<br />
<br />
===<big>{{clr|D|5/2/6[6]/j.D}}e</big>===<br />
{{BBCF Move Card<br />
|input=5De,2De,6[6]De,j.De |versioned=input<br />
|description=<br />
Launches the staff; See [[#Staff Launch|Staff Launch]] for more info on what the staff itself actually does. {{clr|D|5D}}e is usually the launch of choice after {{clr|C|6C}}(1) because it's an easier input. Holding {{clr|D|D}} will delay the launch until {{clr|D|D}} is released.<br />
----<br />
'''{{clr|D|5D}}'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
}}<br />
*If not held, Staff is active on frame 9.<br />
*+5/+1 for Vertical/Horizontal set if the staff hits first possible frame.<br />
----<br />
'''{{clr|D|2D}}'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
}}<br />
*If not held, Staff is active on frame 10.<br />
*+6/+2 for Vertical/Horizontal set if the staff hits first possible frame.<br />
----<br />
'''{{clr|D|6[6]D}}'''<br />
<br />
A Staff Launch that Litchi can only use after running for over 12 frames. This does not use blazblue's 5f buffer window, so doing this immediately is a 1f link.<br />
*If {{clr|D|D}} is pressed on frame 13 and not held, frame 14 is the earliest possible active frame.<br />
*+16/+12 for Vertical/Horizontal set.<br />
----<br />
'''{{clr|D|j.D}}'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 26<br />
|specialRecovery= 7<br />
}}<br />
A somewhat safe anti anti-air with Horizontal set or frame trap if used after {{clr|D|j.D}}m. Has significant landing recovery, so be careful using this.<br />
*If not held, Staff is active on frame 12.<br />
*Cancels all air momentum.<br />
}}<br />
<br />
===<big>Staff Launch</big>===<br />
{{BBCF Move Card<br />
|input=Staff Launch Vertical,Staff Launch Horizontal |versioned=name<br />
|description=<br />
'''Vertical Set'''<br />
<br />
Amazing for pressure due to having two hits. However, its arc quickly becomes too high to hit a crouching opponent if they're not near the initial launch. Also great for covering air space. It's more threatening when returning, as it's much easier for Litchi to get a full combo on opponent that gets hit by returning staff.<br />
<br />
Unlike Horizontal set, it doesn't launch standing opponents, so it's preferable to use for crossup {{clr|C|421[C]}}.<br />
<br />
In the corner, it's even better for pressure because it's significantly more difficult to avoid, and the second hit will vacuum the opponent out of the corner to enable crossups via jumping over the opponent.<br />
<br />
'''Moves that set the staff in Vertical/{{clr|D|5D}} Mode'''<br />
*{{clr|D|5D}}m<br />
*{{clr|D|4D}}m<br />
*{{clr|D|j.2D}}m<br />
*{{clr|B|214B}}/{{clr|C|C}}m<br />
*{{clr|D|623D}}e<br />
----<br />
'''Horizontal Set'''<br />
<br />
Generally not as good as Vertical Set due to only having a single hit, but not without its strengths. This is the preferred set for midscreen pressure due to its low angle preventing whiffs on crouchers. However, Litchi's strong corner carry and powerful corner offense means you should be playing midscreen as little as possible. Regardless of screen position, if you've conditioned your opponent to respect a delayed launch, it can still generate a large amount of frame advantage for Litchi. <br />
<br />
On hit, it launches even grounded opponents, which is great for some combos, but makes it unusable in crossup {{clr|C|421[C]}} okizeme.<br />
<br />
Extremely powerful tool to annoy the opponent with in neutral. When used fullscreen, it only takes 20~ frames to hit an opponent in the other corner, as well as covering the entire ground area while it's active, which can incentivize punishable air approaches.<br />
<br />
Has some utility in oki, as it will not hit the opponent on the ground until after the combo timer resets, while still catching rolls and meatying neutral tech, but isn't great because it's extremely difficult to combo from these setups. If you have a 2D set on okizeme, it's likely best to go for a {{clr|D|41236D}} setup.<br />
<br />
'''Moves that set the staff in Horizontal/{{clr|D|2D}} Mode'''<br />
*{{clr|D|2D}}m<br />
*{{clr|D|6D}}m<br />
*{{clr|D|j.D}}m <br />
*{{clr|D|421D}}e<br />
*{{clr|C|632146C}}m~{{clr|D|D}}<br />
----<br />
*If the staff is at the corner, it will not travel off screen.<br />
*The staff must be blocked relative to Litchi. Even if it comes from behind, hold away from her to block it.<br />
*If Litchi is hit while this is active, it deactivates and is launched upwards and backwards, returning to the same set orientation.<br />
*If Litchi blocks, the staff will stop dead and then return to Litchi.<br />
*The launch direction of the staff is calculated when it is set, so even if Litchi or her Opponent swap sides with the staff, it will still go in the same direction when launched had they not done so. Certain special moves listed below will recalculate this launch direction without needing to recall the staff.<br />
}}<br />
<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 23<br />
}}<br />
Universal mixup tool that leads to average damage. Can be impactful in situations where you don't have the opportunity to set up staff.<br />
<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw.]]<br />
*Special cancelable<br />
*Counter hit recovery<br />
*Kara throw: {{clr|B|6B}}~{{clr|C|C}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
===<big>Backwards Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 23<br />
}}<br />
Foward throw, but backwards. Launches the opponent higher in the air than forward throw, but can be followed up the same way.<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw.]]<br />
*Special cancelable<br />
*Counter hit recovery<br />
*Kara throw: {{clr|B|6B}}~{{clr|C|C}}<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 23<br />
|specialRecovery= 3<br />
}}<br />
Airthrows are extremely powerful offensive anti airs. Use this.<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw.]]<br />
*Counter hit recovery<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|When blocking {{clr|A|6A}}+{{clr|B|B}}}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 2<br />
|recovery = 36<br />
}}<br />
A [[BBCF/Mechanics#Counter_Assault| Counter Assault]] with solid range. Since {{clr|D|623D}}m cannot be rapid cancelled, this is where most of your defensive meter usage will go. Plus enough on counter hit for you to move the staff with {{clr|D|421D}}e and still meaty them.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small><br />
|startup = 20<br />
|active = 1<br />
|recovery = 25<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Max Charge</small><br />
|startup = 61<br />
|active = 1<br />
|recovery = 25<br />
|frcStart = 30<br />
|frcEnd = 60<br />
}}<br />
A somewhat above average crush trigger. Like her throw, Litchi doesn't really need this with staff placed because of her strong character specific mixup options. However, you can use held staff to confirm off uncharged crush trigger without corner, which makes it better than most.<br />
}}<br />
<br />
===<big>Backdash</big>===<br />
{{InputBadge|44}}<br />
{{BBCF Move Card<br />
|input=44<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 22<br />
}}<br />
Litchi's backdash can be used to escape pressure or avoid meaties with normals that do not have the range to catch the recovery midscreen. Since it is airborne, getting hit can be awkward for your opponent to combo, but if they manage to confirm it will likely lead to higher damage.<br />
*Can cancel into 447 on frame 18.<br />
*Airborne 1-15f<br />
}}<br />
<br />
===<big>Additional Back Step</big>===<br />
{{InputBadge|447}}<br />
{{BBCF Move Card<br />
|input=447<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 43<br />
}}<br />
A second backdash if they failed to punish your first one. The invulnerability is small, but Litchi can cancel into a very low forward air dash from it. This is useful for surprising opponents that after your backdash with {{clr|C|j.C}} or {{clr|B|j.B}}. You should always cancel this with something, as it has much higher recovery if you don't cancel into normals before landing.<br />
*Available on frame 18 of Backdash.<br />
*Can cancel into forward airdash, air normals/throw, Riichi and Kote Gaeshi during frames 20-34.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Straight Through (Itsuu) </big>===<br />
{{InputBadge|{{clr|A|41236A}}/{{clr|B|B}}/{{clr|C|C}}m (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=41236Am,41236Bm,41236Cm,41236Xm~D |versioned=input<br />
|description=<br />
Provides guard point, until frame 12 or the frame you stop holding, at which point the attack transitions into one of the following versions below. You can hold {{clr|A|A}}/{{clr|B|B}}/{{clr|C|C}} to delay the attack, or press {{clr|D|D}} while holding the button to cancel the attack with 14 frames of recovery. The fastest possible Itsuu~{{clr|D|D}} is 26 frames. Litchi has no way to be plus or even neutral from an Itsuu cancel, with the best possible advantage being -6 from {{clr|D|6D}}(1). The move also cancels on its own if held for the maximum amount of time, with only 6 frames of non-guardpoint recovery.<br />
*All versions of the stance are at least -26 on {{Tt|[[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]].|The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that '''both players input during the hitstop of a prior move''', so that this attack and ODR start on the same frame.}} However, you can hold the stance to try and meaty them, or cancel with {{clr|D|D}} to be +0 instead.<br />
*{{Tt|All versions extend the staff forward|Moves that use the staff's location (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) have extended horizontal range. In the case of this move it doesn't mean much since you need to RC to extend the range of relevant moves.}}.<br />
*If fully held, has 6F recovery instead of attacking. The staff also counts as placed for the first frame after recovering from this, so you can link {{clr|D|5D}}e despite having Mantenbou equipped. It uses the last staff placement, or Horizontal set if the staff has not been placed yet.<br />
*All versions are always -2 on normal block, regardless of what active frame they hit on.<br />
----<br />
;'''{{clr|A|41236A}}m'''<br />
<br />
One of Litchi's anti airs. Good for controlling space above Litchi aggressively due to being completely disjointed and having high reward on counter hit, but is fairly slow. Very nice as a read for people jumping out of your corner pressure, as it wallbounces in the corner for a full combo without counter hit.<br />
*Counter hit wall bounces midscreen.<br />
<br />
----<br />
;'''{{clr|B|41236B}}m'''<br />
<br />
A slow, but very long poke to control space on the ground. It needs to be RC'd to combo from, but is harder to avoid than {{clr|C|41236C}}.<br />
----<br />
;'''{{clr|C|41236C}}m''' <br />
<br />
An extremely long range low that's unpunishable on normal block, and even on IB most of the time. Itsuu C is a strong frame trap with high reward on Fatal Counter, leading to {{keyword|OTG}} combos. In the corner, it can lead to full combos on normal hit via linking {{clr|A|5A}}.<br />
<br />
*Fatal Counter.<br />
*Causes hard knockdown on counter hit. Example pickups: dash {{clr|C|5C}}m/({{clr|B|2B}}m > {{clr|B|4B}}m) > {{clr|B|214B}}...<br />
*Can rapid cancel to take advantage of the extended staff range and combo with {{clr|A|6A}}m.<br />
}}<br />
<br />
===<big>Ren Chan</big>===<br />
{{InputBadge|{{clr|B|214B}}/{{clr|C|C}}m}}<br />
{{BBCF Move Card<br />
|input=214Bm,214Cm |versioned=input<br />
|description=<br />
<br />
Litchi flicks Mantenbou forward in an arc, placing it '''vertically'''. If Litchi is hit, the staff's attack is deactivated and is launched upwards and backwards, but still lands in a vertical set.<br />
<br />
----<br />
'''{{clr|B|214B}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|isProjectile= true<br />
|recovery = 32<br />
}}<br />
Probably Litchi's best anti air, despite the lack of head attribute invulnerability. It covers an enormous amount of space for the speed and will lead to full combos on relatively high hits, or at any height if it counter hits. A great way to reset pressure as well if spaced, as it can be plus when meaty. This lets Litchi frame trap the opponent with {{clr|D|5D}}e, partially charge {{clr|D|5D}}e to generate more frame advantage and run or IAD in, or you can run in and do mid-run animationless staff launch.<br />
<br />
Also a combo staple, almost every basic combo will involve using this at some point on an airborne opponent.<br />
<br />
*Sets Mantenbou a little over 1/2 screen from Litchi.<br />
<br />
----<br />
'''{{clr|C|214C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|isProjectile= true<br />
|recovery = 26<br />
}}<br />
Awful. It's too slow compared to the {{clr|B|B}} version and doesn't cover as useful an area while also having limited combo utility.<br />
<br />
*Sets Mantenbou at about a full screen distance away<br />
<br />
}}<br />
<br />
===<big>Tsubame Gaeshi</big>===<br />
{{InputBadge|{{clr|D|623D}}m}}<br />
{{BBCF Move Card<br />
|input=623Dm<br />
|description=<br />
Tsubame Gaeshi is Litchi's DP with good speed and an amazing hitbox that goes all around and high above her. It carries the opponent to the top of the screen and scores a knockdown shortly after. However, it can only be used with Mantenbou equipped '''and cannot be RC'd.'''<br />
<br />
For combos, it's Litchi's go-to ender for knockdowns. At midscreen, she struggles to prevent the opponent from rolling away, but in the corner, she can safely meaty the opponent and check rolls by doing {{clr|D|623D}}m 44 {{clr|D|5[D]}}e with neutral techs being covered by releasing the staff early. If the opponent doesn't, you can continue holding the staff and press {{tt|{{clr|B|5B}}e buffer {{clr|C|5C}}e|Combo on roll, make sure to continue holding {{clr|D|[D]}}: {{clr|B|5B}}e {{clr|C|5C}}e sjc9 {{clr|B|j.B}}{{clr|C|C}}e {{clr|C|j.236C}}e {{clr|B|4B}}m {{clr|B|214B}}m {{clr|B|236B}}e {{clr|A|63214A}}e~{{clr|B|B}} {{clr|C|6C}}e1 {{clr|D|5[D]}} {{clr|C|6C}}e2 dl {{clr|B|236B}}e {{clr|C|236C}}e {{clr|B|4B}}e {{clr|D|623D}}m}} to check rolls. Once the opponent respects this, you can start doing {{clr|C|421[C]}}e plus {{clr|D|5]D[}} for an unreactable crossup.<br />
<br />
If you need to kill, it also allows Litchi to combo into supers trivially anywhere on the screen. Midscreen, you can combo {{clr|D|623D}}m {{clr|C|6428C}}. In the corner, you can do {{clr|D|623D}}m {{clr|C|6C1}}e {{clr|D|632146D}}e -> IABD {{clr|C|j.C}}w OD {{clr|C|6428C}} dl EA for 2215 minimum damage.<br />
<br />
Being able to converrt after it in the corner also makes it niche combo filler, but this isn't used much.<br />
<br />
*The staff is considered a new projectile after reappearing and will be active '''even if Litchi is already in hitstun''', but will disappear if she's hit after this.<br />
*If the opponent goes a punish too late, the second hit can punish the opponent instead - This only occurs if Litchi would be able to recover and block anyway, however, as the projectile is inactive if Litchi is in hitstun or blockstun.<br />
*Sets Mantenbou '''vertically'''.<br />
*If jumped over, will left/right unblockable the opponent.<br />
}}<br />
<br />
===<big>Three Dragons</big>===<br />
{{InputBadge|{{clr|A|236A}}/{{clr|B|B}}/{{clr|C|C}}e}}<br />
{{BBCF Move Card |versioned=name<br />
|input=236Ae,236Be,j.236Be,236Ce,j.236Ce<br />
|description=<br />
Litchi's Rekka series, each move can be cancelled into any of the other moves, but no move may be repeated in the same chain.<br />
*On hit, all three can cancel into all versions of [[#Reach_(Riichi)|Reach]], or Four Winds<br />
*Third special used in the chain gains increased hitstop<br />
----<br />
'''Three Dragons: White (Haku)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
Litchi's special low. Usually used as combo filler after {{clr|B|214B}}m, but also has use as a character specific combo extender when used as the last hit of the sequence, as Litchi can do 66 {{clr|B|5B}}e to extend after it. Also good for frame trapping after {{clr|C|236C}}e, since it's safe on block. The only move of this set that must be performed grounded, so be sure to allow the move you used beforehand to land before trying this.<br />
*-7 on {{Tt|[[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]].|The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that '''both players input during the hitstop of a prior move''', so that this attack and ODR start on the same frame.}}<br />
----<br />
'''Three Dragons: Green (Hatsu)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 4<br />
|recovery = 23<br />
|specialRecovery = 15<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|specialRecovery = 15<br />
}}<br />
Litchi's primary combo extender. Has enough hitstun to perform Riichi A, land on the staff and continue with the B followup, which is the basis of almost all Litchi combos. Also lets Litchi combo off air hit 6Ce2 and j.Ce because the air version is extremely fast. Cannot be cancelled into anything if this move misses and only recovers when Litchi lands., making it very painful if this misses, especially if performed in the air.<br />
----<br />
'''Three Dragons: Red (Chun)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 26<br />
|active = 3<br />
|recovery = 8<br />
|specialRecovery= 14<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 26<br />
|active = 3<br />
|specialRecovery= 14<br />
}}<br />
Mostly used as combo filler during rekka sequences. If used after {{clr|B|236B}}e in or near the corner Litchi has enough frame advantage to combo into {{clr|B|5B}}e. Likewise cannot be cancelled into anything if this move misses and only recovers when Litchi lands. Also an overhead you can mix with 236A, but somewhat limited use due to it's extremely obvious animation.<br />
}}<br />
<br />
===<big>Unarmed Lunge (Kanchan)</big>===<br />
{{InputBadge|{{clr|C|421C}}e (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=421Ce<br />
|description=<br />
Litchi dashes forward for a lunging palm attack. Holding the button will extend the dash, and allow Litchi to instead dash past the opponent for a powered-up crossup version of the attack.<br />
----<br />
'''Normal Version'''<br />
<br />
A powerful defensive or anti poke option due to the early body invulnerability, characters that mostly rely on body attribute moves like Mai can struggle to deal with this.<br />
<br />
Mostly combo filler near the corner, but it has utility as a pressure tool with staff or rapid cancel to make Litchi plus. The first two hits also have very little hitstop, so Rapid Cancelling the first hit and throwing can give Litchi an abrupt way to get into range to throw.<br />
<br />
*Blows the opponent back.<br />
*Wall bounces in the corner or on counter hit.<br />
---- <br />
'''Crossup Version'''<br />
<br />
An extremely powerful crossup move because Litchi can release vertical staff just before or after she crosses them up with this for an unreactable left/right mixup. Also plus on block, but generally not useful for this because your opponent will naturally instant block this by reacting and changing block direction.<br />
<br />
Also a hilarious defensive option, as unlike the uncharged version the fact it slides behind the opponent can let it beat moves that aren't body attribute by getting behind the opponent before they go active.<br />
*Fatal Counters<br />
*Wall bounces midscreen.<br />
}}<br />
<br />
===<big>Reach (Riichi)</big>===<br />
{{InputBadge|{{clr|A|63214A}}e/{{clr|B|B}}e/{{clr|C|C}}e (Air OK)}}<br />
{{BBCF Move Card |versioned=name <br />
|input=63214Ae,63214Be,63214Ce<br />
|description= Litchi attempts to jump towards her set staff and do one of three things depending on the button presesed. If she can't reach the staff due to being out of range or obstructed in some way, she will simply land on the floor instead. All three moves use the same leaping animation at the start, meaning it won't be clear to your opponent which move you've chosen until you reach the staff. Because this can be used in the air and doesn't consume any air options, it can be used as an evasion tool in various situations.<br />
<br />
*Can only be used when the staff is set and not doing anything.<br />
*Recovery in Square brackets is if Litchi misses the staff.<br />
*After using any version of Reach, no version may be used until Litchi lands.<br />
<br />
----<br />
'''Reach: Last Chance (Riichi)'''<br />
<br />
Litchi jumps to the staff and then balances on top of it, with various moves possible afterwards. Primarily combo filler with the {{clr|B|B}} followup, but sometimes useful for mobility. The {{clr|C|C}} followup also is surprisingly good on block and can cross over the opponent. See next move card for followups.<br />
<br />
*Has a shorter range than the other two versions to reach the staff (Since she needs to reach the top of it)<br />
*Can airdash off of the staff with 66/44.<br />
*Can jump off of the staff.<br />
*Drops from the staff with 2.<br />
<br />
----<br />
'''Reach: Robbing the Kong (Riichi B)'''<br />
<br />
Litchi jumps to the staff and kicks it forwards in a small arc as a projectile in basically the same way as Ren Chan. A great way to take advantage of the opponent's respect in neutral since it's very plus and can leave the staff next to them.<br />
*Maintains the staff's current set.<br />
*Staff remains active if Litchi is hit after it is launched.<br />
<br />
----<br />
'''Reach: Kong on Kong (Riichi C)'''<br />
<br />
Litchi jumps to the staff and launches herself forwards. Sort of an airdash off the staff that doesn't actually use up your air options, but is rather slow. It's generally better to use {{clr|A|63214A}} instead and just drop down or airdash off it, but this version at least has a longer range where it will work.<br />
}}<br />
<br />
===<big>Reach: Last Chance followups</big>===<br />
{{InputBadge|Reach: Last Chance~X}}<br />
{{BBCF Move Card |versioned=name<br />
|input=63214Ae~A,63214Ae~B,63214Ae~C,63214Ae~D<br />
|description=<br />
Once atop the staff, Litchi has various moves she can perform:<br />
<br />
----<br />
'''Dismount (2, 66, 44, 7/8/9)'''<br />
<br />
Not listed as a special move in game, but Litchi is able to perform a normal airdash or double jump from the staff, or simply dismount by pressing 2. All moves have the standard frame data for their air versions. Since going onto the staff does not restore your air options, if you have already used it up before using Reach: Last Chance, then you will not be able to use airdashes or double jumps from this stance.<br />
<br />
Dismounting by pressing 2 takes 1 frame and leaves Litchi airborne and moving downwards, allowing you to use jump normals pretty quickly. Litchi will also dismount automatically after 180 Frames of doing nothing.<br />
<br />
----<br />
'''One Shot (Ippatsu A) ({{clr|A|A}} button)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
Does a kick diagonally downwards that launches her opponent upwards and towards Litchi with a surprising amount of untech time. While it can be used as a poke while atop the staff, has a jump cancel and even combos into itself, the only time you'll really use this is to combo into astral.<br />
<br />
This is the only move that does not dismount Litchi from the staff. <br />
<br />
----<br />
'''Three Dragons: Green (Ippatsu B) ({{clr|B|B}} button)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 4<br />
|recovery = 9<br />
|specialRecovery= 11<br />
}}<br />
Great for combos. Despite its name, it's not part of the Three Dragons rekka, so Litchi can't cancel this into anything, but this lets Litchi fall to the ground and pick up with {{clr|B|5B}}e or {{clr|C|6C}}e. Also, since it's not part of this series, it counts separately for Same Move Proration. If you do want to use the full Rekka series, input manually as you normally would; the act of pressing 2 when doing 236 will dismount from the staff and then you can do the air version of this move.<br />
*Recalculates launch direction<br />
<br />
----<br />
'''Three Dragons: Red (Ippatsu C) ({{clr|C|C}} button)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|recovery = 4<br />
|specialRecovery= 11<br />
}}<br />
Not really seen in combos and like before, cannot be cancelled into anything and has its own Same Move Proration, but it's a nice attack to use after leaping to the staff in neutral since it can cross the opponent up and is +0 at absolute worst.<br />
*Recalculates Staff launch direction<br />
<br />
----<br />
'''Robbing a Quad (Ippatsu D) ({{clr|D|D}} button)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 7<br />
|inactive2= 8<br />
|active3 = 3<br />
|recovery = 9<br />
}}<br />
Litchi Drops to the floor and kicks backwards, making this a tool mostly used in a specific corner routing. Used in some of Litchi's highest damaging combos with manual staff release timings, but only useful if the opponent is near enough to the corner for {{clr|B|214B}}m set to be facing towards the corner rather than away, since it '''does not recalculate launch direction.''' Not useful as a pressure tool, as leaping to the staff is slow and it's difficult to face the right way for the second hit to leave you plus. On paper this can be used as a low to mix in with the overhead attack above, but both moves need your opponent to be in a different position to connect, so it's a gimmick mixup a best. <br />
<br />
----<br />
'''Nine Gates of Heaven''' ({{clr|D|46D}}) <br />
<br />
Litchi's Astral is also performed from here, see [[#Nine_Gates_of_Heaven|here]] for full details<br />
}}<br />
<br />
===<big>The Four Winds (Shinshin)</big>===<br />
{{InputBadge|{{clr|D|41236D}}e}}<br />
{{BBCF Move Card<br />
|input=41236De Vertical,41236De Horizontal |versioned=name<br />
|description=<br />
Causes the staff to basically become a big hitbox that strikes multiple times, with the staff's movment based on which set was used: <br />
<br />
'''Vertical Set'''<br />
A surprisingly powerful anti air or blockstring option after {{clr|B|214B}}m. If it hits the opponent it leads to a full combo since it's untechable until touching the ground.<br />
----<br />
'''Horizontal Set'''<br />
<br />
Really plus, but is better as a blockstring option than as setplay, since if the opponent gets hit off the ground or in the air they can air tech out to escape.<br />
----<br />
*The staff needs to be fully set and not doing anything else to perform this move.<br />
*Remains active even if Litchi blocks or is hit.<br />
*Always launches towards the opponent's current position.<br />
*Will not move off screen in the corner.<br />
}}<br />
<br />
===<big>Kote Gaeshi</big>===<br />
{{InputBadge|{{clr|D|623D}}e / {{clr|D|421D}}e (air OK)}}<br />
{{BBCF Move Card<br />
|input=623De,j.623De |versioned=name<br />
|description=<br />
<br />
A move that adjusts a set staff's position slightly and can be used to switch whether it is in horizontal or vertical set. If done in the air it also halts her momentum, so it can be done as a stall.<br />
<br />
It also recalculates the direction of staff launch to the opponent's position '''at the time Kote Gaeshi was inputted''', instead of when Mantenbou was originally set, making this useful for zoning.<br />
<br />
*Staff must be fully set and not doing anything to use this move.<br />
*Cannot be special cancelled into.<br />
<br />
'''{{clr|D|623D}}'''<br />
<br />
The staff hops forward.<br />
*Sets the staff to Vertical Set.<br />
----<br />
'''{{clr|D|421D}}'''<br />
<br />
The staff hops backward.<br />
*Sets the staff to Horizontal Set.<br />
----<br />
<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
===<big>All Green (Ryuisou)</big>===<br />
{{InputBadge|{{clr|C|6428C}}}}<br />
{{BBCF Move Card<br />
|input=6428C<br />
|description=<br />
Creates a huge firey explosion in front of Litchi, in OD the explosion rises upwards and hits repeatedly.<br />
Mostly a combo ender to kill after {{clr|D|623D}}m. Can be used as a hard callout to neutral options or setplay, but has a deadzone. While it isn't technically invulnerable until it goes active, the flame will always appear once the superflash happens so it will can trade against long ranged pokes. Also useful early in OD combos as the overdrive version can extend your combo rather than end it, ie: {{clr|B|5B}}m {{clr|C|5C}}m {{clr|C|3C}}m ODC {{clr|C|6428C}} {{clr|C|421C}}+{{clr|D|6D}} ->.<br />
*Minimum damage: 800 OD: 1002<br />
}}<br />
<br />
===<big>All Terminals (Chinroutou)</big>===<br />
{{InputBadge|{{clr|C|632146C}}}}<br />
{{BBCF Move Card<br />
|input=632146C<br />
|description=<br />
*Hold D during the staffed version of the move to set the staff in Horizontal mode and use the staffless ender instead of the staffed ender.<br />
*Minimum damage: 975 OD: 1222<br />
Autocombo Distortion drive, with two variants depending on whether Litchi has her staff, but this does not change the damage. One of your more damaging supers to end combos with and boasts the best minimum damage, but is difficult to actually combo into compared to Vertical {{clr|D|632146D}}e or {{clr|C|6428C}}. Also a underwhelming reversal super with awful vertical range and average horizontal range. The superflash also occurs right at the beginning of its startup, making it more easy to react to than other distortion drives. It's still decent during blockstrings, however.<br />
<br />
The Staffless ender doesn't lead to anything except for doing a fullscreen meaty with horizontal set, which is conveniently placed down by holding D during the staffed version. It hits all tech options and meaties neutral tech, then leads to absolutely nothing, but sometimes one more hit is all you need.<br />
}}<br />
<br />
===<big>Thirteen Orphans (Kokushi)</big>===<br />
{{InputBadge|{{clr|D|632146D}}e}}<br />
{{BBCF Move Card<br />
|input=632146De Vertical,632146De Horizontal |versioned=name<br />
|description=<br />
'''Vertical Set'''<br />
Mantenbou turns into a spinning top that rises upwards, hitting repeatedly on the way.<br />
<br />
An amazing super that's great for ending combos in the corner and as a plus on block reversal if Litchi is near a vertical set staff. Stays on hit and activates during the invulnerability, so Litchi will trade and win with almost anything, except for low profiles and throws. On counter hit it also lets Litchi run under to steal the corner and still combo due to being fully untechable.<br />
<br />
Also used in {{tt|Litchi's double super setups| {{clr|D|623D}}m {{clr|C|6C1}}e {{clr|D|632146D}}e IABD {{clr|C|j.C}}w OD {{clr|C|6428C}} dl EA}} for 2215 minimum damage in the corner.<br />
*Minimum damage: 910<br />
<br />
----<br />
'''Horizontal Set'''<br />
Mantenbou turns into a Doll of sorts and rushes forwards with a series of punches, not unlike Carl's Rhapsody Of Memory's or Relius' Duo Bios.<br />
<br />
A great lockdown super if you can get the opponent to block it. It has extremely long startup which makes setups involving this super limited. Unlike the other doll lockdown supers, will track the opponent horizontally and doesn't have a hurtbox.<br />
*Stays on hit.<br />
*Minimum damage: 780<br />
----<br />
*Returns the staff to Litchi afterwards<br />
*Both versions are technically invulnerable on the frame prior to superflash, but the invuln ends during superflash meaning Litchi is effectively vulnerable on that frame. The staff attack will not be interrupted if hit on this frame.<br />
*Due to how Litchi's overdrive works, there is no Overdrive version of this move.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Overdrive==<br />
===<big>The Great Wheel</big>===<br />
{{InputBadge|Direction + {{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=OD Staff<br />
|description=<br />
Litchi overdrive overrides the state of Mantenbou into a special state where Mantenbou stays with Litchi at all times and can do a medium ranged attack in any direction by pressing D in that direction, if no direction is given, the staff will try to angle directly at Litchi's opponent. This attack can be done whenever Litchi isn't in hitstun or guardstun.<br />
<br />
Litchi herself has access to her non-staff moveset, excluding all moves that normally interact with the staff. Litchi also gains the ability to cancel any normal (Except {{clr|C|6C}})) into any other normal, air throw or jump, with the exception that {{clr|B|2B}} and {{clr|C|2C}} may only be used twice in any given string of cancels.<br />
<br />
Given how drastically this changes how Litchi's entire combo theory works, players must learn Overdrive specific combos due to the new possibilities, but also that most standard combos will no longer work.<br />
<br />
Amazing for pressure since it can enable infinite airtight high/low mixup blockstrings, or unreactable left/right mixups with staff and {{clr|C|421[C]}}. Sadly, Overdrive is too valuable to use it this way frequently since the blockstrings are still vulnerable to counter assault or your opponents Overdrive.<br />
<br />
A very strong overdrive for combos regardless - an extremely effective and easy combo route is to loop {{clr|C|6C}} {{clr|D|3D}} repeatedly then super before the overdrive runs out. In her more advanced combos, mostly those with longer OD durations, you want to combo from anything -> {{clr|C|6428C}} -> Anything -> {{clr|C|632146C}}/Exceed Accel for maximum damage.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Crimson Peacock</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
Universal reversal with a poor vertical hitbox. Somewhat useful in the corner because it will swap sides. Also used as the ender to her double super combos for extreme damage, and is likely to have active flow due to spending 100 meter.<br />
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*303/606 Minimum Damage<br />
*Leaves Litchi in Staffed Mode<br />
*Swaps sides<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Nine Gates of Heaven</big>===<br />
{{InputBadge|Last Chance > {{clr|D|46D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}} or {{InputBadge|{{clr|D|34123646D}} in Overdrive when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=63214Ae~46D<br />
|description=<br />
Litchi leaps off the screen and performs a dive kick from offscreen at extreme speed but a shallow angle, covering most of the screen. Litchi will aim her dive kick based on where she was horizontally when she activated it, although it's honestly difficult to miss anyone who is in hitstun at the time. While it is one of the slower Astrals and has the awkward requirement of needing Litchi to be on the staff or in overdrive, it does enjoy full invulnerability and a very short startup after the flash, making it hard to react to (Although somewhat easy to see coming due to needing to be on the staff) and good for punishing attempts to attack her while she's stood there.<br />
<br />
Despite the requirements appearing high, Litchi's combo structure lets her combo into it without much trouble. You can combo into it from {{clr|A|63214A}}e~{{clr|A|A}} followup. <br />
<br />
*Hold 6 to make Litchi attack from the other side of the screen. Not a crossup, but is required to combo into astral off {{clr|A|63214A}}e~{{clr|A|A}} in the corner.<br />
*Hold D to delay the kick.<br />
*Awful recovery of over a second if she doesn't hit. Is a massive Hail Mary play in Neutral as a result.<br />
'''Example Combo''' <br />
*{{clr|B|5B}}m {{clr|C|5C}}m {{clr|C|3C}}m {{clr|B|214B}}m {{clr|A|236A}}e {{clr|B|236B}}e {{clr|A|63214A}}e~{{clr|A|A}} {{clr|D|46D}}<br />
<br><br />
<br />
In OD, this works much differently. The input changes to {{clr|D|34123646D}}, and she can only use it if the staff is hovering behind her. She can still delay the initial kick and crossup as normal. As the final input is {{clr|D|6D}}, the staff will still launch, and it can hit her opponent during the startup and combo into Astral. The input may seem intense, but as her main OD combo structure involves a {{clr|D|3D}} input, it's easier than it seems to combo into. The input can also be buffered during an Overdrive Cancel, such as {{clr|C|6C}}(1) > ODC > Astral.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Litchi}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Litchi Faye Ling|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Iron_Tager&diff=444466BBCF/Iron Tager2024-02-01T10:39:55Z<p>Manta: /* Additional Attack */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Tager is Blazblue's resident '''grappler''' who uses powerful command throws and guard point moves to deal high damage combos. Tager has very '''low mobility'''; He can't forward dash, and he can't double jump or air dash. However, Tager has a couple of things going for him. For one, he's a walking tank with the '''highest health''' in the game. Additionally, he has an amazing backdash with long invulnerability and can use some of his guard point attacks to close in against certain moves. Lastly, Tager has his Drive. Tager's Drive gives him the ability to magnetize his opponents in order to pull them towards him. With it, he can drag opponents into his attacks and open up new combo options for better damage. Once in, Tager's command grabs and '''high damage''' can mix up his opponent and take rounds.<br />
<br />
As a low mobility grappler, Tager struggles against characters with strong neutral and low committal offense. His huge hurtbox also opens up unique combo options and mixups for the cast. Tager relies on reading his opponents and calling out their attacks with his command grabs. Thankfully, Tager's Distortion Drives (especially with Overdrive) can create huge momentum swings in his favor. With patient play and good fundamental defense, Tager can turn the tide on anyone and run his game.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#Genesic Emerald Tager Buster|720C]] (5F, super throw)<br/>[[#Gigantic Tager Driver|360A]] (6F, throw)<br/>[[#5A|5A]] (7F)<br />
| reversal = [[#Magna Tech Wheel|236236B]] (19F)<br/>[[#Genesic Emerald Tager Buster|720C]] (5F)<br />
| fatalStarter = [[#6C|6C]]<br/>[[#j.2C|j.2C]]<br/>[[#2D|2D]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Voltic Battler<br />
|content=Tager can magnetize opponents for a small duration by landing certain attacks on hit or block. If the opponent is already magnetized and gets hit by an attack with magnetism, the duration stacks (max 1000F). The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager's opponent is in hitstun, the rate halves to 1 point per 2 frames (when they perform a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.<br/><br />
<br/><br />
When the opponent is magnetized, certain attacks will pull in the opponent. All Drive moves, as well as {{clr|A|6A}}, {{clr|A|360A}}/{{clr|B|B}}, {{clr|C|623C}}, {{clr|C|j.360C}}, and Distortion Drives, will pull in magnetized opponents. Each move attracts differently and for different durations, and they may pull in airborne and grounded opponents differently. For example, Atomic Collider strongly attracts airborne opponents, but does not affect standing or crouching opponents at all. The forces are noted in the frame data. Typically attractive moves start their attraction early on during startup and end during the active frames. Magnetism pulls do not affect a player's ability to perform moves since it doesn't directly cause any kind of hitstun, however it can mess up spacing and force players to land earlier or later than normal, causing some unpredictable and sometimes amusing effects. <br/><br />
<br/><br />
In all cases, players performing Distortion Drives and executing throws that have successfully connected are completely unaffected by magnetism.<br/><br />
<br/><br />
Tager's magnetism cannot force enemies into an airborne state if they're currently grounded, enemies doing any kind of ground tech also cannot be pulled vertically, even though emergency techs are considered airborne and can be pulled sideways surprisingly fast<br/><br />
<br/><br />
In addition to magnetism, Tager has an extra gauge: the Electricity Meter. This gauge fills up at 1 point per frame (freezes during hitstop and superflash) and has a maximum of 1000 points. When the gauge is full, Tager can use the Spark Bolt attack.<br />
|header2=Overdrive: Voltic Field<br />
|content2=Unlike most other overdrives, Tager's focuses more on taking advantage during neutral, with much stronger methods of applying and keeping magnetism. This isn't to say that it doesn't boost his combo damage, but this is limited to just what the overdrive cancel allows and greatly enhanced distortion drives, rather than boosted normals.<br />
<br />
*All normal drive moves all gain projectile guardpoints as well as attribute specific guardpoints depending on the move <br />
*Spark Bolt Gauge fills up four times as fast<br />
*All moves that apply magnetism apply the maximum amount on hit or block<br />
*Distortion Drives are enhanced (more information below)<br />
*While grounded and not in hitstun, magnetized opponents are constantly pulled towards Tager with a velocity of 2,000u/F (about 2/5 of average backwalking speed, so basically not much).<br />
}}<br />
</div><br />
<br />
<div id="home-content" class="home-grid"><br />
{{card|width=6<br />
|header=Unique Mechanic: 360 inputs<br />
|content=While not completely unique to Tager, he has the largest number of special inputs that involve performing at least one full rotation of the direction stick before inputting a button. If you aren't familiar with these from other games, it's important to know the following:<br />
<br />
*You do not need to do a full circle. Instead what you need to do all four cardinal directions or all four diagonal directions in sequence, so 4268 and 1397 are valid 360 inputs. Any other direction inputs input in the window will not interrupt the motion, so usually players aim to do 4123698 which works.<br />
*360 Inputs have a 30F input window, 720 has 45F and 1080 has 75F. This timer counts from the moment you ''leave'' the first input.<br />
*Moves that require multiple spins require them to be in sequence and in the same direction. 42684268 is a valid 720 motion, 42686248 is not. Similarly, they must be of the same type, 4268 7139 is not a valid 720 Spin.<br />
*The starting point and the direction of the spin is not important.<br />
*Spin inputs have a higher input priority than 236 or 623 inputs (So try to do these motions neatly if you don't want a 360 instead).<br />
<br />
This may feel unintuitive, since pressing upwards will usually make Tager jump, so there are some useful tricks to know:<br />
<br />
*Jump startup may be special cancelled, therefore performing 4268A or 6248A quickly enough will allow you to perform 360A from a standing start. This can be done with a 720 spin, but it's extremely hard to do.<br />
*You can also avoid jumping by doing the spin when Tager can't jump anyway (Known as "Buffering" the move). This includes:<br />
**During Tager's own moves.<br />
**While in the air, since Tager has no double jump<br />
**While blocking or being hit<br />
**While recovering from a knockdown (typically best done during the "bounce" recovery to prevent accidental rolling)<br />
**During super pauses, especially overdrive activation<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
<br />
Tager's {{clr|A|5A}} is a very useful poke that hits crouching opponents, outranges most other moves of comparable speed and leads to decent damage on hit if they're close or magnetized. It can also be used to set up tick throws thanks to its large hitbox and neutral frame advantage. While it is slightly slower than the average jab it still covers a lot of scenarios in a single button press.<br />
<br />
*Cannot self cancel, even on hit.<br />
*One of Tager's few jump-cancelable normals.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
<br />
{{clr|B|5B}} is Tager's primary low for low/throw mixups and generally is a great point-blank poke. It's slightly smaller than {{clr|A|5A}}, but Tager's foot is entirely disjointed and it leads to more damage overall. While it is a low attack, it boasts surprising vertical reach and must be barrier blocked in the air, so it's great for catching opponents attempting to jump out of pressure.<br />
<br />
In combos this easily bridges into {{clr|C|5C}} and {{clr|C|3C}} to continue the combo, and while it doesn't do amazing damage, it still scales well.<br />
<br />
*One of Tager's few jump-cancelable normals.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
<br />
{{clr|C|5C}} is a very strong move with many applications. It is Tager's strongest combo starter thanks to its high proration values. It's also a very good combo filler thanks to its high damage and cancel options. At most ranges, {{clr|C|5C}} combos into {{clr|A|6A}} during short or medium-length combos, or {{clr|C|623C}} at the end of long combos. At max range, often the only followup available is {{MMC|input=41236D|label=Spark Bolt}}.<br />
<br />
{{clr|C|5C}} is a fantastic punish tool as well. On a grounded counterhit, {{clr|C|5C}} > {{clr|C|6C}}... can lead to over 5K damage.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
<br />
Slightly slower than {{clr|A|5A}}, but with a lower profile and more disjointed hitbox. {{clr|A|2A}} can be used as a ghetto anti-air, but it's a bit weak since it requires a quick reaction time for a jump cancel followup. It can also be used as a mashable button since it can self-cancel up to three times, unlike {{clr|A|5A}}<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|2A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
<br />
{{clr|B|2B}} does not reach very far, but it has very strong frame advantage and a fast total animation. It can be used to set up Wedge Catapult attempts and intentional whiffs to reset pressure or go for a throw.<br />
<br />
Thanks to the hitbox going well inside of Tager, {{clr|B|2B}} is also great for catching rolls in the corner.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|5B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|2D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
<br />
{{clr|C|2C}} is Tager's very high-risk, high-reward anti-air. Its invuln does not last into the active frames, so it will often trade, though the trade will usually be beneficial due to its high counterhit hitstun. This move has abysmal recovery on whiff, and it has a small horizontal reach, so it's very risky to throw out.<br />
<br />
{{clr|C|2C}} is mostly used in combos, most often ...{{clr|A|6A}} > {{clr|C|2C|}} > {{clr|C|623C}}.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{InputBadge|(Hold OK)}}<br />
{{BBCF Move Card<br />
|input=6A,6[A]|versioned=name<br />
|description=<br />
<br />
{{clr|A|6A}} is a good multi-purpose tool. It brings the opponent closer on hit and block, enabling close-range pressure and low/throw mixups. It's a staple combo tool as well to pull in opponents that have been pushed out. Usually in combos it gets used after {{clr|C|5C}}, a link which eventually fails during long combos. Other times include after Sledgehammer B, Back throw and, with some timing, Spark Bolt and {{clr|D|j.D}}.<br />
<br />
This move also has an effect where the opponent cannot tech the slide if they hit the floor within 2F of being hit (Basically when they're very close to the ground when hit in the air), causing a hard knockdown. This is generally referred to as "Low {{clr|A|6A}}". The combined untech time is long enough to allow combos of all kinds. The normal version will generally only combo into {{clr|C|2C}}, {{clr|B|6B}} and {{clr|A|236A}} but with low version, {{clr|A|6A}} will combo into {{clr|B|236B}}, {{clr|C|6C}}, and Crush Trigger as well, allowing a lot of combo possibilities. You'll want to learn this timing to get maximum damage combos, especially after Spark Bolt.<br />
----<br />
Charging {{clr|A|6A}} simply extends the armor frames and attractive time, and adds a bit more damage. Charging fully is generally useless, except for very big reads to guard point through attacks.<br />
<br />
*Hold button to delay.<br />
*Move is attractive to magnetized opponents throughout its startup and active frames, including if the move is delayed.<br />
*Armor is only enabled if the move is charged for at least 16 Frames.<br />
*Armor throughout the charge animation against Body, Head and Projectile attacks. Somewhat uniquely, attacks against {{clr|A|6A}}'s armor will still deal half of their base damage to Tager (And can still end the round).<br />
*Negative knockback, opponents are knocked towards Tager when it connects in any way. Floor slides at Tager's feet on air hit.<br />
*Full charge is achieved 6 frames before Tager will automatically swing anyway.<br />
*Large hitbox that encompasses the spark around Tager's hand, overall reach slightly larger than {{clr|C|5C}}.<br />
*Tager's only normal that can cancel into Gigantic Tager Driver or Wedge Catapult.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
<br />
{{clr|B|6B}} is an important tool thanks to its foot invulnerability. Since Tager's armored moves lose to foot-attribute attacks, this can be used to call out opponents attempting to beat the armor. On counterhit, {{clr|B|6B}} combos into {{clr|C|6C}}, leading to massive damage.<br />
<br />
{{clr|B|6B}} is also a very common combo filler since it forces crouching on opponents. {{clr|B|6B}} > {{clr|A|236A}} , {{clr|A|5A}}... works at the start of many combos and is a simple way to increase damage, set up magnetism, and even extend combos.<br />
<br />
*Can cancel into itself once.<br />
*Forces crouching on standing hit allowing combos into {{clr|A|236A}} (And {{clr|D|5D}} on fatal combos)<br />
*Hard knockdown on air hit. Combos into A Sledge and Gadget finger but not {{clr|C|2C}} with a few exceptions.<br />
*Moves Tager forward slightly.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
<br />
{{clr|C|6C}} is a very strong combo filler attack. In midscreen combos, it's often used as a followup to a counterhit {{clr|C|5C}} or {{clr|B|6B}}, or after a low {{clr|A|6A}}. In corner combos, it can be looped with {{clr|D|5D}} for lots of damage.<br />
<br />
Outside of combos, {{clr|C|6C}} is a relatively risky poke that's usually outclassed by {{clr|C|5C}} or {{clr|D|5D}}. It can be used as an overhead mixup, but its lengthy startup and visual tell make it less useful in this regard.<br />
<br />
*Fatal Counter.<br />
*Jump cancelable on hit, but not on block.<br />
*Ground Bounces.<br />
*110% Bonus Proration.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
<br />
A very useful move for starting magnetized combos. The untech time is long enough to combo {{clr|C|3C}} > {{clr|C|623C}} whiff > {{clr|C|5C}} and can net 3K off a simple interaction. It's a great poke as well, extending almost as far as {{clr|C|5C}} and coming out a bit faster, and it can also be used at the end of shorter combos to get magnetism with {{clr|D|22D}}.<br />
<br />
*Hitting with {{clr|C|3C}} at any point in the combo enables using Gadget Finger for that combo, even if they never hit the floor.<br />
*Hard knockdown on grounded counterhit, even if the opponent is flung into the air before reaching the ground (They'll eventually air tech after a long enough period of time).<br />
*110% Bonus Proration.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
<br />
A fantastic but often overlooked move, used to win air to air battles, particularly ones the opponent didn't expect when trying to jump in. If done early enough in a jump, a counterhit {{clr|A|j.A}} can chain into {{clr|D|j.D}} for some nice combos, though it's typically safer to go for {{clr|A|j.A}} > {{clr|B|j.B}} > {{clr|C|j.C}} > {{clr|A|j.63214A}}.<br />
<br />
{{clr|A|j.A}} is also a necessary combo filler after an air hit {{clr|A|5A}} or {{clr|A|2A}}.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
<br />
{{clr|B|j.B}} is an extremely useful air button. It has very generous active frames and leads to decent damage in most combos. The hitbox and active frames also make it very useful for crossups. It has a long whiff recovery, however, so don't throw it out too carelessly.<br />
<br />
{{clr|B|j.B}} sets up a safejump after Atomic Collider, though it loses to 6-frame reversals. This safejump has benefits over Gadget Finger oki, since it keeps the opponent closer and allows for immediate pressure.<br />
<br />
*Ground bounces on counterhit against airborne opponents.<br />
**Ground bounce adjusts with height, allowing similar followups from various starting heights.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
<br />
{{clr|C|j.C}} gives Tager forward momentum, so it can be used to close the distance along with {{MMC|input=j.63214A|label={{clr|A|j.63214A}}}}. It can also be used as an anti-air since the hitbox covers most of Tager's hurtbox, though it will often clash. On counterhit, it's usually possible to land and pick up the combo with {{clr|C|5C}}.<br />
<br />
*Quite decent recovery, advantageous in air to air situations.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|j.B}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
<br />
{{clr|C|j.2C}} is the Fatal Counter you'll most likely land. It halts Tager's air momentum, so it can be used to call out anti-air attempts and punish the opponent hard. On regular hit, often the only option is to follow up with Gadget Finger or a Rapid Cancel into {{clr|B|5B}}. It is very punishable on block, though, so use it carefully.<br />
<br />
In combos, this move is very frequently used after {{clr|C|6C}} to bring the opponent back down. Ensure you hit them with Tager as low as you can to give yourself time to recover and use {{clr|B|5B}} or {{clr|C|3C}}.<br />
<br />
Uniquely, if this move is used very close to the ground, the attack will come out almost instantly. The quick startup version seems to be a bug that was deliberately left in the game where the game cancels much of the startup into the landing animation (which has some active frames). This quick version is useful for getting surprise fatal counters on jump ins, and is also quite safe. However its use is very limited due to the rather precise height meeded to activate it. Bizarrely enough it's still an overhead when done close to the ground.<br />
<br />
*Fatal Counter<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br style="clear:both;"/><br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
<br />
{{clr|D|5D}} is a massive poke that magnetizes the opponent and can lead to great damage. However, it has a fairly long startup; don't abuse this move, or you'll eat painful counter hits yourself.<br />
<br />
On hit, {{clr|D|5D}} can combo into {{MMC|input=360B|label={{clr|B|360B}}}} just outside of max range, or partially charged {{clr|A|6A}} at any range. It's also possible to follow up with Spark Bolt from any hit, including air hit if done fast enough. As a combo ender, it can also be canceled into {{clr|D|214D}} for a quick Spark Bolt charge or Gadget Finger to pull them back in for some shenanigans.<br />
<br />
This move particularly shines in corner combos, where it can be looped with {{MMC|input=6C|label={{clr|C|6C}}}} for massive damage.<br />
<br />
*Magnetizes for 300F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Blows opponent away on air hit, and causes floorslide.<br />
*Gains Body and Projectile guardpoint during Overdrive.<br />
**Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
<br />
Despite its enticing frame advantage, this move isn't as useful as it appears. Its slow startup and telegraphed animation means it normally won't be surprising the opponent, but on block it leaves Tager plus and close-up against a magnetized opponent, which is a very favorable position. Its best use is to close short distances or take advantage of opponents that are conditioned to not challenge during blockstun.<br />
<br />
On regular hit, this move has no cancel options besides Rapid Cancel. On Fatal Counter, Tager can follow up with either {{clr|C|3C}} > {{clr|C|623C}} (whiff) or {{clr|C|5C}} > {{clr|A|6A}} to start the combo. <br />
<br />
*Fatal Counter<br />
*Magnetises for 300F (1000F in Overdrive)<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Recovery starts immediately after the move connects, so frame advantage is always the same.<br />
*Gains Foot and Projectile guardpoint during Overdrive<br />
**Attacks do not cause hitstop<br />
**Unblockables still cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
{{BBCF Move Card<br />
|input=4D<br />
|description=<br />
<br />
{{clr|D|4D}} is a common pressure ender to apply magnetism, end with a safe frame advantage, and set up tick throws. It can also be used instead of Gadget Finger in some situations to set up tricky resets. {{clr|C|623C}} , {{clr|D|4D}} pulls the opponent directly towards Tager if they emergency tech, or hit them if they delay tech.<br />
<br />
This move does not have followups on regular hit, but on counterhit it can be followed up with {{clr|C|3C}} to lead to decent damage.<br />
<br />
*Magnetises for 180F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Gains Body and Projectile guardpoint during Overdrive.<br />
**Guarded attacks do not cause blockstop for Tager <br />
**Unblockables cannot be armored.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
<br />
{{clr|D|j.D}} is a somewhat situational move since Tager is usually grounded, but it can be used to control air space. More importantly, it can lead to high damage if landed close to the ground, comboing into Wedge Catapult or {{clr|C|6C}}. It's a very strong move during combos as well, most commonly after {{clr|C|6C}}, due to its long untechable time and high proration values.<br />
<br />
It's also used in the Fatal Counter loop of {{clr|C|j.C}} > {{clr|D|j.D}}. On Fatal, your goal should be to get into this loop as fast as you can to get the most damage.<br />
<br />
*Magnetizes for 300F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Gains Head and Projectile guardpoint during Overdrive.<br />
**Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored.<br />
*Hitbox extends far beyond Tager's arms.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}} or {{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C,4B+C|versioned=name<br />
|description=<br />
<br />
While technically as fast as {{clr|A|360A}}, standard throw is quicker to use on reaction than spinning the stick, and it leads to more damage, just without the invuln. For forward throw, follow up with {{clr|B|236B}}, and for back throw, follow up with {{clr|A|6A}} > {{clr|C|6C}}.<br />
<br />
Both standard throw routes end with Atomic Collider, so bear in mind which throw gives the best positioning afterwards.<br />
<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw, but with more range.]]<br />
** Has 401 pixel range compared to the standard 266 pixel range.<br />
*Forward Throw is special cancelable, but back throw is not<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
<br />
Not exactly a useful move for Tager since he doesn't have many opportunities to get close mid air, or set up airthrow traps since Air Driver does these things much better. But it does at least recover much more quickly than Air Driver if it misses and does lead to slightly more damage. Air throw can be followed up with {{clr|C|j.2C}} (Performed very close to the ground) at almost any height.<br />
<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw, but with more range.]]<br />
** Has 453 pixel range compared to the standard 344 pixel range.<br />
*Cancellable from {{clr|A|j.A}}.<br />
*Swaps sides.<br />
*Hard knockdown after a small bounce. Follow up by landing a lowest-possible {{clr|C|j.2C}}, {{clr|B|5B}}... or {{clr|C|j.C}}, {{clr|C|5C}}.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
<br />
Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of the opponent and get back to neutral. Unlike other Counter assaults, Tager's does not knock his opponent away. Instead, it grants a close-range soft knockdown on grounded hit and a close-range hard knockdown on airborne hit.<br />
<br />
*Uses {{clr|B|6B}}'s animation<br />
*Slightly slower than other Counter Assaults<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
<br />
Usually not that useful since Tager has better options during combos and pressure. However, opponents in Guard Crush can be thrown, so this can be used to set up unblockable throws if the opponent doesn't use Barrier. Overall, it's not used that much because there's usually a better option that doesn't use meter. That being said, it can be followed up with {{clr|B|5B}}, {{clr|B|6B}}, and {{clr|C|3C}}.<br />
<br />
*Gives a small floorbounce followed by a hard knockdown, essentally giving it a long knockdown time.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Gigantic Tager Driver</big>===<br />
{{InputBadge|{{clr|A|360A}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=360A<br />
|description=<br />
<br />
Tager's primary throw mixup. It has a quick startup, and can be held to pull in magnetized opponents, making it a very potent tick throw, most commonly after {{clr|A|5A}} or {{clr|D|4D}}. But don't be too predictable, since the move has a long whiff recovery and can be avoided by jumping.<br />
<br />
It can also be used to punish any pressure gap of 3 frames or more thanks to its invuln, which can be further enhanced with the use of Instant Blocking. Again, though, wary opponents can avoid this with jump cancel, frame traps, throw invuln attacks or {{keyword|meaty}} attacks, so don't overuse it.<br />
<br />
While it might seem as a Grappler that your gameplan should revolve around landing this move, it actually only leads to weak damage compared to Tager's other options. Typically this move is most useful for keeping the opponent from doing bad blockstrings on the ground and also to win out point-blank jab contests when at near-neutral frame advantage, forcing the opponent to play less aggressively.<br />
<br />
*Attractive to grounded magnetised opponents during startup and active frames.<br />
*Can be held to extend active frames.<br />
*Cannot be special cancelled into, except from {{clr|A|6A}}.<br />
*Small invulnerability window on frames 3-6. Cannot be increased by holding {{clr|A|A}}.<br />
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism).<br />
*Has 210 pixel range between bounding boxes.<br />
}}<br />
<br />
===<big>Wedge Catapult</big>===<br />
{{InputBadge|{{clr|B|360B}}}}<br />
{{BBCF Move Card<br />
|input=360B<br />
|description=<br />
<br />
A slow command grab with a lot of invlnerability at the start (but not a full reversal). Unlike his other command grabs, you cannot hold the button to extend or delay it.<br />
<br />
{{clr|B|360B}} is useful for calling out slow committal attacks and overheads as well as jump-ins. However, it is very slow and has a long recovery, and is very susceptible to whiffing and getting punished hard. The invuln starts on frame 6, so it's a riskier option than {{clr|A|360A}}.<br />
<br />
As a combo starter, {{clr|B|360B}} allows for a followup {{clr|C|5C}} or {{clr|C|6C}} for around 3-3.5K damage. If Tager's back is to the corner, it can be followed up with {{clr|D|5D}} to go into {{clr|C|6C}} > {{clr|D|5D}} corner loops.<br />
<br />
Wedge Catapult can be used in combos after long untech counterhit moves, though most importantly it can be used with {{MMC|input=22D|label=Gadget Finger}} > Rapid Cancel for high minimum damage after the end of long combos.<br />
<br />
*Disables opponent's burst on hit.<br />
*Attractive to magnetized opponents during startup.<br />
*Cannot kill.<br />
*Can only be cancelled into from {{clr|A|6A}}.<br />
*Combo throw, does not incur purple !! marks if used during blockstun or a combo But does not benefit from the 10% damage bonus on counterhits nor does it have 100% minimum damage.<br />
*Untech time always lasts until the opponent hits the floor, even in very long combos.<br />
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism).<br />
*If Tager's back is near to a wall when he hits, then he will be pushed away from the wall towards the middle of the screen to allow followups.<br />
*Has 210 pixel range between bounding boxes<br />
}}<br />
<br />
===<big>Impact Driver</big>===<br />
{{InputBadge|{{clr|B|360B}} After Wedge Catapult}}<br />
{{BBCF Move Card<br />
|input=360B~360B<br />
|description=<br />
<br />
Impact Driver is seldom used due to other combos from Wedge Catapult causing more damage. However it is unburstable and will always connect at any point in a combo and has good minimum damage, which is especially useful if it will end the round. Impact Driver can only be followed up by Gadget Finger.<br />
<br />
*Deals 100% damage if Wedge catapult was the first hit of the combo. 50% minimum damage otherwise.<br />
*This move can be input at any time during Wedge catapult's recovery after the wallbounce and it will always connect.<br />
*Opponent is returned to the same side they were on when Wedge catapult grabbed them<br />
<br />
}}<br />
<br />
===<big>Air Driver</big>===<br />
{{InputBadge|{{clr|C|j.360C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=j.360C<br />
|description=<br />
<br />
An interesting, but pretty unreliable tool that can be used to surprise opponents at a far distance and discourage jumping. Unlike {{MMC|input=360A|label={{clr|A|360A}}}}, this move does not have any invulnerability. Similar to {{MMC|input=623C|label=Atomic Collider}}, opponents that superjump or air dash may be flung too far to be grabbed, and can get a free hit due to the long recovery of this move.<br />
<br />
Can be disrespectfully used during combos as a purple throw or a tech trap to do an absurd amount of extra damage, but there's no way to do reliable Throw Reject Miss setups since it cannot be canceled from {{clr|A|j.A}}<br />
<br />
*Attractive to magnetized opponents during startup and active frames.<br />
**Strongly attractive to airborne opponents, including during moves like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=5C|label={{clr|C|5C}}}}.<br />
**Weakly attractive to grounded opponents. They'll be slowly dragged across the ground.<br />
*Can be held to extend active frames.<br />
*Cannot be special cancelled into at all.<br />
*No invulnerability unlike {{clr|A|360A}}.<br />
*Has 210 pixel range between bounding boxes, but the hitbox tends to be the limiting factor.<br />
}}<br />
<br />
===<big>Atomic Collider</big>===<br />
{{InputBadge|{{clr|C|623C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=623C<br />
|description=<br />
Anti-air grab that swaps sides on hit and can be used during combos. Hold {{clr|C|C}} to extend the startup magnetic attraction, release to actually grab them.<br />
<br />
Atomic Collider adds good damage to any combo. In long combos, it's only possible to follow up with Gadget Finger, so it's usually the end of the combo. {{clr|B|j.B}} is also a safejump after Atomic Collider, though this loses to reversals faster than 7 frames. Keep in mind that Atomic Collider sideswaps, so it may be advantageous to end the combo with other moves to maintain positional advantage.<br />
<br />
{{clr|C|3C}} is a common button to set up the float on whiff. From there, it can be followed up with plenty of options. The most common combo is {{clr|C|3C}} > {{clr|C|623C}} (whiff) , {{clr|C|5C}} > {{clr|A|6A}} > {{clr|C|2C}} > {{clr|C|623C}}.<br />
<br />
*Attractive to airborne magnetized opponents during startup and active frames.<br />
**Strongly attractive to airborne opponents, including during moves like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=5C|label={{clr|C|5C}}}}.<br />
**No effect on grounded opponents.<br />
*Can never grab a grounded opponent, regardless of hitboxes.<br />
*Combo throw. It will not incur a purple throw if used in a combo and will benefit from the 10% bonus damage from counter hits. Does not have 100% minimum damage.<br />
**First hit also does 0 damage, so this move will do a maximum of 1350 damage due to combo scaling.<br />
*Can be deliberately missed to reposition magnetised opponents, very important for combos.<br />
*Can grab extended hitboxes.<br />
*Trades inconistently due to its Head invulnerability expiring on its first active frame. Who wins the trade is determined by [[BBCF/Miscellaneous#Character_Priority|Character Priority]], which is usually Tager, but not always.<br />
<br />
<br />
}}<br />
<br />
===<big>Voltec Charge</big>===<br />
{{InputBadge|{{clr|D|214D}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=214D<br />
|description=<br />
Tager stands still and charges his spark bolt guage while protected by a Body, Head and Projectile guardpoint. Hold to extend the duration. If the opponent activates the guardpoint, this move can be cancelled into {{MMC|input=214D~236A|label=Additional Attack}}. To perform this cancel, you need to input {{clr|A|236A}} while still holding {{clr|D|D}} to stop this move ending.<br />
<br />
{{clr|D|214D}} is important for maintaining {{MMC|input=41236D|label=Spark Bolt}}. It can be used after a blocked {{clr|D|5D}} to get in a quick charge, or in neutral to bait opponents into approaching. It can also be used somewhat as an anti-air with its armor with the {{MMC|input=214D~236A|label=Additional Attack}}, though this will lose to crossups, double jumps and other evasions. Keep in mind that this move does not have armor against foot attacks, so it's inadvisable to use to trap grounded attacks except for predicting reversals.<br />
<br />
*The Electric gauge charges more based on how long Tager holds the stance. Minimum of 66 of Spark meter generated, Maximum of 510. <br />
**This equates to 6 units of extra spark bolt charge for every optional frame of this stance held.<br />
**Cancelling into {{clr|A|236A}} or being interrupted during this move prevents any spark bolt charge being gained.<br />
*Blocks Head, Body and Projectile attribute moves while held. Cannot block unblockable attacks.<br />
<br />
}}<br />
<br />
===<big>{{clr|A|A}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|A|236A}}}}<br />
{{BBCF Move Card<br />
|input=236A<br />
|description=<br />
<br />
A special move that doesn't get used a lot at neutral due to other normals generally being better choices. While it has frame 1 projectile armour, it's not super useful since opponents don't typically use projectiles at such close range.<br />
<br />
{{clr|A|236A}} sees use in grounded combos, mostly after {{clr|B|6B}} to force crouching. It can be followed up with {{clr|A|5A}} on crouching opponents for a short combo and end with Gadget Finger to apply magnetism.<br />
<br />
This move can be used as a decently safe poke due to its disjointed hitbox, but it isn't good for setting up tick throws and it is punishable on Instant Block.<br />
<br />
*Guardpoint prevents any hitstop from projectiles it guards.<br />
*Guardpoint can block against unblockable projectiles<br />
*Can only be followed up with Additional Attack on a standing non-counter hit.<br />
}}<br />
<br />
===<big>{{clr|B|B}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|B|236B}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=236B,236[B] |versioned=input<br />
|description=<br />
Tager pauses then slides forwarda considerable distance, ending in a strike. Guard points projectiles during start-up and active frames. Also guards Head and Body attacks during some of its startup start-up. Unlike the A version, B Sledgehammer does not guard against unblockables.<br />
<br />
Not necessarily the best way to close gaps as predictable Sledge use will usually be punished. Vary between using this, super jump {{clr|C|j.C}} and simply taking a nice stroll towards the opponent to keep them guessing. In combos it works as a great move due to its huge damage, decent scaling and can be followed with {{clr|A|6A}} > {{clr|C|6C}} fairly easily after a hard knockdown (Such as after a {{clr|C|3C}} counterhit or a {{clr|D|5D}} air hit into the corner).<br />
<br />
*Covers considerably more range than the A version, moves 33% further and deals slightly more damage when fully charged, but all other properties remain the same.<br />
*Guard point also prevents any hitstop for Tager.<br />
*Causes Crumple stun on grounded hit. On Counterhit gives a crumple stun similar to {{clr|D|5D}}'s standing counterhit, allowing all manner of followups.<br />
*Causes a launching tumble on air hit or downed hit. Allows easy followups.<br />
*Often used to close gaps and punch through reckless projectile spam, but it's far from ideal since it's the only real way to do this.<br />
*Used in corner combos after a {{clr|D|5D}} air hit.<br />
}}<br />
<br />
===<big>Additional Attack</big>===<br />
{{InputBadge|{{clr|A|236A}} after Sledgehammer or Voltec Charge guardpoint}}<br />
{{BBCF Move Card<br />
|input=236X~236A,214D~236A|versioned=input<br />
|description=<br />
<br />
A very risky move, since it can only be used after {{clr|A|236A}}/{{clr|B|B}} or {{clr|D|214D}} guardpoint and it loses to low attacks. It can be used to catch sleeping opponents or characters that don't have a fast enough {{clr|A|2A}}, but don't use it too much in pressure since it's very punishable on block. Notably, the version of the move you get cancelling from {{clr|D|214D}} is considerably faster than from either Sledgehammer.<br />
<br />
If it does land, it leads to no followup on regular hit and {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|623C}} on counterhit ({{clr|A|6A}} will whiff since it's a short starter). Hammer is more useful as a combo finisher to try to close out a round. It can also be Rapid Canceled to add a good bit of damage, especially for unmagnetized grounded combos.<br />
<br />
*Same Guard point properties as B Sledgehammer, but actually lasts until it goes active.<br />
*Doesn't guard unblockables, even when done from A Sledgehammer<br />
*Combo ender in most cases, will always connect after either Sledgehammer unless the combo has prorated severely.<br />
*Can be cancelled into on whiff on either Sledgehammer.<br />
*Counterhit state throughout<br />
*The version you get cancelling from {{clr|D|214D}} is considered a separate move to the version you get cancelling from Sledgehammer for same move proration purposes. This doesn't come up much in real combos however.<br />
}}<br />
<br />
===<big>Gadget Finger</big>===<br />
{{InputBadge|{{clr|D|22D}} on downed opponent (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=22D<br />
|description=<br />
<br />
Okizeme move, picks up the opponent off the floor or airborne near the floor and drops them in front of Tager, {{keyword|restanding|term=Re-stand}} them. Is strongly attractive during its startup and active time and can be held to extend this time.<br />
<br />
Gadget Finger is an incredibly versatile tool for Tager, used to end most combos with some magnetism and preventing recovery rolls. It's a natural followup to {{clr|A|360A}}, {{clr|C|j.360C}}, and {{clr|C|623C}}. Since it leaves Tager at +9, this allows for mixups: {{clr|C|5C}} or {{clr|C|3C}} to catch mash, {{clr|A|360A}} to catch block, and blocking or backdash to cover reversal options like DP or Overdrive.<br />
<br />
Gadget Finger whiffs can also be used to extend combos after {{clr|C|2C}} due to its magnetism pulling opponents back into range. These often function as longer, more damaging combo routes than Tager's unmagnetized combos, and they can be seen on his [[{{PAGENAME}}/Combos|Combos]] page.<br />
<br />
On some characters, particularly larger characters, the frame advantage also lets Tager follow up with {{clr|A|5A}}. This doesn't lead to many combo opportunities, but {{clr|A|5A}} > jump cancel block can bait Overdrive attempts and block the resulting Burst.<br />
*{{clr|A|5A}} after Gadget Finger works on: Amane, Arakune, Bang (only in corner and CH), Bullet (only on CH), Hakumen, Jubei, Kagura, Rachel, Ragna, Susanoo, Tager, and Tsubaki<br />
<br />
Gadget Finger can be Rapid Canceled into {{clr|B|360B}}~{{clr|B|360B}} to add at least 800 damage at the end of a combo. This is particularly useful to finish off a round with unburstable damage.<br />
<br />
It can also be Rapid Canceled to use the infamous "Timeout Tager" or "Tager Circus" strategy. After landing Gadget Finger (preferably after the opponent is thoroughly magnetized), it can be Rapid Cancel and repeatedly whiff {{clr|C|j.360C}}. This is much harder than it sounds, and must be done with great care to not launch the opponent too far. If done correctly, with 100 meter, this can be an effective strategy to win by timeout.<br />
<br />
*Magnetizes for 360F (1000F in Overdrive)<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Can be held to extend active frames.<br />
*Only usable if the combo has fully downed the opponent at some point before trying to activate Gadget Finger (floorbounce does not count). The moves that cause this are:<br />
** {{clr|A|6A}}, {{clr|D|5D}} and {{clr|D|2D}} (air hit, after floorslide begins)<br />
**Crush Trigger, {{clr|A|360A}}, {{clr|B|360B > 360B}} {{clr|C|j.360C}}, {{clr|C|j.2C}} (non-CH), and air throw.<br />
**{{Clr|B|6B}}, {{clr|C|3C}} and Atomic Collider will instantly allow the use of Gadget Finger, they do not need to touch the ground first in these cases.<br />
** And any time the opponent hits the ground and simply chooses not to Emergency Roll.<br />
*100% minimum damage, 5% fixed heat gain.<br />
*Unaffected by hitstun decay: +9 normally, +18 on counter hit. The recovery is increased by Fatal Counters and Jubei's standing hitstun penalty.<br />
}}<br />
<br />
===<big>Spark Bolt</big>===<br />
{{InputBadge|{{clr|D|41236D}}}} or {{InputBadge|{{clr|D|623D}}}}<br />
{{BBCF Move Card<br />
|input=41236D,623D|versioned=input<br />
|description=<br />
<br />
Tager launches a huge and fast projectile either horizontally or at an angle that punches through most other projectiles. On hit it wallbounces the opponent back towards Tager for easy followups and magnetises for 480F. To balance how utterly overpowered this sounds, it cannot be used without a full Electricity meter.<br />
<br />
Once its meter is charged, this is an incredibly threatening tool in Tager's arsenal. Spark Bolt can punish anything from any range with correct timing and can extend nearly any combo, especially if the opponent has been pushed out too far for a followup. The wallbounce allows for a close {{clr|C|5C}} followup for good damage, or a riskier low-hitting {{clr|A|6A}} for even more damage, especially considering the magnetism and huge upfront damage it has. The projectile is large enough to hit floorsliding opponents (such as after an air hit {{clr|D|5D}}), but it will whiff on fully downed opponents.<br />
<br />
The threat of Spark Bolt is also great for controlling the opponent's actions. You don't have to use it right away, holding onto it will affect how the opponent plays and can let you approach more easily since they'll be wary of just throwing out random attacks.<br />
<br />
If the move is stuffed, the Spark Bolt gauge will still be emptied even if the projectile doesn't come out, so be cautious of using it in close range neutral situations.<br />
<br />
*Magnetises for 480F (1000F during OD). Does not attract magnetised opponents, unlike other drive moves.<br />
*Unlike all other drive moves, this move does not attract magnetised opponents at all.<br />
*Requires a full Electricity gauge to fire and consumes all of it on the first startup frame.<br />
*Charges up in 1000 frames (16 2/3 seconds) normally.<br />
**Charges four times as fast during Overdrive (Charges in approximately 4 seconds).<br />
*Each version has a slightly different hit effect, with the diagonal version causing higher vertical force and less horizontal rebound force then the horizontal version.<br />
<br />
}}<br />
<br />
===<big>Crimson Punisher</big>===<br />
{{InputBadge|{{clr|A|j.63214A}}}}<br />
{{BBCF Move Card<br />
|input=j.63214A<br />
|description=<br />
A big swipe with Tager's arm that pushes Tager up and forwards a bit. If it hits, Tager immediately follows up with a belly flop.<br />
<br />
{{clr|A|j.63214A}} is primarily used as an air combo finisher due to its high damage. On knockdown, {{clr|A|5A}} will catch roll attempts and {{clr|B|2B}} will catch forward roll attempts. The followup hit can be Rapid Canceled for more damage, though this is only really advisable at the start of a combo.<br />
<br />
{{clr|A|j.63214A}} also grants Tager forward momentum, so it can be used as an approach tool along with {{clr|C|j.C}}. Mix this up to vary your approach angles.<br />
<br />
The followup is almost always guaranteed outside of very rare cases (for example, at the end of a very long combo or due to another Tager's magnetism).<br />
<br />
*Huge hitbox underneath Tager.<br />
*First hit disables bursts on hit.<br />
*Can only be used once per jump.<br />
*During the initial arm sweep, Tager is launched slightly upwards and forwards and loses all previous jumping momentum, enabling it to easily hit enemies slightly above him, but also makes hitting it on standing opponents very tricky. Also not an overhead.<br />
}}<br />
<br />
==Distortion Drives==<br />
<br />
===<big>Magna Tech Wheel</big>===<br />
{{InputBadge|{{clr|B|236236B}}}}<br />
{{BBCF Move Card<br />
|input=236236B, 236236B OD |versioned=name<br />
|description=<br />
<br />
The big damage super used at the end of combos. It has good minimum damage, but it is often better to use Rapid Cancels in combos combined with strong normal attacks like Atomic Collider. Still, this gives good unburstable damage to close out rounds and cash in meter.<br />
<br />
MTW also has guardpoint early on, making it viable as a wakeup reversal. However, opponents can Rapid Cancel their attack in response to the superflash, making it somewhat unreliable. If you plan to use is as a reversal, it's safest to have 100 meter so you can Rapid Cancel the attack to remain safe, otherwise you'll eat a big punish.<br />
<br />
MTW can be Rapid Canceled during any hit of the attack. Since the last hit is an overhead, this Rapid Cancel be be used to mix up the opponent with a low-hitting attack or even a command grab.<br />
<br />
In Overdrive, this move and its followup gain far more damage and will also force Active Flow if Tager hasn't activated it that round. If you wish to use it in this way, use MTW as early as you can in the combo to maximize damage.<br />
<br />
*Minimum damage: 864 OD: 1080<br />
*Strongly attractive to magnetised opponents.<br />
*Guard point against everything until the third hit, then blocks anything that includes the projectile attribute for the rest. Can guardpoint through unblockables.<br />
*Only possible to follow up with Terra Break or Rapid cancel, Opponent otherwise can tech before Tager even recovers.<br />
}}<br />
<br />
===<big>Terra Break</big>===<br />
{{InputBadge|{{clr|B|236236B}} after Magna Tech Wheel}}<br />
{{BBCF Move Card<br />
|input=236236B~236236B<br />
|description=<br />
<br />
'''To get the best results, continously roll the 236 motion during {{MMC|input=236236B|label=MTW}}. Then, input {{clr|B|B}} right as the opponent reaches the apex of the launch.'''<br />
<br />
Only really useful as an ender to long combos thanks to its high minimum damage. At the beginning of combos, using a Rapid Cancel will lead to more damage than Terra Break. If MTW is blocked, '''do not use this''', since it's still massively punishable and essentially a waste of 50 meter. Rapid Cancel instead to remain safe.<br />
<br />
In Overdrive, this move is much more useful. After the wallbounces, it can be followed up with {{clr|C|6C}} or {{clr|B|236B}} to keep the combo going. If MTW was done during Overdrive, Terra Break will always be the Overdrive version as well, even if Overdrive has expired.<br />
<br />
*Minimum damage: 720 OD: 840<br />
*Followup to Magna Tech Wheel to add even more damage.<br />
*Blows opponent away on hit and wallbounds.<br />
*Overdrive version causes wallbounce and hard knockdown that allows for folloup with various moves, the higher up they are when you hit them, the more time you will get.<br />
}}<br />
<br />
===<big>Genesic Emerald Tager Buster</big>===<br />
{{InputBadge|{{clr|C|720C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=720C<br />
|description=<br />
<br />
Tager's signature super. Instantly invulnerable, meaning it's a true reversal (though it will still whiff on airborne opponents). This move can pull in magnetized opponents extremely far during its startup (though the pull is significantly weaker during held frames), and it is unavoidable after superflash. It becomes even more potent when combined with Instant Blocking and Overdrive Cancel. GETB can also be used in tick throw situations, though it is much higher risk than other throw options.<br />
<br />
Be wary of when to use it, though. Because of its power, opponents will often bait it out with jump cancels and throw safe moves, which can lead to a wasted 50 meter and a counterhit punish. It's best used in guaranteed situations such as after an Overdrive Raid or punishable gap.<br />
<br />
*Hold C to extend active frames, but Tager is not invulnerable during this time<br />
*Has minimum distance check larger than its hitbox, which is unusual for throws, meaning that it's possible to be in range but miss since no hitboxes line up. Be aware that throws actually measure to the front of a player's collision box which gets pushed forward during some moves, such as Ragna's {{clr|B|5B}}<br />
*Moves forward and swaps sides after a successful hit, meaning it's impossible to corner someone with this<br />
*No followups possible, including Rapid Cancel<br />
*Overdrive version magnetizes opponent for the maximum duration of 1000F in addition to dealing more damage<br />
*100% minimum damage<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Charged Lightning</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
<br />
An expensive reversal that does not apply magnetism and launches the opponent away, but it is still useful for granting Active Flow. If it's available, a {{clr|C|720C}} punish is usually a better option during Overdrive flash. It's also not particularly strong in combos, but it can be used as an unburstable combo ender.<br />
<br />
*Ends the faster Spark Bolt gauge gain from OD the instant the move hits, so it can't be used to pad out this gain.<br />
*[[BBCF/Mechanics#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]]<br />
*322/639 Minimum Damage<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>King of Tager</big>===<br />
{{InputBadge|{{clr|D|1080D}} (Hold OK) when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=1080D<br />
|description=<br />
<br />
{{clr|D|1080D}} can hit an opponent during a combo regardless of their position (except for fully downed opponents) as long as their hitbox is in front of Tager. It primarily combos after {{MMC|input=360B|label=Wedge Catapult}} and {{MMC|input=623D|label={{clr|D|623D}} Spark Bolt}}, but other than that the long startup makes it very hard to combo into.<br />
<br />
{{clr|D|1080D}} is unique in that it requires a different response from opponents. It has an initial invuln, but this does not last into the active frames so opponents can mash out of it or use a reversal. As mentioned before, though, it can hit airborne opponents so it cannot be jumped. This means it has a use over {{clr|C|720C}}, though due to its motion it is often much more telegraphed and difficult to use in general.<br />
<br />
*Cannot be cancelled into from anything.<br />
*Startup is extendable by holding the {{clr|D|D}} button, attack will only happen 10F after it is released or max hold is performed.<br />
*Extremely attractive towards magnetised opponents, including during extended startup.<br />
*Horizontal distance check of 670px, which is longer than the actual hitbox (657px from Tager's origin). Thus, it can grab some extended hurtboxes, but not all of them.<br />
}}<br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Tager}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Iron Tager|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCT/Iron_Tager&diff=441214BBCT/Iron Tager2024-01-14T19:57:18Z<p>Manta: /* Genesic Emerald Tager Buster */</p>
<hr />
<div>==Overview==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=<br />
'''Tager''' is one of BlazBlue's most creative ideas: a grappler who pulls you towards him so he can lose the round faster.<br />
<br />
An amalgamate of ArcSys' classic issues when balancing grapplers, Tager in BBCT is incapable of starting and maintaining offense. Everything Tager has ranges from mediocre to terrible, with a combo and oki game so bad it makes [https://wiki.supercombo.gg/w/Street_Fighter_3:_3rd_Strike/Twelve 3S Twelve] look like an [[Hokuto_no_Ken|HnK]] character. His gigantic, wide hurtbox and horrific mobility makes him highly susceptible to harassment, and none of his normals are as threatening as they should be for a man of Tager's size. While his grabs have exceptional damage, his nonexistent strike game ultimately prevents Tager from succeeding at anything of real value.<br />
<br />
What's worse is that the system mechanics of BBCT absolutely hate Tager. Bursting to get people off of him is a non-option due to it practically assuring he will die immediately afterwards thanks to his massive, easily comboable frame, even if it doesn't then he'll have to navigate neutral again in Negative Penalty without any barrier. Other mechanics like Guard Libra punish Tager for playing patiently, which is a necessity for any grappler. This means he'll be playing victim to all of the kusoge elements this game has, infamously giving him hopeless matchups against numerous characters.<br />
<br />
Taking a single round while playing Tager is the equivalent to winning ten matches. Unless you're fighting Hakumen.<br />
}}<br />
{{BBCT/infobox<br />
|fastestAttack = {{clr|A|5A}} (7F) <br/>Ground Throw (6F)<br />
|reversal = {{clr|B|236236B}} (19F) <br/> {{clr|C|720C}} (5F)<br />
}}<br />
{{ProsAndCons<br />
|intro= loses the round.<br />
|pros=<br />
*'''Can Still Win''': As long as you have better footsies, better pressure, better reads, better neutral, better defense, better patience, better confirms, better punishes, better "combos", and generally outplay your opponent in every conceivable way consistently throughout the entire match, you can take a single round as Tager.<br />
|cons=*'''The Worst Oki''': An issue that can almost assuredly make any grappler terrible. Nearly every combo ends with Tager in a disadvantageous position—oftentimes fullscreen away—and his pressure is easily negated with CT's Barrier.<br />
*'''Slow as Molasses''': Cannot dash, airdash, nor double jump.<br />
*'''Counterintuitive Drive''': Toolkit depends on magnetism to "work" rather than being enhanced by it. Magnetism is gated behind only three normals, and 2/3 of those normals are terrible. Also results in Tager pulling normals into his face.<br />
*'''Worthless Normals''': Awful buttons with pathetic framedata and hitstun, almost unanimously lacking utility. Doesn't even have a single invincible anti-air.<br />
*'''Zero Combos''': Borderline impossible for Tager to get a combo off of any hit. Requires magnetism or Spark Bolt for any routes, and yet said routes are still underwhelming.<br />
*'''Gigantic''': Not only tall, but wide. A frightening amount of normals hit Tager faster than he can move, and he's the only character that can still get crossed up while fully cornered.<br />
*'''Life of a Grappler''': Has the worst matchups in BBCT, losing every single one besides Hakumen's. Every top tier makes Tager's pitiful life all the more hellish, and he'll be shoved into every grinder imaginable.<br />
}}<br />
</div><br />
<br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header= Drive: Voltic Battler<br />
|content=<br />
Tager's {{clr|D|D}} attacks, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|j.D}} and {{clr|D|41236D}}, all apply magnetism on hit or block. Magnetism lets Tager pull them opponents towards him during certain other attacks for as long as they remain magnetized. How said moves pull the opponent closer to Tager and the intensity of said pull depends on the move.<br />
<br />
The moves that can use magnetism are:<br />
*{{clr|D|5D}}<br />
*{{clr|D|2D}}<br />
*{{clr|D|j.D}}<br />
*{{clr|A|6A}}<br />
*{{clr|A|360A}}<br />
*{{clr|B|360B}}<br />
*{{clr|C|623C}}<br />
*{{clr|B|236236B}}<br />
*{{clr|C|720C}}<br />
<br />
Tager lacks a quick and reliable way to set up magnetism, as all of his {{clr|D|D}} normals are slow and Spark Bolt is not always available. He's also ''missing'' moves that would become staples of his kit in the future, such as {{clr|D|4D}} and Gadget Finger.<br />
}}<br />
<br />
==Starter Guide==<br />
{{card|width=4<br />
|header=Starter Guide<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|_0KgQbxKefs|450}}{{Closediv}}<div class="fpvideo">{{#ev:youtube|eXHjyM8Zc80|450||||start=454&end=586}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{Clr|A|5A}}</big>===<br />
{{BBCT Move Card<br />
|input=5A<br />
|description=<br />
Tager's best move, the first move on the list and we've already peaked.<br />
<br />
{{clr|A|5A}} has very short recovery, massive range and advantage on guard making it an all-around stellar normal. It's excellent for poking, for challenging opposing pressure or desperately trying to maintain your own. As a tradeoff, {{clr|A|5A}}'s combo options are so pitiful that saying it's a low risk/zero reward button is not an understatement in any way, which will become a recurring theme with the rest of Tager's normals. While reliable for many things, this should never be used in combos.<br />
}}<br />
<br />
===<big>{{Clr|B|5B}}</big>===<br />
{{BBCT Move Card<br />
|input=5B<br />
|description=<br />
A very mediocre low kick.<br />
<br />
Seemingly important in Tager's pressure game as a low mixup from his throw, but not much else. Using {{clr|B|5B}} is a point of no return for Tager, as it's too slow combo into {{clr|C|5C}} or {{clr|A|6A}} on a standing opponent or even true blockstring into them, nor does it gatling into the vastly superior {{clr|B|2B}} either. Tager will be forced to spend his Spark Bolt if he gets a hit with this in order to get a combo, ultimately making {{clr|B|5B}} very pricey for any reward and leaving much to be desired.<br />
<br />
For its startup and how huge Tager is, you'd hope this would go further every time you press it.<br />
}}<br />
<br />
===<big>{{Clr|C|5C}}</big>===<br />
{{BBCT Move Card<br />
|input=5C<br />
|description=<br />
{{clr|C|5C}} is too slow to get anything done for Tager.<br />
<br />
At 16f startup, this normal never combos against standing opponents from any normals prior (without a counterhit), and is inconsistent even then. The range is very underwhelming for the speed, with most characters being able to dash and use their {{clr|B|5B}} in the time it takes for this to come out. They'll typically cover the same if not more range as well.<br />
<br />
If used in pressure, {{clr|C|5C}} will always leave a gap to reversal through. The pushback is also severe, which will usually entail the end of Tager's pressure if he hasn't applied magnetism or the opponent has bothered to barrier him.<br />
}}<br />
<br />
===<big>{{Clr|A|2A}}</big>===<br />
{{BBCT Move Card<br />
|input=2A<br />
|description=<br />
Slow, but really good. It's plus, anti-airs (sometimes), and more importantly can actually lead to combos!<br />
<br />
While {{clr|A|2A}} doesn't cover as much horizontal range as its standing cousin, it does just about everything else. The best part about this button is that it gives Tager one of his only real combos without magnetism that gives him a knockdown: {{clr|A|2A}}, {{clr|B|2B}}, {{clr|C|3C}}. It's very simple and underwhelming, but Tager gets nothing else on a standing character.<br />
}}<br />
<br />
===<big>{{Clr|B|2B}}</big>===<br />
{{BBCT Move Card<br />
|input=2B<br />
|description=<br />
Put simply, {{clr|B|2B}} is almost useless. Its limited range makes it hard to apply in the majority of situations.<br />
<br />
There are merits to {{clr|B|2B}}, such as its swift recovery and high attack level making it a very safe (albeit not very fast to start up) poke. The limited range is the catch; having less range than even his jabs, Tager is almost never able to make this normal count. A creative Tager can attempt to apply {{clr|B|2B}} whiffs intentionally, but the pushback from barrier will weaken these setups dramatically. It does combo into {{clr|B|5B}} and {{clr|C|3C}} for two lows in succession, but the rewards for either of those landing is a spit in the face.<br />
}}<br />
<br />
===<big>{{Clr|C|2C}}</big>===<br />
{{BBCT Move Card<br />
|input=2C<br />
|description=<br />
An "anti-air" that completely lacks invincibility. Also it's slow. And the recovery is huge. Horrible button.<br />
<br />
{{clr|C|2C}} has great vertical range, but terrible horizontal range. Using it in combos leads to high damage routes, but without magnetism or a grounded {{clr|A|6A}} hit (both of which are hard to get), it's rarely possible to use. These routes are also likely going to use {{clr|C|623C}} immediately after, so Tager can kiss his dreams of oki goodbye. Don't ever bother trying to use this as an anti-air, even with a crouching hurtbox Tager is still so gigantic he'll get hit by every jump-in headed his way for a full combo. Tager can also expect a swift death if this button ever misses.<br />
}}<br />
<br />
===<big>{{Clr|A|6A}}</big>===<br />
{{BBCT Move Card<br />
|input=6A<br />
|description=<br />
{{clr|A|6A}} is a strange vacuum normal that's ''also'' too slow to get anything done for Tager.<br />
<br />
Failing to naturally combo off of {{clr|C|5C}} without a crouching or counter hit, applications for {{clr|A|6A}} in combos are underwhelming. Should Tager find a way to manage it, a combo into {{clr|C|2C}}, {{clr|C|3C}} or {{clr|C|623C}} possible from there and can lead to solid reward. Tager will vacuum opponents towards him on hit or block and has a slight attraction effect during the startup if magnetism is currently applied, but the startup still doesn't make this a desirable normal to just throw out.<br />
<br />
Unlike later games, {{clr|A|6A}} does not ground slide on an aerial hit, nor does it have armor against Head and Body attribute. The projectile invuln would be nice for counterzoning, but it only begins 4 frames before this glacial attack becomes active, making it moot in most cases.<br />
}}<br />
<br />
===<big>{{Clr|B|6B}}</big>===<br />
{{BBCT Move Card<br />
|input=6B<br />
|description=<br />
Generic overhead that can chain into itself indefinitely.<br />
<br />
{{clr|B|6B}} is a simple mixup tool for Tager. It's slightly faster than {{clr|C|6C}} at the cost of less reward, with both sporting good range. It's not the most interesting or noteworthy normal, outside of it being able to infinitely chain into itself on hit. This still isn't very useful, but it can catch a few players off-guard in the two seconds you can make them block.<br />
}}<br />
<br />
===<big>{{Clr|C|6C}}</big>===<br />
{{BBCT Move Card<br />
|input=6C<br />
|description=<br />
{{clr|C|6C}} is an important combo piece for Tager, whatever combos he can get any way.<br />
<br />
Although it hits overhead, it's far too slow to be used as a traditional overhead mixup outside of when players are clearly looking out for {{clr|B|6B}}. Instead, {{clr|C|6C}} sees most of its use in combos, with a stellar launch and hitstun giving Tager multiple ways to follow up should his feeble combo game let him land it. This will nearly always carry enough hitstun to combo into {{clr|D|5D}}, giving Tager a way to end a combo with magnetism which is a royalty for him.<br />
}}<br />
<br />
===<big>{{Clr|C|3C}}</big>===<br />
{{BBCT Move Card<br />
|input=3C<br />
|description=<br />
Abysmal sweep. Hard to land for zero followup. Might be worth not even using this.<br />
<br />
Horrible frame data on this button as a whole, 17 frames of startup means this button can only be combo'd into from a {{clr|A|6A}} or {{clr|B|2B}}. {{clr|C|5C}} also works, but only point blank due to how much pushback that normal carries on hit, and either way ends with Tager getting very subpar oki.<br />
<br />
{{clr|C|3C}} cannot be special cancelled into anything, so if it gets blocked Tager is doomed. It's also worthless in combos for this same reason; a mediocre ender for his grounded routes granting very below-average oki thanks to the recovery and nothing more.<br />
}}<br />
<br />
===<big>{{Clr|A|j.A}}</big>===<br />
{{BBCT Move Card<br />
|input=j.A<br />
|description=<br />
A very solid air jab considering its speed, but nothing overall noteworthy. Tager rarely wants to jump due to his horrible prejump frames.<br />
<br />
As you may have come to expect from Tager, {{clr|A|j.A}} does not combo into a single other air normal besides itself. This should never be used in combos.<br />
}}<br />
<br />
===<big>{{Clr|B|j.B}}</big>===<br />
{{BBCT Move Card<br />
|input=j.B<br />
|description=<br />
Another great air normal, this time better suited for jump-ins with its downwards hitbox and long active frames.<br />
<br />
{{clr|B|j.B}} can struggle to see use thanks to Tager's very floaty jumps, but it's important if he ever finds himself in the air regardless. Sadly, like most of Tager's air normals, it doesn't lead to much on hit. It only combos into {{clr|C|j.C}}, and Tager's combo will be over from there.<br />
}}<br />
<br />
===<big>{{Clr|C|j.C}}</big>===<br />
{{BBCT Move Card<br />
|input=j.C<br />
|description=<br />
{{clr|C|j.C}} isn't really an attack as much as it is a pseudo-airdash.<br />
<br />
While it does have a hitbox, a strong one at that, the real meat of {{clr|C|j.C}} lies in its forward movement. Tager can use this to propel himself forward in the air somewhat akin to an airdash, although not quite. The quick recovery also means it's not too much of a danger to put out, but Tager's prejump and low gravity means jumping at all is a danger for him. Should {{clr|C|j.C}} hit, Tager gets absolutely nothing as the hitstun isn't long enough for Tager to successfully land a {{clr|D|j.D}}, nor do anything else.<br />
}}<br />
<br />
===<big>{{Clr|C|j.2C}}</big>===<br />
{{BBCT Move Card<br />
|input=j.2C<br />
|description=<br />
Another silly air normal, this time an anti-anti-air that's not too useful.<br />
<br />
{{clr|C|j.2C}} halts Tager's air momentum before dropping him straight down. While hanging in the air helps him bait out anti-airs and punish them, he still struggles to get very high reward on hit due to his poor combo game, making this a lot more risk than it's likely worth.<br />
<br />
The hitbox is active all the way until Tager hits the ground and then some, but an odd bug exists where {{clr|C|j.2C}} comes out nearly instantly if performed as low as possible to the ground. This was seemingly left in the game for potential tech reasons, and has use in the occasional combo.<br />
}}<br />
<br />
==Drive Moves==<br />
===<big>{{Clr|D|5D}}</big>===<br />
{{BBCT Move Card<br />
|input=5D<br />
|description=<br />
An impressively long-range poke, but perhaps what's more impressive is how terrible it is.<br />
<br />
{{clr|D|5D}} is one of Tager's only ways to apply magnetism, and it's extremely slow. Not just in startup, but also recovery. Tager is left very vulnerable for an extensive period of time on whiff with a total duration over a full second. The recovery is so bad, Tager visually appears to be moving in slow motion. {{clr|D|5D}} also grants nothing on hit besides magnetism and a bit of damage. It blasts anyone hit by it all the way to the other side of the screen with laughably little hitstun, usually resulting in them teching mid-air. Even with Spark Bolt, these two properties make it very hard to confirm off of this.<br />
<br />
It'll be used any way at the end of combos, such as after {{clr|C|6C}}, but only thanks to the magnetism. It's too great a risk otherwise.<br />
}}<br />
<br />
===<big>{{Clr|D|2D}}</big>===<br />
{{BBCT Move Card<br />
|input=2D<br />
|description=<br />
{{clr|D|2D}} is another awful button. If you guessed that it's too slow to get anything done, you guessed correctly.<br />
<br />
Advances Tager forward during the active frames, but the hurtbox does not low profile much of anything and Tager has no armor at all while advancing. It doesn't help that the reward he gets on hit is abysmal thanks to it catapulting people all the way across the screen just like {{clr|D|5D}} for zero followup or oki. This is typically seen in neutral from a Tager who believes he's got nothing left to lose.<br />
<br />
The most practical use for this is in combos. A simple way to route into {{clr|D|2D}} is after using Atomic Collider, but usually if {{clr|D|2D}} could connect, then {{clr|C|6C}} would as well, and that normal will result in better damage ''and'' magnetism after.<br />
}}<br />
<br />
===<big>{{Clr|D|j.D}}</big>===<br />
{{BBCT Move Card<br />
|input=j.D<br />
|description=<br />
A much faster and more practical way of getting magnetism than the other two normals.<br />
<br />
{{clr|D|j.D}} is not risk free thanks to its long startup and recovery, and also leads to nearly no reward on hit besides the magnetism, but it can carry its weight given Tager is allowed to remain mobile during the startup. There's a bit of landing recovery at the end, so take caution whiffing this.<br />
<br />
{{clr|C|6C}} combos that don't have magnetism already applied can end with this to apply magnetism without launching the opponent fullscreen. Dealing more damage than {{clr|D|5D}} is also a nice bonus.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCT Move Card<br />
|input=5B+C<br />
|description=<br />
A throw. The reward on hit is quite high, even higher than his command grabs, but Tager will need magnetism in order to make the most of it.<br />
<br />
Tager's throws may seem redundant thanks to his command grabs, but they have surprising range and little recovery. Too bad this game has barrier OS and Tager isn't capable of fighting it at all, add that to the list of potential strengths of his completely invalidated.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCT Move Card<br />
|input=4B+C<br />
|description=<br />
A back throw. Same as his forward throw, really.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCT Move Card<br />
|input=j.B+C<br />
|description=<br />
Given how often characters love to harass Tager in the air, this is a good choice to try and quickly get them off of him. It's not very useful as a whole thanks to Tager's slow prejump.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while blocking}}<br />
{{BBCT Move Card<br />
|input=6A+B while Blocking<br />
|description=<br />
Spend meter to get to play the game again.<br />
<br />
Unlike most Counter Assaults, Tager's is blessed with a knockdown, which makes it way more worthwhile than others. Given Tager will be spending an extensive amount of time blocking, he'll commonly need this to escape pressure. Having a good one is quite the boon.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>{{clr|A|A}} Gigantic Tager Driver</big>===<br />
{{InputBadge|{{clr|A|360A}}}}<br />
{{BBCT Move Card<br />
|input=360A<br />
|description=<br />
[[File:BBCT Tagersuck.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|{{clr|A|360A}} reaches far enough to grab another Tager at roundstart.<br>Buffered behind {{clr|B|2B}} to prevent any movement.]]<br />
The first of Tager's staple command grabs. This version is more of a reversal grab compared to the {{clr|B|B}} version.<br />
<br />
Tager reaches his hand out further than in the B version which gives this grab a bit of an extra boost in range, but it's at the cost of damage. The real catch is the invincibility Tager gains as early as frame 3, so use of this is mostly as a reversal. If Tager is afraid of getting mashed or lacks magnetism on a mixup attempt, {{clr|A|360A}} can be used instead of {{clr|B|360B}} as it's only a few frames slower and is still more than unreactable, leaving damage as the only sacrifice. Of course, should Tager have the choice between the two grabs, {{clr|B|B}} is almost always a better option.<br />
<br />
With magnetism applied, Tager will pull in the opponent towards him during the startup, which can be extended by holding down {{clr|A|A}}. The button must be manually released to activate the hitbox, or else the opponent just gets pulled towards Tager and will likely punish him.<br />
<br />
Naturally for a command grab, the recovery is quite terrible. Whiffing this will typically result in Tager getting counterhit.<br />
}}<br />
<br />
===<big>{{clr|B|B}} Gigantic Tager Driver</big>===<br />
{{InputBadge|{{clr|B|360B}}}}<br />
{{BBCT Move Card<br />
|input=360B<br />
|description=<br />
[[File:BBCT Tager 360BVideo.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|Although lacking the range of its cousin with or without magnetism, {{clr|B|360B}} has top class damage.<br>Brief combos can be performed after for even more damage.]]<br />
The second of Tager's staple command grabs. This is Tager's go-to mixup, dealing a very high amount of damage.<br />
<br />
{{clr|B|360B}} has short range and can't be held down to vacuum magnetized opponents in for nearly as long as the {{clr|A|A}} version, nor is there any invincibility. Instead, the startup is significantly faster and the damage is much higher. This lends itself better to mixups where the opponent is conditioned to respect Tager's pressure, and ideally is also magnetized. If magnetism is applied, Tager should default to using this over {{clr|A|360A}} in his strings thanks to the significantly heightened reward, exceptions being when Tager wishes to grab a reversal or pushback is too great.<br />
<br />
Although the reward on hit seems enticing, it should be kept in mind that {{clr|B|360B}} is still slower than Tager's jab while also having less range and no invincibility. If a grab is needed to escape pressure, this shouldn't be on the list.<br />
<br />
If held down to magnetize opponents towards him, Tager will automatically activate the hitbox if he drags his enemy within proximity—no need for a manual release.<br />
}}<br />
<br />
===<big>Atomic Collider</big>===<br />
{{InputBadge|{{clr|C|623C}}}}<br />
{{BBCT Move Card<br />
|input=623C<br />
|description=<br />
[[File:BBCT_Tager_623CVideo.webm|poster=File:BBCT_Tager_623CVideoThumb.png|380px|right|thumb|{{clr|C|623C}}'s hurtbox extension is far too egregious to reasonably use it as an anti-air.]]<br />
Anti-air grab. Barely functions, does a lot of damage when it decides to. That damage value is not a typo, but it's always affected by Tager's combo rate so it starts combos for 1850 damage.<br />
<br />
Being an anti-air grab, it only hits airborne opponents. Having invincibility on your anti-airs is a privilege only awarded to good characters, so naturally Tager has none at all on this. His extended arm is a massive hurtbox just waiting to be struck by whoever he's trying to grab.<br />
<br />
Tager can hold down {{clr|C|C}} to vacuum magnetized opponents towards him, rather generously letting them strike that hurtbox even more easily. Just like {{clr|A|360A}}, the hitbox does not come out automatically unless Tager's been holding the button down for a long time. A manual release is required to grab someone.<br />
<br />
This gets delegated to combos only, and usually at the end of them. Generally results in the opponent being blown fullscreen for absolutely zero oki, especially if, god forbid, you want to apply magnetism with something like {{clr|D|5D}}. Sometimes used in Tager's resets as well, for when you feel like gimmicks are the only thing that can make the one hit you'll get in the entire match worth it.<br />
}}<br />
<br />
===<big>{{clr|A|A}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|A|236A}}}}<br />
{{BBCT Move Card<br />
|input=236A<br />
|description=<br />
[[File:BBCT Tager SledgeAVideo.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|Clearly inspired by Zangief's {{Tt|Vanishing Flat|Also called "Green/Blue Hand."<br>Functioned as a projectile-invincible poke. Saw infamy in Street Fighter IV.}}, Sledgehammer is intended to work as Tager's counterzoning option. However, anyone he'd truly want to use it against can easily circumvent it or punish Tager's recovery.]]<br />
You know Green Hand? If you took that and made it way worse, you'd have {{clr|A|A}} Sledgehammer.<br />
<br />
{{clr|A|A}} Sledgehammer is yet another move in Tager's arsenal that's way too slow to be helpful. No normals combo into it without a crouching hit thanks to its sluggish speed and range. Given its projectile armor and forward movement, it seems intended to help Tager navigate neutral against zoners, but any experience in those matchups will reveal the uselessness of this move there. Tager is much better off charging up Spark Bolt than risking this approach.<br />
<br />
Can be cancelled into Additional Attack during the recovery frames, even on whiff. This is helpful if Tager can combo into it, since it deals superior damage to {{clr|3|3C}}.<br />
}}<br />
<br />
===<big>{{clr|B|B}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|B|236B}}}}<br />
{{BBCT Move Card<br />
|input=236B<br />
|description=<br />
[[File:BBCT Tager SledgeBVideo.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|A slower but further moving Sledgehammer. The range makes it more effective, but it can still easily be punished.]]<br />
An even slower version of Sledgehammer. Meant to blow through zoning spam, but is only okay at doing that.<br />
<br />
Goes farther and is friendlier in combos, such as after either of Tager's regular throws, but that's about it. Shares many of the same properties and issues with the other variant despite the increase in range and frame advantage.<br />
<br />
Can also be cancelled into Additional Attack during the recovery frames, once again on whiff as well.<br />
}}<br />
<br />
===<big>Additional Attack</big>===<br />
{{InputBadge|Sledgehammer > {{clr|A|236A}}}}<br />
{{BBCT Move Card<br />
|input=Sledge > 236A<br />
|description=<br />
[[File:BBCT Tager HammerVideo.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|Sledgehammer followup. Performable on whiff and block and hits overhead, but is pathetic in pressure.]]<br />
Also called "Hammer." An overhead followup to the two Sledgehammers, and rarely useful.<br />
<br />
Because it can only be used after Sledgehammer, it's a very predictable mixup option on top of its slow and reactable speed. Additionally it lacks any armor or anything of the sort, so when combined with the speed people can just mash to interrupt it after either Sledge. This isn't even necessary, as Tager is -17 on block and can be punished any way.<br />
<br />
Groundbounces on hit that launches the opponent away from Tager for no oki. Can be followed up, but just barely.<br />
}}<br />
<br />
===<big>Voltec Charge</big>===<br />
{{InputBadge|{{clr|B|421B}}}}<br />
{{BBCT Move Card<br />
|input=421B<br />
|description=<br />
[[File:BBCT Tager VolticVideo.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|Tager's Electric Gauge fills up automatically over time, but Voltec Charge can be used to speed it up in chunks.<br>It also armors through many attacks.]]<br />
An armored stance that charges up Tager's Spark Bolt. A surprisingly helpful move.<br />
<br />
The armor will cover everything besides Foot attribute attacks and throws, making it highly useful at beating slow, predictable options in neutral and safely gaining some extra Spark Bolt for a nuclear deterrent later. Holding down {{clr|B|B}} will extend both the armor and the charge, and the longer Tager charges the larger the chunk of energy will be. The charge is only gained at the very end however, so greedy charges that get punished won't give Tager any extra gauge for his Spark Bolt.<br />
<br />
This is what really should be used against zoners, since Spark Bolt will not only blow through their projectiles, but it'll also grant magnetism and a combo for Tager on hit.<br />
}}<br />
<br />
===<big>Spark Bolt</big>===<br />
{{InputBadge|{{clr|D|41236D}}}}<br />
{{BBCT Move Card<br />
|input=41236D<br />
|description=<br />
The mother lode. A lightning fast projectile that magnetizes and wallbounces, Tager's going to need it a lot for just about everything.<br />
<br />
Without a crouching or counterhit, this is the only way Tager is going to get a combo the majority of the time. Spark Bolt comes out very quickly and blows through every other projectile it comes across, making it an excellent counter-zoning option with huge rewards to the point where even the worst zoning will likely have to stop and respect it the moment it is stocked. This is Tager's best move on paper, but the downside is its scarcity.<br />
<br />
Spark Bolt can only be used once Tager's Electric Gauge is full, starting at zero at the beginning of the each round. Since Tager depends on it so much for everything, it's safe to say he's much stronger with it and much weaker without it, so always keep track of the Electric Gauge and when the threat of this is available. It's undeniably strong once Tager gets a hold of it, but it should be used wisely. In certain match-ups and situations, his 1~2 passive Spark Bolt charges in a round may be his only chance.<br />
}}<br />
<br />
==Distortion Drives==<br />
<br />
===<big>Magna Tech Wheel</big>===<br />
{{InputBadge|{{clr|B|236236B}}}}<br />
{{BBCT Move Card<br />
|input=236236B<br />
|description=<br />
A big damage super, pulls the opponent in if they're currently magnetized. An actual reversal, but thus move sadly has guard point so your opponent can rapid cancel any hit that thus blocks and be safe.<br />
}}<br />
<br />
===<big>Terra Break</big>===<br />
{{InputBadge|{{clr|B|236236B}} after Magna Tech Wheel}}<br />
{{BBCT Move Card<br />
|input=236236B > 236236B<br />
|description=<br />
Followup from Magna Tech Wheel for even bigger damage. BBCT doesn't have minimum damage however, so this might still be a poor option.<br />
}}<br />
<br />
===<big>Genesic Emerald Tager Buster</big>===<br />
{{InputBadge|{{clr|C|720C}}}}<br />
{{BBCT Move Card<br />
|input=720C<br />
|description=<br />
* Pulls the opponent in if they are magnetized. But sadly only after the superflash.<br />
* Commonly referred to by just the input, "720"<br />
Tager's '''{{clr|C|720C}}''' is ye olde command grab super, anime-style: a fast and high-damage reversal super, that has good range for a grab but thanks to his Drive can be enhanced even further to comedic proportions with Magnetism. In the few close quarters situations that Tager can achieve (or is forced into), this can be a saving grace, especially when paired with Instant Block and Tager's backdash as even basic frametraps can be turned into the opponent losing over half their remaining health when the butter is churned properly.<br />
<br />
...but of course, it's never easy for this guy. The frequency of jump cancellable on-block normals and safety in the air due to air Barrier in CT, especially against Tager who has no good AA game to deter dodging it means that this doesn't get to shine all that often. On the bright side, aside from being a limited punish to blockstrings, 720 is commonly seen on wake-up (and iconically super cancelled into during a tech roll's recovery), or after a whiffed Sledge.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCT|Iron Tager|size=42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCT/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCT/Iron_Tager&diff=441213BBCT/Iron Tager2024-01-14T19:56:19Z<p>Manta: /* Magna Tech Wheel */</p>
<hr />
<div>==Overview==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=<br />
'''Tager''' is one of BlazBlue's most creative ideas: a grappler who pulls you towards him so he can lose the round faster.<br />
<br />
An amalgamate of ArcSys' classic issues when balancing grapplers, Tager in BBCT is incapable of starting and maintaining offense. Everything Tager has ranges from mediocre to terrible, with a combo and oki game so bad it makes [https://wiki.supercombo.gg/w/Street_Fighter_3:_3rd_Strike/Twelve 3S Twelve] look like an [[Hokuto_no_Ken|HnK]] character. His gigantic, wide hurtbox and horrific mobility makes him highly susceptible to harassment, and none of his normals are as threatening as they should be for a man of Tager's size. While his grabs have exceptional damage, his nonexistent strike game ultimately prevents Tager from succeeding at anything of real value.<br />
<br />
What's worse is that the system mechanics of BBCT absolutely hate Tager. Bursting to get people off of him is a non-option due to it practically assuring he will die immediately afterwards thanks to his massive, easily comboable frame, even if it doesn't then he'll have to navigate neutral again in Negative Penalty without any barrier. Other mechanics like Guard Libra punish Tager for playing patiently, which is a necessity for any grappler. This means he'll be playing victim to all of the kusoge elements this game has, infamously giving him hopeless matchups against numerous characters.<br />
<br />
Taking a single round while playing Tager is the equivalent to winning ten matches. Unless you're fighting Hakumen.<br />
}}<br />
{{BBCT/infobox<br />
|fastestAttack = {{clr|A|5A}} (7F) <br/>Ground Throw (6F)<br />
|reversal = {{clr|B|236236B}} (19F) <br/> {{clr|C|720C}} (5F)<br />
}}<br />
{{ProsAndCons<br />
|intro= loses the round.<br />
|pros=<br />
*'''Can Still Win''': As long as you have better footsies, better pressure, better reads, better neutral, better defense, better patience, better confirms, better punishes, better "combos", and generally outplay your opponent in every conceivable way consistently throughout the entire match, you can take a single round as Tager.<br />
|cons=*'''The Worst Oki''': An issue that can almost assuredly make any grappler terrible. Nearly every combo ends with Tager in a disadvantageous position—oftentimes fullscreen away—and his pressure is easily negated with CT's Barrier.<br />
*'''Slow as Molasses''': Cannot dash, airdash, nor double jump.<br />
*'''Counterintuitive Drive''': Toolkit depends on magnetism to "work" rather than being enhanced by it. Magnetism is gated behind only three normals, and 2/3 of those normals are terrible. Also results in Tager pulling normals into his face.<br />
*'''Worthless Normals''': Awful buttons with pathetic framedata and hitstun, almost unanimously lacking utility. Doesn't even have a single invincible anti-air.<br />
*'''Zero Combos''': Borderline impossible for Tager to get a combo off of any hit. Requires magnetism or Spark Bolt for any routes, and yet said routes are still underwhelming.<br />
*'''Gigantic''': Not only tall, but wide. A frightening amount of normals hit Tager faster than he can move, and he's the only character that can still get crossed up while fully cornered.<br />
*'''Life of a Grappler''': Has the worst matchups in BBCT, losing every single one besides Hakumen's. Every top tier makes Tager's pitiful life all the more hellish, and he'll be shoved into every grinder imaginable.<br />
}}<br />
</div><br />
<br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header= Drive: Voltic Battler<br />
|content=<br />
Tager's {{clr|D|D}} attacks, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|j.D}} and {{clr|D|41236D}}, all apply magnetism on hit or block. Magnetism lets Tager pull them opponents towards him during certain other attacks for as long as they remain magnetized. How said moves pull the opponent closer to Tager and the intensity of said pull depends on the move.<br />
<br />
The moves that can use magnetism are:<br />
*{{clr|D|5D}}<br />
*{{clr|D|2D}}<br />
*{{clr|D|j.D}}<br />
*{{clr|A|6A}}<br />
*{{clr|A|360A}}<br />
*{{clr|B|360B}}<br />
*{{clr|C|623C}}<br />
*{{clr|B|236236B}}<br />
*{{clr|C|720C}}<br />
<br />
Tager lacks a quick and reliable way to set up magnetism, as all of his {{clr|D|D}} normals are slow and Spark Bolt is not always available. He's also ''missing'' moves that would become staples of his kit in the future, such as {{clr|D|4D}} and Gadget Finger.<br />
}}<br />
<br />
==Starter Guide==<br />
{{card|width=4<br />
|header=Starter Guide<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|_0KgQbxKefs|450}}{{Closediv}}<div class="fpvideo">{{#ev:youtube|eXHjyM8Zc80|450||||start=454&end=586}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{Clr|A|5A}}</big>===<br />
{{BBCT Move Card<br />
|input=5A<br />
|description=<br />
Tager's best move, the first move on the list and we've already peaked.<br />
<br />
{{clr|A|5A}} has very short recovery, massive range and advantage on guard making it an all-around stellar normal. It's excellent for poking, for challenging opposing pressure or desperately trying to maintain your own. As a tradeoff, {{clr|A|5A}}'s combo options are so pitiful that saying it's a low risk/zero reward button is not an understatement in any way, which will become a recurring theme with the rest of Tager's normals. While reliable for many things, this should never be used in combos.<br />
}}<br />
<br />
===<big>{{Clr|B|5B}}</big>===<br />
{{BBCT Move Card<br />
|input=5B<br />
|description=<br />
A very mediocre low kick.<br />
<br />
Seemingly important in Tager's pressure game as a low mixup from his throw, but not much else. Using {{clr|B|5B}} is a point of no return for Tager, as it's too slow combo into {{clr|C|5C}} or {{clr|A|6A}} on a standing opponent or even true blockstring into them, nor does it gatling into the vastly superior {{clr|B|2B}} either. Tager will be forced to spend his Spark Bolt if he gets a hit with this in order to get a combo, ultimately making {{clr|B|5B}} very pricey for any reward and leaving much to be desired.<br />
<br />
For its startup and how huge Tager is, you'd hope this would go further every time you press it.<br />
}}<br />
<br />
===<big>{{Clr|C|5C}}</big>===<br />
{{BBCT Move Card<br />
|input=5C<br />
|description=<br />
{{clr|C|5C}} is too slow to get anything done for Tager.<br />
<br />
At 16f startup, this normal never combos against standing opponents from any normals prior (without a counterhit), and is inconsistent even then. The range is very underwhelming for the speed, with most characters being able to dash and use their {{clr|B|5B}} in the time it takes for this to come out. They'll typically cover the same if not more range as well.<br />
<br />
If used in pressure, {{clr|C|5C}} will always leave a gap to reversal through. The pushback is also severe, which will usually entail the end of Tager's pressure if he hasn't applied magnetism or the opponent has bothered to barrier him.<br />
}}<br />
<br />
===<big>{{Clr|A|2A}}</big>===<br />
{{BBCT Move Card<br />
|input=2A<br />
|description=<br />
Slow, but really good. It's plus, anti-airs (sometimes), and more importantly can actually lead to combos!<br />
<br />
While {{clr|A|2A}} doesn't cover as much horizontal range as its standing cousin, it does just about everything else. The best part about this button is that it gives Tager one of his only real combos without magnetism that gives him a knockdown: {{clr|A|2A}}, {{clr|B|2B}}, {{clr|C|3C}}. It's very simple and underwhelming, but Tager gets nothing else on a standing character.<br />
}}<br />
<br />
===<big>{{Clr|B|2B}}</big>===<br />
{{BBCT Move Card<br />
|input=2B<br />
|description=<br />
Put simply, {{clr|B|2B}} is almost useless. Its limited range makes it hard to apply in the majority of situations.<br />
<br />
There are merits to {{clr|B|2B}}, such as its swift recovery and high attack level making it a very safe (albeit not very fast to start up) poke. The limited range is the catch; having less range than even his jabs, Tager is almost never able to make this normal count. A creative Tager can attempt to apply {{clr|B|2B}} whiffs intentionally, but the pushback from barrier will weaken these setups dramatically. It does combo into {{clr|B|5B}} and {{clr|C|3C}} for two lows in succession, but the rewards for either of those landing is a spit in the face.<br />
}}<br />
<br />
===<big>{{Clr|C|2C}}</big>===<br />
{{BBCT Move Card<br />
|input=2C<br />
|description=<br />
An "anti-air" that completely lacks invincibility. Also it's slow. And the recovery is huge. Horrible button.<br />
<br />
{{clr|C|2C}} has great vertical range, but terrible horizontal range. Using it in combos leads to high damage routes, but without magnetism or a grounded {{clr|A|6A}} hit (both of which are hard to get), it's rarely possible to use. These routes are also likely going to use {{clr|C|623C}} immediately after, so Tager can kiss his dreams of oki goodbye. Don't ever bother trying to use this as an anti-air, even with a crouching hurtbox Tager is still so gigantic he'll get hit by every jump-in headed his way for a full combo. Tager can also expect a swift death if this button ever misses.<br />
}}<br />
<br />
===<big>{{Clr|A|6A}}</big>===<br />
{{BBCT Move Card<br />
|input=6A<br />
|description=<br />
{{clr|A|6A}} is a strange vacuum normal that's ''also'' too slow to get anything done for Tager.<br />
<br />
Failing to naturally combo off of {{clr|C|5C}} without a crouching or counter hit, applications for {{clr|A|6A}} in combos are underwhelming. Should Tager find a way to manage it, a combo into {{clr|C|2C}}, {{clr|C|3C}} or {{clr|C|623C}} possible from there and can lead to solid reward. Tager will vacuum opponents towards him on hit or block and has a slight attraction effect during the startup if magnetism is currently applied, but the startup still doesn't make this a desirable normal to just throw out.<br />
<br />
Unlike later games, {{clr|A|6A}} does not ground slide on an aerial hit, nor does it have armor against Head and Body attribute. The projectile invuln would be nice for counterzoning, but it only begins 4 frames before this glacial attack becomes active, making it moot in most cases.<br />
}}<br />
<br />
===<big>{{Clr|B|6B}}</big>===<br />
{{BBCT Move Card<br />
|input=6B<br />
|description=<br />
Generic overhead that can chain into itself indefinitely.<br />
<br />
{{clr|B|6B}} is a simple mixup tool for Tager. It's slightly faster than {{clr|C|6C}} at the cost of less reward, with both sporting good range. It's not the most interesting or noteworthy normal, outside of it being able to infinitely chain into itself on hit. This still isn't very useful, but it can catch a few players off-guard in the two seconds you can make them block.<br />
}}<br />
<br />
===<big>{{Clr|C|6C}}</big>===<br />
{{BBCT Move Card<br />
|input=6C<br />
|description=<br />
{{clr|C|6C}} is an important combo piece for Tager, whatever combos he can get any way.<br />
<br />
Although it hits overhead, it's far too slow to be used as a traditional overhead mixup outside of when players are clearly looking out for {{clr|B|6B}}. Instead, {{clr|C|6C}} sees most of its use in combos, with a stellar launch and hitstun giving Tager multiple ways to follow up should his feeble combo game let him land it. This will nearly always carry enough hitstun to combo into {{clr|D|5D}}, giving Tager a way to end a combo with magnetism which is a royalty for him.<br />
}}<br />
<br />
===<big>{{Clr|C|3C}}</big>===<br />
{{BBCT Move Card<br />
|input=3C<br />
|description=<br />
Abysmal sweep. Hard to land for zero followup. Might be worth not even using this.<br />
<br />
Horrible frame data on this button as a whole, 17 frames of startup means this button can only be combo'd into from a {{clr|A|6A}} or {{clr|B|2B}}. {{clr|C|5C}} also works, but only point blank due to how much pushback that normal carries on hit, and either way ends with Tager getting very subpar oki.<br />
<br />
{{clr|C|3C}} cannot be special cancelled into anything, so if it gets blocked Tager is doomed. It's also worthless in combos for this same reason; a mediocre ender for his grounded routes granting very below-average oki thanks to the recovery and nothing more.<br />
}}<br />
<br />
===<big>{{Clr|A|j.A}}</big>===<br />
{{BBCT Move Card<br />
|input=j.A<br />
|description=<br />
A very solid air jab considering its speed, but nothing overall noteworthy. Tager rarely wants to jump due to his horrible prejump frames.<br />
<br />
As you may have come to expect from Tager, {{clr|A|j.A}} does not combo into a single other air normal besides itself. This should never be used in combos.<br />
}}<br />
<br />
===<big>{{Clr|B|j.B}}</big>===<br />
{{BBCT Move Card<br />
|input=j.B<br />
|description=<br />
Another great air normal, this time better suited for jump-ins with its downwards hitbox and long active frames.<br />
<br />
{{clr|B|j.B}} can struggle to see use thanks to Tager's very floaty jumps, but it's important if he ever finds himself in the air regardless. Sadly, like most of Tager's air normals, it doesn't lead to much on hit. It only combos into {{clr|C|j.C}}, and Tager's combo will be over from there.<br />
}}<br />
<br />
===<big>{{Clr|C|j.C}}</big>===<br />
{{BBCT Move Card<br />
|input=j.C<br />
|description=<br />
{{clr|C|j.C}} isn't really an attack as much as it is a pseudo-airdash.<br />
<br />
While it does have a hitbox, a strong one at that, the real meat of {{clr|C|j.C}} lies in its forward movement. Tager can use this to propel himself forward in the air somewhat akin to an airdash, although not quite. The quick recovery also means it's not too much of a danger to put out, but Tager's prejump and low gravity means jumping at all is a danger for him. Should {{clr|C|j.C}} hit, Tager gets absolutely nothing as the hitstun isn't long enough for Tager to successfully land a {{clr|D|j.D}}, nor do anything else.<br />
}}<br />
<br />
===<big>{{Clr|C|j.2C}}</big>===<br />
{{BBCT Move Card<br />
|input=j.2C<br />
|description=<br />
Another silly air normal, this time an anti-anti-air that's not too useful.<br />
<br />
{{clr|C|j.2C}} halts Tager's air momentum before dropping him straight down. While hanging in the air helps him bait out anti-airs and punish them, he still struggles to get very high reward on hit due to his poor combo game, making this a lot more risk than it's likely worth.<br />
<br />
The hitbox is active all the way until Tager hits the ground and then some, but an odd bug exists where {{clr|C|j.2C}} comes out nearly instantly if performed as low as possible to the ground. This was seemingly left in the game for potential tech reasons, and has use in the occasional combo.<br />
}}<br />
<br />
==Drive Moves==<br />
===<big>{{Clr|D|5D}}</big>===<br />
{{BBCT Move Card<br />
|input=5D<br />
|description=<br />
An impressively long-range poke, but perhaps what's more impressive is how terrible it is.<br />
<br />
{{clr|D|5D}} is one of Tager's only ways to apply magnetism, and it's extremely slow. Not just in startup, but also recovery. Tager is left very vulnerable for an extensive period of time on whiff with a total duration over a full second. The recovery is so bad, Tager visually appears to be moving in slow motion. {{clr|D|5D}} also grants nothing on hit besides magnetism and a bit of damage. It blasts anyone hit by it all the way to the other side of the screen with laughably little hitstun, usually resulting in them teching mid-air. Even with Spark Bolt, these two properties make it very hard to confirm off of this.<br />
<br />
It'll be used any way at the end of combos, such as after {{clr|C|6C}}, but only thanks to the magnetism. It's too great a risk otherwise.<br />
}}<br />
<br />
===<big>{{Clr|D|2D}}</big>===<br />
{{BBCT Move Card<br />
|input=2D<br />
|description=<br />
{{clr|D|2D}} is another awful button. If you guessed that it's too slow to get anything done, you guessed correctly.<br />
<br />
Advances Tager forward during the active frames, but the hurtbox does not low profile much of anything and Tager has no armor at all while advancing. It doesn't help that the reward he gets on hit is abysmal thanks to it catapulting people all the way across the screen just like {{clr|D|5D}} for zero followup or oki. This is typically seen in neutral from a Tager who believes he's got nothing left to lose.<br />
<br />
The most practical use for this is in combos. A simple way to route into {{clr|D|2D}} is after using Atomic Collider, but usually if {{clr|D|2D}} could connect, then {{clr|C|6C}} would as well, and that normal will result in better damage ''and'' magnetism after.<br />
}}<br />
<br />
===<big>{{Clr|D|j.D}}</big>===<br />
{{BBCT Move Card<br />
|input=j.D<br />
|description=<br />
A much faster and more practical way of getting magnetism than the other two normals.<br />
<br />
{{clr|D|j.D}} is not risk free thanks to its long startup and recovery, and also leads to nearly no reward on hit besides the magnetism, but it can carry its weight given Tager is allowed to remain mobile during the startup. There's a bit of landing recovery at the end, so take caution whiffing this.<br />
<br />
{{clr|C|6C}} combos that don't have magnetism already applied can end with this to apply magnetism without launching the opponent fullscreen. Dealing more damage than {{clr|D|5D}} is also a nice bonus.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCT Move Card<br />
|input=5B+C<br />
|description=<br />
A throw. The reward on hit is quite high, even higher than his command grabs, but Tager will need magnetism in order to make the most of it.<br />
<br />
Tager's throws may seem redundant thanks to his command grabs, but they have surprising range and little recovery. Too bad this game has barrier OS and Tager isn't capable of fighting it at all, add that to the list of potential strengths of his completely invalidated.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCT Move Card<br />
|input=4B+C<br />
|description=<br />
A back throw. Same as his forward throw, really.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCT Move Card<br />
|input=j.B+C<br />
|description=<br />
Given how often characters love to harass Tager in the air, this is a good choice to try and quickly get them off of him. It's not very useful as a whole thanks to Tager's slow prejump.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while blocking}}<br />
{{BBCT Move Card<br />
|input=6A+B while Blocking<br />
|description=<br />
Spend meter to get to play the game again.<br />
<br />
Unlike most Counter Assaults, Tager's is blessed with a knockdown, which makes it way more worthwhile than others. Given Tager will be spending an extensive amount of time blocking, he'll commonly need this to escape pressure. Having a good one is quite the boon.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>{{clr|A|A}} Gigantic Tager Driver</big>===<br />
{{InputBadge|{{clr|A|360A}}}}<br />
{{BBCT Move Card<br />
|input=360A<br />
|description=<br />
[[File:BBCT Tagersuck.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|{{clr|A|360A}} reaches far enough to grab another Tager at roundstart.<br>Buffered behind {{clr|B|2B}} to prevent any movement.]]<br />
The first of Tager's staple command grabs. This version is more of a reversal grab compared to the {{clr|B|B}} version.<br />
<br />
Tager reaches his hand out further than in the B version which gives this grab a bit of an extra boost in range, but it's at the cost of damage. The real catch is the invincibility Tager gains as early as frame 3, so use of this is mostly as a reversal. If Tager is afraid of getting mashed or lacks magnetism on a mixup attempt, {{clr|A|360A}} can be used instead of {{clr|B|360B}} as it's only a few frames slower and is still more than unreactable, leaving damage as the only sacrifice. Of course, should Tager have the choice between the two grabs, {{clr|B|B}} is almost always a better option.<br />
<br />
With magnetism applied, Tager will pull in the opponent towards him during the startup, which can be extended by holding down {{clr|A|A}}. The button must be manually released to activate the hitbox, or else the opponent just gets pulled towards Tager and will likely punish him.<br />
<br />
Naturally for a command grab, the recovery is quite terrible. Whiffing this will typically result in Tager getting counterhit.<br />
}}<br />
<br />
===<big>{{clr|B|B}} Gigantic Tager Driver</big>===<br />
{{InputBadge|{{clr|B|360B}}}}<br />
{{BBCT Move Card<br />
|input=360B<br />
|description=<br />
[[File:BBCT Tager 360BVideo.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|Although lacking the range of its cousin with or without magnetism, {{clr|B|360B}} has top class damage.<br>Brief combos can be performed after for even more damage.]]<br />
The second of Tager's staple command grabs. This is Tager's go-to mixup, dealing a very high amount of damage.<br />
<br />
{{clr|B|360B}} has short range and can't be held down to vacuum magnetized opponents in for nearly as long as the {{clr|A|A}} version, nor is there any invincibility. Instead, the startup is significantly faster and the damage is much higher. This lends itself better to mixups where the opponent is conditioned to respect Tager's pressure, and ideally is also magnetized. If magnetism is applied, Tager should default to using this over {{clr|A|360A}} in his strings thanks to the significantly heightened reward, exceptions being when Tager wishes to grab a reversal or pushback is too great.<br />
<br />
Although the reward on hit seems enticing, it should be kept in mind that {{clr|B|360B}} is still slower than Tager's jab while also having less range and no invincibility. If a grab is needed to escape pressure, this shouldn't be on the list.<br />
<br />
If held down to magnetize opponents towards him, Tager will automatically activate the hitbox if he drags his enemy within proximity—no need for a manual release.<br />
}}<br />
<br />
===<big>Atomic Collider</big>===<br />
{{InputBadge|{{clr|C|623C}}}}<br />
{{BBCT Move Card<br />
|input=623C<br />
|description=<br />
[[File:BBCT_Tager_623CVideo.webm|poster=File:BBCT_Tager_623CVideoThumb.png|380px|right|thumb|{{clr|C|623C}}'s hurtbox extension is far too egregious to reasonably use it as an anti-air.]]<br />
Anti-air grab. Barely functions, does a lot of damage when it decides to. That damage value is not a typo, but it's always affected by Tager's combo rate so it starts combos for 1850 damage.<br />
<br />
Being an anti-air grab, it only hits airborne opponents. Having invincibility on your anti-airs is a privilege only awarded to good characters, so naturally Tager has none at all on this. His extended arm is a massive hurtbox just waiting to be struck by whoever he's trying to grab.<br />
<br />
Tager can hold down {{clr|C|C}} to vacuum magnetized opponents towards him, rather generously letting them strike that hurtbox even more easily. Just like {{clr|A|360A}}, the hitbox does not come out automatically unless Tager's been holding the button down for a long time. A manual release is required to grab someone.<br />
<br />
This gets delegated to combos only, and usually at the end of them. Generally results in the opponent being blown fullscreen for absolutely zero oki, especially if, god forbid, you want to apply magnetism with something like {{clr|D|5D}}. Sometimes used in Tager's resets as well, for when you feel like gimmicks are the only thing that can make the one hit you'll get in the entire match worth it.<br />
}}<br />
<br />
===<big>{{clr|A|A}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|A|236A}}}}<br />
{{BBCT Move Card<br />
|input=236A<br />
|description=<br />
[[File:BBCT Tager SledgeAVideo.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|Clearly inspired by Zangief's {{Tt|Vanishing Flat|Also called "Green/Blue Hand."<br>Functioned as a projectile-invincible poke. Saw infamy in Street Fighter IV.}}, Sledgehammer is intended to work as Tager's counterzoning option. However, anyone he'd truly want to use it against can easily circumvent it or punish Tager's recovery.]]<br />
You know Green Hand? If you took that and made it way worse, you'd have {{clr|A|A}} Sledgehammer.<br />
<br />
{{clr|A|A}} Sledgehammer is yet another move in Tager's arsenal that's way too slow to be helpful. No normals combo into it without a crouching hit thanks to its sluggish speed and range. Given its projectile armor and forward movement, it seems intended to help Tager navigate neutral against zoners, but any experience in those matchups will reveal the uselessness of this move there. Tager is much better off charging up Spark Bolt than risking this approach.<br />
<br />
Can be cancelled into Additional Attack during the recovery frames, even on whiff. This is helpful if Tager can combo into it, since it deals superior damage to {{clr|3|3C}}.<br />
}}<br />
<br />
===<big>{{clr|B|B}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|B|236B}}}}<br />
{{BBCT Move Card<br />
|input=236B<br />
|description=<br />
[[File:BBCT Tager SledgeBVideo.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|A slower but further moving Sledgehammer. The range makes it more effective, but it can still easily be punished.]]<br />
An even slower version of Sledgehammer. Meant to blow through zoning spam, but is only okay at doing that.<br />
<br />
Goes farther and is friendlier in combos, such as after either of Tager's regular throws, but that's about it. Shares many of the same properties and issues with the other variant despite the increase in range and frame advantage.<br />
<br />
Can also be cancelled into Additional Attack during the recovery frames, once again on whiff as well.<br />
}}<br />
<br />
===<big>Additional Attack</big>===<br />
{{InputBadge|Sledgehammer > {{clr|A|236A}}}}<br />
{{BBCT Move Card<br />
|input=Sledge > 236A<br />
|description=<br />
[[File:BBCT Tager HammerVideo.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|Sledgehammer followup. Performable on whiff and block and hits overhead, but is pathetic in pressure.]]<br />
Also called "Hammer." An overhead followup to the two Sledgehammers, and rarely useful.<br />
<br />
Because it can only be used after Sledgehammer, it's a very predictable mixup option on top of its slow and reactable speed. Additionally it lacks any armor or anything of the sort, so when combined with the speed people can just mash to interrupt it after either Sledge. This isn't even necessary, as Tager is -17 on block and can be punished any way.<br />
<br />
Groundbounces on hit that launches the opponent away from Tager for no oki. Can be followed up, but just barely.<br />
}}<br />
<br />
===<big>Voltec Charge</big>===<br />
{{InputBadge|{{clr|B|421B}}}}<br />
{{BBCT Move Card<br />
|input=421B<br />
|description=<br />
[[File:BBCT Tager VolticVideo.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|Tager's Electric Gauge fills up automatically over time, but Voltec Charge can be used to speed it up in chunks.<br>It also armors through many attacks.]]<br />
An armored stance that charges up Tager's Spark Bolt. A surprisingly helpful move.<br />
<br />
The armor will cover everything besides Foot attribute attacks and throws, making it highly useful at beating slow, predictable options in neutral and safely gaining some extra Spark Bolt for a nuclear deterrent later. Holding down {{clr|B|B}} will extend both the armor and the charge, and the longer Tager charges the larger the chunk of energy will be. The charge is only gained at the very end however, so greedy charges that get punished won't give Tager any extra gauge for his Spark Bolt.<br />
<br />
This is what really should be used against zoners, since Spark Bolt will not only blow through their projectiles, but it'll also grant magnetism and a combo for Tager on hit.<br />
}}<br />
<br />
===<big>Spark Bolt</big>===<br />
{{InputBadge|{{clr|D|41236D}}}}<br />
{{BBCT Move Card<br />
|input=41236D<br />
|description=<br />
The mother lode. A lightning fast projectile that magnetizes and wallbounces, Tager's going to need it a lot for just about everything.<br />
<br />
Without a crouching or counterhit, this is the only way Tager is going to get a combo the majority of the time. Spark Bolt comes out very quickly and blows through every other projectile it comes across, making it an excellent counter-zoning option with huge rewards to the point where even the worst zoning will likely have to stop and respect it the moment it is stocked. This is Tager's best move on paper, but the downside is its scarcity.<br />
<br />
Spark Bolt can only be used once Tager's Electric Gauge is full, starting at zero at the beginning of the each round. Since Tager depends on it so much for everything, it's safe to say he's much stronger with it and much weaker without it, so always keep track of the Electric Gauge and when the threat of this is available. It's undeniably strong once Tager gets a hold of it, but it should be used wisely. In certain match-ups and situations, his 1~2 passive Spark Bolt charges in a round may be his only chance.<br />
}}<br />
<br />
==Distortion Drives==<br />
<br />
===<big>Magna Tech Wheel</big>===<br />
{{InputBadge|{{clr|B|236236B}}}}<br />
{{BBCT Move Card<br />
|input=236236B<br />
|description=<br />
A big damage super, pulls the opponent in if they're currently magnetized. An actual reversal, but thus move sadly has guard point so your opponent can rapid cancel any hit that thus blocks and be safe.<br />
}}<br />
<br />
===<big>Terra Break</big>===<br />
{{InputBadge|{{clr|B|236236B}} after Magna Tech Wheel}}<br />
{{BBCT Move Card<br />
|input=236236B > 236236B<br />
|description=<br />
Followup from Magna Tech Wheel for even bigger damage. BBCT doesn't have minimum damage however, so this might still be a poor option.<br />
}}<br />
<br />
===<big>Genesic Emerald Tager Buster</big>===<br />
{{InputBadge|{{clr|C|720C}}}}<br />
{{BBCT Move Card<br />
|input=720C<br />
|description=<br />
* Pulls the opponent in if they are magnetized.<br />
* Commonly referred to by just the input, "720"<br />
Tager's '''{{clr|C|720C}}''' is ye olde command grab super, anime-style: a fast and high-damage reversal super, that has good range for a grab but thanks to his Drive can be enhanced even further to comedic proportions with Magnetism. In the few close quarters situations that Tager can achieve (or is forced into), this can be a saving grace, especially when paired with Instant Block and Tager's backdash as even basic frametraps can be turned into the opponent losing over half their remaining health when the butter is churned properly.<br />
<br />
...but of course, it's never easy for this guy. The frequency of jump cancellable on-block normals and safety in the air due to air Barrier in CT, especially against Tager who has no good AA game to deter dodging it means that this doesn't get to shine all that often. On the bright side, aside from being a limited punish to blockstrings, 720 is commonly seen on wake-up (and iconically super cancelled into during a tech roll's recovery), or after a whiffed Sledge.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCT|Iron Tager|size=42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCT/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCT/Iron_Tager&diff=441212BBCT/Iron Tager2024-01-14T19:55:16Z<p>Manta: /* Terra Break */</p>
<hr />
<div>==Overview==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=<br />
'''Tager''' is one of BlazBlue's most creative ideas: a grappler who pulls you towards him so he can lose the round faster.<br />
<br />
An amalgamate of ArcSys' classic issues when balancing grapplers, Tager in BBCT is incapable of starting and maintaining offense. Everything Tager has ranges from mediocre to terrible, with a combo and oki game so bad it makes [https://wiki.supercombo.gg/w/Street_Fighter_3:_3rd_Strike/Twelve 3S Twelve] look like an [[Hokuto_no_Ken|HnK]] character. His gigantic, wide hurtbox and horrific mobility makes him highly susceptible to harassment, and none of his normals are as threatening as they should be for a man of Tager's size. While his grabs have exceptional damage, his nonexistent strike game ultimately prevents Tager from succeeding at anything of real value.<br />
<br />
What's worse is that the system mechanics of BBCT absolutely hate Tager. Bursting to get people off of him is a non-option due to it practically assuring he will die immediately afterwards thanks to his massive, easily comboable frame, even if it doesn't then he'll have to navigate neutral again in Negative Penalty without any barrier. Other mechanics like Guard Libra punish Tager for playing patiently, which is a necessity for any grappler. This means he'll be playing victim to all of the kusoge elements this game has, infamously giving him hopeless matchups against numerous characters.<br />
<br />
Taking a single round while playing Tager is the equivalent to winning ten matches. Unless you're fighting Hakumen.<br />
}}<br />
{{BBCT/infobox<br />
|fastestAttack = {{clr|A|5A}} (7F) <br/>Ground Throw (6F)<br />
|reversal = {{clr|B|236236B}} (19F) <br/> {{clr|C|720C}} (5F)<br />
}}<br />
{{ProsAndCons<br />
|intro= loses the round.<br />
|pros=<br />
*'''Can Still Win''': As long as you have better footsies, better pressure, better reads, better neutral, better defense, better patience, better confirms, better punishes, better "combos", and generally outplay your opponent in every conceivable way consistently throughout the entire match, you can take a single round as Tager.<br />
|cons=*'''The Worst Oki''': An issue that can almost assuredly make any grappler terrible. Nearly every combo ends with Tager in a disadvantageous position—oftentimes fullscreen away—and his pressure is easily negated with CT's Barrier.<br />
*'''Slow as Molasses''': Cannot dash, airdash, nor double jump.<br />
*'''Counterintuitive Drive''': Toolkit depends on magnetism to "work" rather than being enhanced by it. Magnetism is gated behind only three normals, and 2/3 of those normals are terrible. Also results in Tager pulling normals into his face.<br />
*'''Worthless Normals''': Awful buttons with pathetic framedata and hitstun, almost unanimously lacking utility. Doesn't even have a single invincible anti-air.<br />
*'''Zero Combos''': Borderline impossible for Tager to get a combo off of any hit. Requires magnetism or Spark Bolt for any routes, and yet said routes are still underwhelming.<br />
*'''Gigantic''': Not only tall, but wide. A frightening amount of normals hit Tager faster than he can move, and he's the only character that can still get crossed up while fully cornered.<br />
*'''Life of a Grappler''': Has the worst matchups in BBCT, losing every single one besides Hakumen's. Every top tier makes Tager's pitiful life all the more hellish, and he'll be shoved into every grinder imaginable.<br />
}}<br />
</div><br />
<br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header= Drive: Voltic Battler<br />
|content=<br />
Tager's {{clr|D|D}} attacks, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|j.D}} and {{clr|D|41236D}}, all apply magnetism on hit or block. Magnetism lets Tager pull them opponents towards him during certain other attacks for as long as they remain magnetized. How said moves pull the opponent closer to Tager and the intensity of said pull depends on the move.<br />
<br />
The moves that can use magnetism are:<br />
*{{clr|D|5D}}<br />
*{{clr|D|2D}}<br />
*{{clr|D|j.D}}<br />
*{{clr|A|6A}}<br />
*{{clr|A|360A}}<br />
*{{clr|B|360B}}<br />
*{{clr|C|623C}}<br />
*{{clr|B|236236B}}<br />
*{{clr|C|720C}}<br />
<br />
Tager lacks a quick and reliable way to set up magnetism, as all of his {{clr|D|D}} normals are slow and Spark Bolt is not always available. He's also ''missing'' moves that would become staples of his kit in the future, such as {{clr|D|4D}} and Gadget Finger.<br />
}}<br />
<br />
==Starter Guide==<br />
{{card|width=4<br />
|header=Starter Guide<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|_0KgQbxKefs|450}}{{Closediv}}<div class="fpvideo">{{#ev:youtube|eXHjyM8Zc80|450||||start=454&end=586}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{Clr|A|5A}}</big>===<br />
{{BBCT Move Card<br />
|input=5A<br />
|description=<br />
Tager's best move, the first move on the list and we've already peaked.<br />
<br />
{{clr|A|5A}} has very short recovery, massive range and advantage on guard making it an all-around stellar normal. It's excellent for poking, for challenging opposing pressure or desperately trying to maintain your own. As a tradeoff, {{clr|A|5A}}'s combo options are so pitiful that saying it's a low risk/zero reward button is not an understatement in any way, which will become a recurring theme with the rest of Tager's normals. While reliable for many things, this should never be used in combos.<br />
}}<br />
<br />
===<big>{{Clr|B|5B}}</big>===<br />
{{BBCT Move Card<br />
|input=5B<br />
|description=<br />
A very mediocre low kick.<br />
<br />
Seemingly important in Tager's pressure game as a low mixup from his throw, but not much else. Using {{clr|B|5B}} is a point of no return for Tager, as it's too slow combo into {{clr|C|5C}} or {{clr|A|6A}} on a standing opponent or even true blockstring into them, nor does it gatling into the vastly superior {{clr|B|2B}} either. Tager will be forced to spend his Spark Bolt if he gets a hit with this in order to get a combo, ultimately making {{clr|B|5B}} very pricey for any reward and leaving much to be desired.<br />
<br />
For its startup and how huge Tager is, you'd hope this would go further every time you press it.<br />
}}<br />
<br />
===<big>{{Clr|C|5C}}</big>===<br />
{{BBCT Move Card<br />
|input=5C<br />
|description=<br />
{{clr|C|5C}} is too slow to get anything done for Tager.<br />
<br />
At 16f startup, this normal never combos against standing opponents from any normals prior (without a counterhit), and is inconsistent even then. The range is very underwhelming for the speed, with most characters being able to dash and use their {{clr|B|5B}} in the time it takes for this to come out. They'll typically cover the same if not more range as well.<br />
<br />
If used in pressure, {{clr|C|5C}} will always leave a gap to reversal through. The pushback is also severe, which will usually entail the end of Tager's pressure if he hasn't applied magnetism or the opponent has bothered to barrier him.<br />
}}<br />
<br />
===<big>{{Clr|A|2A}}</big>===<br />
{{BBCT Move Card<br />
|input=2A<br />
|description=<br />
Slow, but really good. It's plus, anti-airs (sometimes), and more importantly can actually lead to combos!<br />
<br />
While {{clr|A|2A}} doesn't cover as much horizontal range as its standing cousin, it does just about everything else. The best part about this button is that it gives Tager one of his only real combos without magnetism that gives him a knockdown: {{clr|A|2A}}, {{clr|B|2B}}, {{clr|C|3C}}. It's very simple and underwhelming, but Tager gets nothing else on a standing character.<br />
}}<br />
<br />
===<big>{{Clr|B|2B}}</big>===<br />
{{BBCT Move Card<br />
|input=2B<br />
|description=<br />
Put simply, {{clr|B|2B}} is almost useless. Its limited range makes it hard to apply in the majority of situations.<br />
<br />
There are merits to {{clr|B|2B}}, such as its swift recovery and high attack level making it a very safe (albeit not very fast to start up) poke. The limited range is the catch; having less range than even his jabs, Tager is almost never able to make this normal count. A creative Tager can attempt to apply {{clr|B|2B}} whiffs intentionally, but the pushback from barrier will weaken these setups dramatically. It does combo into {{clr|B|5B}} and {{clr|C|3C}} for two lows in succession, but the rewards for either of those landing is a spit in the face.<br />
}}<br />
<br />
===<big>{{Clr|C|2C}}</big>===<br />
{{BBCT Move Card<br />
|input=2C<br />
|description=<br />
An "anti-air" that completely lacks invincibility. Also it's slow. And the recovery is huge. Horrible button.<br />
<br />
{{clr|C|2C}} has great vertical range, but terrible horizontal range. Using it in combos leads to high damage routes, but without magnetism or a grounded {{clr|A|6A}} hit (both of which are hard to get), it's rarely possible to use. These routes are also likely going to use {{clr|C|623C}} immediately after, so Tager can kiss his dreams of oki goodbye. Don't ever bother trying to use this as an anti-air, even with a crouching hurtbox Tager is still so gigantic he'll get hit by every jump-in headed his way for a full combo. Tager can also expect a swift death if this button ever misses.<br />
}}<br />
<br />
===<big>{{Clr|A|6A}}</big>===<br />
{{BBCT Move Card<br />
|input=6A<br />
|description=<br />
{{clr|A|6A}} is a strange vacuum normal that's ''also'' too slow to get anything done for Tager.<br />
<br />
Failing to naturally combo off of {{clr|C|5C}} without a crouching or counter hit, applications for {{clr|A|6A}} in combos are underwhelming. Should Tager find a way to manage it, a combo into {{clr|C|2C}}, {{clr|C|3C}} or {{clr|C|623C}} possible from there and can lead to solid reward. Tager will vacuum opponents towards him on hit or block and has a slight attraction effect during the startup if magnetism is currently applied, but the startup still doesn't make this a desirable normal to just throw out.<br />
<br />
Unlike later games, {{clr|A|6A}} does not ground slide on an aerial hit, nor does it have armor against Head and Body attribute. The projectile invuln would be nice for counterzoning, but it only begins 4 frames before this glacial attack becomes active, making it moot in most cases.<br />
}}<br />
<br />
===<big>{{Clr|B|6B}}</big>===<br />
{{BBCT Move Card<br />
|input=6B<br />
|description=<br />
Generic overhead that can chain into itself indefinitely.<br />
<br />
{{clr|B|6B}} is a simple mixup tool for Tager. It's slightly faster than {{clr|C|6C}} at the cost of less reward, with both sporting good range. It's not the most interesting or noteworthy normal, outside of it being able to infinitely chain into itself on hit. This still isn't very useful, but it can catch a few players off-guard in the two seconds you can make them block.<br />
}}<br />
<br />
===<big>{{Clr|C|6C}}</big>===<br />
{{BBCT Move Card<br />
|input=6C<br />
|description=<br />
{{clr|C|6C}} is an important combo piece for Tager, whatever combos he can get any way.<br />
<br />
Although it hits overhead, it's far too slow to be used as a traditional overhead mixup outside of when players are clearly looking out for {{clr|B|6B}}. Instead, {{clr|C|6C}} sees most of its use in combos, with a stellar launch and hitstun giving Tager multiple ways to follow up should his feeble combo game let him land it. This will nearly always carry enough hitstun to combo into {{clr|D|5D}}, giving Tager a way to end a combo with magnetism which is a royalty for him.<br />
}}<br />
<br />
===<big>{{Clr|C|3C}}</big>===<br />
{{BBCT Move Card<br />
|input=3C<br />
|description=<br />
Abysmal sweep. Hard to land for zero followup. Might be worth not even using this.<br />
<br />
Horrible frame data on this button as a whole, 17 frames of startup means this button can only be combo'd into from a {{clr|A|6A}} or {{clr|B|2B}}. {{clr|C|5C}} also works, but only point blank due to how much pushback that normal carries on hit, and either way ends with Tager getting very subpar oki.<br />
<br />
{{clr|C|3C}} cannot be special cancelled into anything, so if it gets blocked Tager is doomed. It's also worthless in combos for this same reason; a mediocre ender for his grounded routes granting very below-average oki thanks to the recovery and nothing more.<br />
}}<br />
<br />
===<big>{{Clr|A|j.A}}</big>===<br />
{{BBCT Move Card<br />
|input=j.A<br />
|description=<br />
A very solid air jab considering its speed, but nothing overall noteworthy. Tager rarely wants to jump due to his horrible prejump frames.<br />
<br />
As you may have come to expect from Tager, {{clr|A|j.A}} does not combo into a single other air normal besides itself. This should never be used in combos.<br />
}}<br />
<br />
===<big>{{Clr|B|j.B}}</big>===<br />
{{BBCT Move Card<br />
|input=j.B<br />
|description=<br />
Another great air normal, this time better suited for jump-ins with its downwards hitbox and long active frames.<br />
<br />
{{clr|B|j.B}} can struggle to see use thanks to Tager's very floaty jumps, but it's important if he ever finds himself in the air regardless. Sadly, like most of Tager's air normals, it doesn't lead to much on hit. It only combos into {{clr|C|j.C}}, and Tager's combo will be over from there.<br />
}}<br />
<br />
===<big>{{Clr|C|j.C}}</big>===<br />
{{BBCT Move Card<br />
|input=j.C<br />
|description=<br />
{{clr|C|j.C}} isn't really an attack as much as it is a pseudo-airdash.<br />
<br />
While it does have a hitbox, a strong one at that, the real meat of {{clr|C|j.C}} lies in its forward movement. Tager can use this to propel himself forward in the air somewhat akin to an airdash, although not quite. The quick recovery also means it's not too much of a danger to put out, but Tager's prejump and low gravity means jumping at all is a danger for him. Should {{clr|C|j.C}} hit, Tager gets absolutely nothing as the hitstun isn't long enough for Tager to successfully land a {{clr|D|j.D}}, nor do anything else.<br />
}}<br />
<br />
===<big>{{Clr|C|j.2C}}</big>===<br />
{{BBCT Move Card<br />
|input=j.2C<br />
|description=<br />
Another silly air normal, this time an anti-anti-air that's not too useful.<br />
<br />
{{clr|C|j.2C}} halts Tager's air momentum before dropping him straight down. While hanging in the air helps him bait out anti-airs and punish them, he still struggles to get very high reward on hit due to his poor combo game, making this a lot more risk than it's likely worth.<br />
<br />
The hitbox is active all the way until Tager hits the ground and then some, but an odd bug exists where {{clr|C|j.2C}} comes out nearly instantly if performed as low as possible to the ground. This was seemingly left in the game for potential tech reasons, and has use in the occasional combo.<br />
}}<br />
<br />
==Drive Moves==<br />
===<big>{{Clr|D|5D}}</big>===<br />
{{BBCT Move Card<br />
|input=5D<br />
|description=<br />
An impressively long-range poke, but perhaps what's more impressive is how terrible it is.<br />
<br />
{{clr|D|5D}} is one of Tager's only ways to apply magnetism, and it's extremely slow. Not just in startup, but also recovery. Tager is left very vulnerable for an extensive period of time on whiff with a total duration over a full second. The recovery is so bad, Tager visually appears to be moving in slow motion. {{clr|D|5D}} also grants nothing on hit besides magnetism and a bit of damage. It blasts anyone hit by it all the way to the other side of the screen with laughably little hitstun, usually resulting in them teching mid-air. Even with Spark Bolt, these two properties make it very hard to confirm off of this.<br />
<br />
It'll be used any way at the end of combos, such as after {{clr|C|6C}}, but only thanks to the magnetism. It's too great a risk otherwise.<br />
}}<br />
<br />
===<big>{{Clr|D|2D}}</big>===<br />
{{BBCT Move Card<br />
|input=2D<br />
|description=<br />
{{clr|D|2D}} is another awful button. If you guessed that it's too slow to get anything done, you guessed correctly.<br />
<br />
Advances Tager forward during the active frames, but the hurtbox does not low profile much of anything and Tager has no armor at all while advancing. It doesn't help that the reward he gets on hit is abysmal thanks to it catapulting people all the way across the screen just like {{clr|D|5D}} for zero followup or oki. This is typically seen in neutral from a Tager who believes he's got nothing left to lose.<br />
<br />
The most practical use for this is in combos. A simple way to route into {{clr|D|2D}} is after using Atomic Collider, but usually if {{clr|D|2D}} could connect, then {{clr|C|6C}} would as well, and that normal will result in better damage ''and'' magnetism after.<br />
}}<br />
<br />
===<big>{{Clr|D|j.D}}</big>===<br />
{{BBCT Move Card<br />
|input=j.D<br />
|description=<br />
A much faster and more practical way of getting magnetism than the other two normals.<br />
<br />
{{clr|D|j.D}} is not risk free thanks to its long startup and recovery, and also leads to nearly no reward on hit besides the magnetism, but it can carry its weight given Tager is allowed to remain mobile during the startup. There's a bit of landing recovery at the end, so take caution whiffing this.<br />
<br />
{{clr|C|6C}} combos that don't have magnetism already applied can end with this to apply magnetism without launching the opponent fullscreen. Dealing more damage than {{clr|D|5D}} is also a nice bonus.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCT Move Card<br />
|input=5B+C<br />
|description=<br />
A throw. The reward on hit is quite high, even higher than his command grabs, but Tager will need magnetism in order to make the most of it.<br />
<br />
Tager's throws may seem redundant thanks to his command grabs, but they have surprising range and little recovery. Too bad this game has barrier OS and Tager isn't capable of fighting it at all, add that to the list of potential strengths of his completely invalidated.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCT Move Card<br />
|input=4B+C<br />
|description=<br />
A back throw. Same as his forward throw, really.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCT Move Card<br />
|input=j.B+C<br />
|description=<br />
Given how often characters love to harass Tager in the air, this is a good choice to try and quickly get them off of him. It's not very useful as a whole thanks to Tager's slow prejump.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while blocking}}<br />
{{BBCT Move Card<br />
|input=6A+B while Blocking<br />
|description=<br />
Spend meter to get to play the game again.<br />
<br />
Unlike most Counter Assaults, Tager's is blessed with a knockdown, which makes it way more worthwhile than others. Given Tager will be spending an extensive amount of time blocking, he'll commonly need this to escape pressure. Having a good one is quite the boon.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>{{clr|A|A}} Gigantic Tager Driver</big>===<br />
{{InputBadge|{{clr|A|360A}}}}<br />
{{BBCT Move Card<br />
|input=360A<br />
|description=<br />
[[File:BBCT Tagersuck.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|{{clr|A|360A}} reaches far enough to grab another Tager at roundstart.<br>Buffered behind {{clr|B|2B}} to prevent any movement.]]<br />
The first of Tager's staple command grabs. This version is more of a reversal grab compared to the {{clr|B|B}} version.<br />
<br />
Tager reaches his hand out further than in the B version which gives this grab a bit of an extra boost in range, but it's at the cost of damage. The real catch is the invincibility Tager gains as early as frame 3, so use of this is mostly as a reversal. If Tager is afraid of getting mashed or lacks magnetism on a mixup attempt, {{clr|A|360A}} can be used instead of {{clr|B|360B}} as it's only a few frames slower and is still more than unreactable, leaving damage as the only sacrifice. Of course, should Tager have the choice between the two grabs, {{clr|B|B}} is almost always a better option.<br />
<br />
With magnetism applied, Tager will pull in the opponent towards him during the startup, which can be extended by holding down {{clr|A|A}}. The button must be manually released to activate the hitbox, or else the opponent just gets pulled towards Tager and will likely punish him.<br />
<br />
Naturally for a command grab, the recovery is quite terrible. Whiffing this will typically result in Tager getting counterhit.<br />
}}<br />
<br />
===<big>{{clr|B|B}} Gigantic Tager Driver</big>===<br />
{{InputBadge|{{clr|B|360B}}}}<br />
{{BBCT Move Card<br />
|input=360B<br />
|description=<br />
[[File:BBCT Tager 360BVideo.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|Although lacking the range of its cousin with or without magnetism, {{clr|B|360B}} has top class damage.<br>Brief combos can be performed after for even more damage.]]<br />
The second of Tager's staple command grabs. This is Tager's go-to mixup, dealing a very high amount of damage.<br />
<br />
{{clr|B|360B}} has short range and can't be held down to vacuum magnetized opponents in for nearly as long as the {{clr|A|A}} version, nor is there any invincibility. Instead, the startup is significantly faster and the damage is much higher. This lends itself better to mixups where the opponent is conditioned to respect Tager's pressure, and ideally is also magnetized. If magnetism is applied, Tager should default to using this over {{clr|A|360A}} in his strings thanks to the significantly heightened reward, exceptions being when Tager wishes to grab a reversal or pushback is too great.<br />
<br />
Although the reward on hit seems enticing, it should be kept in mind that {{clr|B|360B}} is still slower than Tager's jab while also having less range and no invincibility. If a grab is needed to escape pressure, this shouldn't be on the list.<br />
<br />
If held down to magnetize opponents towards him, Tager will automatically activate the hitbox if he drags his enemy within proximity—no need for a manual release.<br />
}}<br />
<br />
===<big>Atomic Collider</big>===<br />
{{InputBadge|{{clr|C|623C}}}}<br />
{{BBCT Move Card<br />
|input=623C<br />
|description=<br />
[[File:BBCT_Tager_623CVideo.webm|poster=File:BBCT_Tager_623CVideoThumb.png|380px|right|thumb|{{clr|C|623C}}'s hurtbox extension is far too egregious to reasonably use it as an anti-air.]]<br />
Anti-air grab. Barely functions, does a lot of damage when it decides to. That damage value is not a typo, but it's always affected by Tager's combo rate so it starts combos for 1850 damage.<br />
<br />
Being an anti-air grab, it only hits airborne opponents. Having invincibility on your anti-airs is a privilege only awarded to good characters, so naturally Tager has none at all on this. His extended arm is a massive hurtbox just waiting to be struck by whoever he's trying to grab.<br />
<br />
Tager can hold down {{clr|C|C}} to vacuum magnetized opponents towards him, rather generously letting them strike that hurtbox even more easily. Just like {{clr|A|360A}}, the hitbox does not come out automatically unless Tager's been holding the button down for a long time. A manual release is required to grab someone.<br />
<br />
This gets delegated to combos only, and usually at the end of them. Generally results in the opponent being blown fullscreen for absolutely zero oki, especially if, god forbid, you want to apply magnetism with something like {{clr|D|5D}}. Sometimes used in Tager's resets as well, for when you feel like gimmicks are the only thing that can make the one hit you'll get in the entire match worth it.<br />
}}<br />
<br />
===<big>{{clr|A|A}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|A|236A}}}}<br />
{{BBCT Move Card<br />
|input=236A<br />
|description=<br />
[[File:BBCT Tager SledgeAVideo.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|Clearly inspired by Zangief's {{Tt|Vanishing Flat|Also called "Green/Blue Hand."<br>Functioned as a projectile-invincible poke. Saw infamy in Street Fighter IV.}}, Sledgehammer is intended to work as Tager's counterzoning option. However, anyone he'd truly want to use it against can easily circumvent it or punish Tager's recovery.]]<br />
You know Green Hand? If you took that and made it way worse, you'd have {{clr|A|A}} Sledgehammer.<br />
<br />
{{clr|A|A}} Sledgehammer is yet another move in Tager's arsenal that's way too slow to be helpful. No normals combo into it without a crouching hit thanks to its sluggish speed and range. Given its projectile armor and forward movement, it seems intended to help Tager navigate neutral against zoners, but any experience in those matchups will reveal the uselessness of this move there. Tager is much better off charging up Spark Bolt than risking this approach.<br />
<br />
Can be cancelled into Additional Attack during the recovery frames, even on whiff. This is helpful if Tager can combo into it, since it deals superior damage to {{clr|3|3C}}.<br />
}}<br />
<br />
===<big>{{clr|B|B}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|B|236B}}}}<br />
{{BBCT Move Card<br />
|input=236B<br />
|description=<br />
[[File:BBCT Tager SledgeBVideo.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|A slower but further moving Sledgehammer. The range makes it more effective, but it can still easily be punished.]]<br />
An even slower version of Sledgehammer. Meant to blow through zoning spam, but is only okay at doing that.<br />
<br />
Goes farther and is friendlier in combos, such as after either of Tager's regular throws, but that's about it. Shares many of the same properties and issues with the other variant despite the increase in range and frame advantage.<br />
<br />
Can also be cancelled into Additional Attack during the recovery frames, once again on whiff as well.<br />
}}<br />
<br />
===<big>Additional Attack</big>===<br />
{{InputBadge|Sledgehammer > {{clr|A|236A}}}}<br />
{{BBCT Move Card<br />
|input=Sledge > 236A<br />
|description=<br />
[[File:BBCT Tager HammerVideo.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|Sledgehammer followup. Performable on whiff and block and hits overhead, but is pathetic in pressure.]]<br />
Also called "Hammer." An overhead followup to the two Sledgehammers, and rarely useful.<br />
<br />
Because it can only be used after Sledgehammer, it's a very predictable mixup option on top of its slow and reactable speed. Additionally it lacks any armor or anything of the sort, so when combined with the speed people can just mash to interrupt it after either Sledge. This isn't even necessary, as Tager is -17 on block and can be punished any way.<br />
<br />
Groundbounces on hit that launches the opponent away from Tager for no oki. Can be followed up, but just barely.<br />
}}<br />
<br />
===<big>Voltec Charge</big>===<br />
{{InputBadge|{{clr|B|421B}}}}<br />
{{BBCT Move Card<br />
|input=421B<br />
|description=<br />
[[File:BBCT Tager VolticVideo.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|Tager's Electric Gauge fills up automatically over time, but Voltec Charge can be used to speed it up in chunks.<br>It also armors through many attacks.]]<br />
An armored stance that charges up Tager's Spark Bolt. A surprisingly helpful move.<br />
<br />
The armor will cover everything besides Foot attribute attacks and throws, making it highly useful at beating slow, predictable options in neutral and safely gaining some extra Spark Bolt for a nuclear deterrent later. Holding down {{clr|B|B}} will extend both the armor and the charge, and the longer Tager charges the larger the chunk of energy will be. The charge is only gained at the very end however, so greedy charges that get punished won't give Tager any extra gauge for his Spark Bolt.<br />
<br />
This is what really should be used against zoners, since Spark Bolt will not only blow through their projectiles, but it'll also grant magnetism and a combo for Tager on hit.<br />
}}<br />
<br />
===<big>Spark Bolt</big>===<br />
{{InputBadge|{{clr|D|41236D}}}}<br />
{{BBCT Move Card<br />
|input=41236D<br />
|description=<br />
The mother lode. A lightning fast projectile that magnetizes and wallbounces, Tager's going to need it a lot for just about everything.<br />
<br />
Without a crouching or counterhit, this is the only way Tager is going to get a combo the majority of the time. Spark Bolt comes out very quickly and blows through every other projectile it comes across, making it an excellent counter-zoning option with huge rewards to the point where even the worst zoning will likely have to stop and respect it the moment it is stocked. This is Tager's best move on paper, but the downside is its scarcity.<br />
<br />
Spark Bolt can only be used once Tager's Electric Gauge is full, starting at zero at the beginning of the each round. Since Tager depends on it so much for everything, it's safe to say he's much stronger with it and much weaker without it, so always keep track of the Electric Gauge and when the threat of this is available. It's undeniably strong once Tager gets a hold of it, but it should be used wisely. In certain match-ups and situations, his 1~2 passive Spark Bolt charges in a round may be his only chance.<br />
}}<br />
<br />
==Distortion Drives==<br />
<br />
===<big>Magna Tech Wheel</big>===<br />
{{InputBadge|{{clr|B|236236B}}}}<br />
{{BBCT Move Card<br />
|input=236236B<br />
|description=<br />
A big damage super, pulls the opponent in if they're currently magnetized.<br />
}}<br />
<br />
===<big>Terra Break</big>===<br />
{{InputBadge|{{clr|B|236236B}} after Magna Tech Wheel}}<br />
{{BBCT Move Card<br />
|input=236236B > 236236B<br />
|description=<br />
Followup from Magna Tech Wheel for even bigger damage. BBCT doesn't have minimum damage however, so this might still be a poor option.<br />
}}<br />
<br />
===<big>Genesic Emerald Tager Buster</big>===<br />
{{InputBadge|{{clr|C|720C}}}}<br />
{{BBCT Move Card<br />
|input=720C<br />
|description=<br />
* Pulls the opponent in if they are magnetized.<br />
* Commonly referred to by just the input, "720"<br />
Tager's '''{{clr|C|720C}}''' is ye olde command grab super, anime-style: a fast and high-damage reversal super, that has good range for a grab but thanks to his Drive can be enhanced even further to comedic proportions with Magnetism. In the few close quarters situations that Tager can achieve (or is forced into), this can be a saving grace, especially when paired with Instant Block and Tager's backdash as even basic frametraps can be turned into the opponent losing over half their remaining health when the butter is churned properly.<br />
<br />
...but of course, it's never easy for this guy. The frequency of jump cancellable on-block normals and safety in the air due to air Barrier in CT, especially against Tager who has no good AA game to deter dodging it means that this doesn't get to shine all that often. On the bright side, aside from being a limited punish to blockstrings, 720 is commonly seen on wake-up (and iconically super cancelled into during a tech roll's recovery), or after a whiffed Sledge.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCT|Iron Tager|size=42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCT/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCT/Iron_Tager&diff=441210BBCT/Iron Tager2024-01-14T19:52:47Z<p>Manta: /* Atomic Collider */</p>
<hr />
<div>==Overview==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=<br />
'''Tager''' is one of BlazBlue's most creative ideas: a grappler who pulls you towards him so he can lose the round faster.<br />
<br />
An amalgamate of ArcSys' classic issues when balancing grapplers, Tager in BBCT is incapable of starting and maintaining offense. Everything Tager has ranges from mediocre to terrible, with a combo and oki game so bad it makes [https://wiki.supercombo.gg/w/Street_Fighter_3:_3rd_Strike/Twelve 3S Twelve] look like an [[Hokuto_no_Ken|HnK]] character. His gigantic, wide hurtbox and horrific mobility makes him highly susceptible to harassment, and none of his normals are as threatening as they should be for a man of Tager's size. While his grabs have exceptional damage, his nonexistent strike game ultimately prevents Tager from succeeding at anything of real value.<br />
<br />
What's worse is that the system mechanics of BBCT absolutely hate Tager. Bursting to get people off of him is a non-option due to it practically assuring he will die immediately afterwards thanks to his massive, easily comboable frame, even if it doesn't then he'll have to navigate neutral again in Negative Penalty without any barrier. Other mechanics like Guard Libra punish Tager for playing patiently, which is a necessity for any grappler. This means he'll be playing victim to all of the kusoge elements this game has, infamously giving him hopeless matchups against numerous characters.<br />
<br />
Taking a single round while playing Tager is the equivalent to winning ten matches. Unless you're fighting Hakumen.<br />
}}<br />
{{BBCT/infobox<br />
|fastestAttack = {{clr|A|5A}} (7F) <br/>Ground Throw (6F)<br />
|reversal = {{clr|B|236236B}} (19F) <br/> {{clr|C|720C}} (5F)<br />
}}<br />
{{ProsAndCons<br />
|intro= loses the round.<br />
|pros=<br />
*'''Can Still Win''': As long as you have better footsies, better pressure, better reads, better neutral, better defense, better patience, better confirms, better punishes, better "combos", and generally outplay your opponent in every conceivable way consistently throughout the entire match, you can take a single round as Tager.<br />
|cons=*'''The Worst Oki''': An issue that can almost assuredly make any grappler terrible. Nearly every combo ends with Tager in a disadvantageous position—oftentimes fullscreen away—and his pressure is easily negated with CT's Barrier.<br />
*'''Slow as Molasses''': Cannot dash, airdash, nor double jump.<br />
*'''Counterintuitive Drive''': Toolkit depends on magnetism to "work" rather than being enhanced by it. Magnetism is gated behind only three normals, and 2/3 of those normals are terrible. Also results in Tager pulling normals into his face.<br />
*'''Worthless Normals''': Awful buttons with pathetic framedata and hitstun, almost unanimously lacking utility. Doesn't even have a single invincible anti-air.<br />
*'''Zero Combos''': Borderline impossible for Tager to get a combo off of any hit. Requires magnetism or Spark Bolt for any routes, and yet said routes are still underwhelming.<br />
*'''Gigantic''': Not only tall, but wide. A frightening amount of normals hit Tager faster than he can move, and he's the only character that can still get crossed up while fully cornered.<br />
*'''Life of a Grappler''': Has the worst matchups in BBCT, losing every single one besides Hakumen's. Every top tier makes Tager's pitiful life all the more hellish, and he'll be shoved into every grinder imaginable.<br />
}}<br />
</div><br />
<br />
===Unique Mechanics===<br />
{{card|width=4<br />
|header= Drive: Voltic Battler<br />
|content=<br />
Tager's {{clr|D|D}} attacks, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|j.D}} and {{clr|D|41236D}}, all apply magnetism on hit or block. Magnetism lets Tager pull them opponents towards him during certain other attacks for as long as they remain magnetized. How said moves pull the opponent closer to Tager and the intensity of said pull depends on the move.<br />
<br />
The moves that can use magnetism are:<br />
*{{clr|D|5D}}<br />
*{{clr|D|2D}}<br />
*{{clr|D|j.D}}<br />
*{{clr|A|6A}}<br />
*{{clr|A|360A}}<br />
*{{clr|B|360B}}<br />
*{{clr|C|623C}}<br />
*{{clr|B|236236B}}<br />
*{{clr|C|720C}}<br />
<br />
Tager lacks a quick and reliable way to set up magnetism, as all of his {{clr|D|D}} normals are slow and Spark Bolt is not always available. He's also ''missing'' moves that would become staples of his kit in the future, such as {{clr|D|4D}} and Gadget Finger.<br />
}}<br />
<br />
==Starter Guide==<br />
{{card|width=4<br />
|header=Starter Guide<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|_0KgQbxKefs|450}}{{Closediv}}<div class="fpvideo">{{#ev:youtube|eXHjyM8Zc80|450||||start=454&end=586}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{Clr|A|5A}}</big>===<br />
{{BBCT Move Card<br />
|input=5A<br />
|description=<br />
Tager's best move, the first move on the list and we've already peaked.<br />
<br />
{{clr|A|5A}} has very short recovery, massive range and advantage on guard making it an all-around stellar normal. It's excellent for poking, for challenging opposing pressure or desperately trying to maintain your own. As a tradeoff, {{clr|A|5A}}'s combo options are so pitiful that saying it's a low risk/zero reward button is not an understatement in any way, which will become a recurring theme with the rest of Tager's normals. While reliable for many things, this should never be used in combos.<br />
}}<br />
<br />
===<big>{{Clr|B|5B}}</big>===<br />
{{BBCT Move Card<br />
|input=5B<br />
|description=<br />
A very mediocre low kick.<br />
<br />
Seemingly important in Tager's pressure game as a low mixup from his throw, but not much else. Using {{clr|B|5B}} is a point of no return for Tager, as it's too slow combo into {{clr|C|5C}} or {{clr|A|6A}} on a standing opponent or even true blockstring into them, nor does it gatling into the vastly superior {{clr|B|2B}} either. Tager will be forced to spend his Spark Bolt if he gets a hit with this in order to get a combo, ultimately making {{clr|B|5B}} very pricey for any reward and leaving much to be desired.<br />
<br />
For its startup and how huge Tager is, you'd hope this would go further every time you press it.<br />
}}<br />
<br />
===<big>{{Clr|C|5C}}</big>===<br />
{{BBCT Move Card<br />
|input=5C<br />
|description=<br />
{{clr|C|5C}} is too slow to get anything done for Tager.<br />
<br />
At 16f startup, this normal never combos against standing opponents from any normals prior (without a counterhit), and is inconsistent even then. The range is very underwhelming for the speed, with most characters being able to dash and use their {{clr|B|5B}} in the time it takes for this to come out. They'll typically cover the same if not more range as well.<br />
<br />
If used in pressure, {{clr|C|5C}} will always leave a gap to reversal through. The pushback is also severe, which will usually entail the end of Tager's pressure if he hasn't applied magnetism or the opponent has bothered to barrier him.<br />
}}<br />
<br />
===<big>{{Clr|A|2A}}</big>===<br />
{{BBCT Move Card<br />
|input=2A<br />
|description=<br />
Slow, but really good. It's plus, anti-airs (sometimes), and more importantly can actually lead to combos!<br />
<br />
While {{clr|A|2A}} doesn't cover as much horizontal range as its standing cousin, it does just about everything else. The best part about this button is that it gives Tager one of his only real combos without magnetism that gives him a knockdown: {{clr|A|2A}}, {{clr|B|2B}}, {{clr|C|3C}}. It's very simple and underwhelming, but Tager gets nothing else on a standing character.<br />
}}<br />
<br />
===<big>{{Clr|B|2B}}</big>===<br />
{{BBCT Move Card<br />
|input=2B<br />
|description=<br />
Put simply, {{clr|B|2B}} is almost useless. Its limited range makes it hard to apply in the majority of situations.<br />
<br />
There are merits to {{clr|B|2B}}, such as its swift recovery and high attack level making it a very safe (albeit not very fast to start up) poke. The limited range is the catch; having less range than even his jabs, Tager is almost never able to make this normal count. A creative Tager can attempt to apply {{clr|B|2B}} whiffs intentionally, but the pushback from barrier will weaken these setups dramatically. It does combo into {{clr|B|5B}} and {{clr|C|3C}} for two lows in succession, but the rewards for either of those landing is a spit in the face.<br />
}}<br />
<br />
===<big>{{Clr|C|2C}}</big>===<br />
{{BBCT Move Card<br />
|input=2C<br />
|description=<br />
An "anti-air" that completely lacks invincibility. Also it's slow. And the recovery is huge. Horrible button.<br />
<br />
{{clr|C|2C}} has great vertical range, but terrible horizontal range. Using it in combos leads to high damage routes, but without magnetism or a grounded {{clr|A|6A}} hit (both of which are hard to get), it's rarely possible to use. These routes are also likely going to use {{clr|C|623C}} immediately after, so Tager can kiss his dreams of oki goodbye. Don't ever bother trying to use this as an anti-air, even with a crouching hurtbox Tager is still so gigantic he'll get hit by every jump-in headed his way for a full combo. Tager can also expect a swift death if this button ever misses.<br />
}}<br />
<br />
===<big>{{Clr|A|6A}}</big>===<br />
{{BBCT Move Card<br />
|input=6A<br />
|description=<br />
{{clr|A|6A}} is a strange vacuum normal that's ''also'' too slow to get anything done for Tager.<br />
<br />
Failing to naturally combo off of {{clr|C|5C}} without a crouching or counter hit, applications for {{clr|A|6A}} in combos are underwhelming. Should Tager find a way to manage it, a combo into {{clr|C|2C}}, {{clr|C|3C}} or {{clr|C|623C}} possible from there and can lead to solid reward. Tager will vacuum opponents towards him on hit or block and has a slight attraction effect during the startup if magnetism is currently applied, but the startup still doesn't make this a desirable normal to just throw out.<br />
<br />
Unlike later games, {{clr|A|6A}} does not ground slide on an aerial hit, nor does it have armor against Head and Body attribute. The projectile invuln would be nice for counterzoning, but it only begins 4 frames before this glacial attack becomes active, making it moot in most cases.<br />
}}<br />
<br />
===<big>{{Clr|B|6B}}</big>===<br />
{{BBCT Move Card<br />
|input=6B<br />
|description=<br />
Generic overhead that can chain into itself indefinitely.<br />
<br />
{{clr|B|6B}} is a simple mixup tool for Tager. It's slightly faster than {{clr|C|6C}} at the cost of less reward, with both sporting good range. It's not the most interesting or noteworthy normal, outside of it being able to infinitely chain into itself on hit. This still isn't very useful, but it can catch a few players off-guard in the two seconds you can make them block.<br />
}}<br />
<br />
===<big>{{Clr|C|6C}}</big>===<br />
{{BBCT Move Card<br />
|input=6C<br />
|description=<br />
{{clr|C|6C}} is an important combo piece for Tager, whatever combos he can get any way.<br />
<br />
Although it hits overhead, it's far too slow to be used as a traditional overhead mixup outside of when players are clearly looking out for {{clr|B|6B}}. Instead, {{clr|C|6C}} sees most of its use in combos, with a stellar launch and hitstun giving Tager multiple ways to follow up should his feeble combo game let him land it. This will nearly always carry enough hitstun to combo into {{clr|D|5D}}, giving Tager a way to end a combo with magnetism which is a royalty for him.<br />
}}<br />
<br />
===<big>{{Clr|C|3C}}</big>===<br />
{{BBCT Move Card<br />
|input=3C<br />
|description=<br />
Abysmal sweep. Hard to land for zero followup. Might be worth not even using this.<br />
<br />
Horrible frame data on this button as a whole, 17 frames of startup means this button can only be combo'd into from a {{clr|A|6A}} or {{clr|B|2B}}. {{clr|C|5C}} also works, but only point blank due to how much pushback that normal carries on hit, and either way ends with Tager getting very subpar oki.<br />
<br />
{{clr|C|3C}} cannot be special cancelled into anything, so if it gets blocked Tager is doomed. It's also worthless in combos for this same reason; a mediocre ender for his grounded routes granting very below-average oki thanks to the recovery and nothing more.<br />
}}<br />
<br />
===<big>{{Clr|A|j.A}}</big>===<br />
{{BBCT Move Card<br />
|input=j.A<br />
|description=<br />
A very solid air jab considering its speed, but nothing overall noteworthy. Tager rarely wants to jump due to his horrible prejump frames.<br />
<br />
As you may have come to expect from Tager, {{clr|A|j.A}} does not combo into a single other air normal besides itself. This should never be used in combos.<br />
}}<br />
<br />
===<big>{{Clr|B|j.B}}</big>===<br />
{{BBCT Move Card<br />
|input=j.B<br />
|description=<br />
Another great air normal, this time better suited for jump-ins with its downwards hitbox and long active frames.<br />
<br />
{{clr|B|j.B}} can struggle to see use thanks to Tager's very floaty jumps, but it's important if he ever finds himself in the air regardless. Sadly, like most of Tager's air normals, it doesn't lead to much on hit. It only combos into {{clr|C|j.C}}, and Tager's combo will be over from there.<br />
}}<br />
<br />
===<big>{{Clr|C|j.C}}</big>===<br />
{{BBCT Move Card<br />
|input=j.C<br />
|description=<br />
{{clr|C|j.C}} isn't really an attack as much as it is a pseudo-airdash.<br />
<br />
While it does have a hitbox, a strong one at that, the real meat of {{clr|C|j.C}} lies in its forward movement. Tager can use this to propel himself forward in the air somewhat akin to an airdash, although not quite. The quick recovery also means it's not too much of a danger to put out, but Tager's prejump and low gravity means jumping at all is a danger for him. Should {{clr|C|j.C}} hit, Tager gets absolutely nothing as the hitstun isn't long enough for Tager to successfully land a {{clr|D|j.D}}, nor do anything else.<br />
}}<br />
<br />
===<big>{{Clr|C|j.2C}}</big>===<br />
{{BBCT Move Card<br />
|input=j.2C<br />
|description=<br />
Another silly air normal, this time an anti-anti-air that's not too useful.<br />
<br />
{{clr|C|j.2C}} halts Tager's air momentum before dropping him straight down. While hanging in the air helps him bait out anti-airs and punish them, he still struggles to get very high reward on hit due to his poor combo game, making this a lot more risk than it's likely worth.<br />
<br />
The hitbox is active all the way until Tager hits the ground and then some, but an odd bug exists where {{clr|C|j.2C}} comes out nearly instantly if performed as low as possible to the ground. This was seemingly left in the game for potential tech reasons, and has use in the occasional combo.<br />
}}<br />
<br />
==Drive Moves==<br />
===<big>{{Clr|D|5D}}</big>===<br />
{{BBCT Move Card<br />
|input=5D<br />
|description=<br />
An impressively long-range poke, but perhaps what's more impressive is how terrible it is.<br />
<br />
{{clr|D|5D}} is one of Tager's only ways to apply magnetism, and it's extremely slow. Not just in startup, but also recovery. Tager is left very vulnerable for an extensive period of time on whiff with a total duration over a full second. The recovery is so bad, Tager visually appears to be moving in slow motion. {{clr|D|5D}} also grants nothing on hit besides magnetism and a bit of damage. It blasts anyone hit by it all the way to the other side of the screen with laughably little hitstun, usually resulting in them teching mid-air. Even with Spark Bolt, these two properties make it very hard to confirm off of this.<br />
<br />
It'll be used any way at the end of combos, such as after {{clr|C|6C}}, but only thanks to the magnetism. It's too great a risk otherwise.<br />
}}<br />
<br />
===<big>{{Clr|D|2D}}</big>===<br />
{{BBCT Move Card<br />
|input=2D<br />
|description=<br />
{{clr|D|2D}} is another awful button. If you guessed that it's too slow to get anything done, you guessed correctly.<br />
<br />
Advances Tager forward during the active frames, but the hurtbox does not low profile much of anything and Tager has no armor at all while advancing. It doesn't help that the reward he gets on hit is abysmal thanks to it catapulting people all the way across the screen just like {{clr|D|5D}} for zero followup or oki. This is typically seen in neutral from a Tager who believes he's got nothing left to lose.<br />
<br />
The most practical use for this is in combos. A simple way to route into {{clr|D|2D}} is after using Atomic Collider, but usually if {{clr|D|2D}} could connect, then {{clr|C|6C}} would as well, and that normal will result in better damage ''and'' magnetism after.<br />
}}<br />
<br />
===<big>{{Clr|D|j.D}}</big>===<br />
{{BBCT Move Card<br />
|input=j.D<br />
|description=<br />
A much faster and more practical way of getting magnetism than the other two normals.<br />
<br />
{{clr|D|j.D}} is not risk free thanks to its long startup and recovery, and also leads to nearly no reward on hit besides the magnetism, but it can carry its weight given Tager is allowed to remain mobile during the startup. There's a bit of landing recovery at the end, so take caution whiffing this.<br />
<br />
{{clr|C|6C}} combos that don't have magnetism already applied can end with this to apply magnetism without launching the opponent fullscreen. Dealing more damage than {{clr|D|5D}} is also a nice bonus.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCT Move Card<br />
|input=5B+C<br />
|description=<br />
A throw. The reward on hit is quite high, even higher than his command grabs, but Tager will need magnetism in order to make the most of it.<br />
<br />
Tager's throws may seem redundant thanks to his command grabs, but they have surprising range and little recovery. Too bad this game has barrier OS and Tager isn't capable of fighting it at all, add that to the list of potential strengths of his completely invalidated.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCT Move Card<br />
|input=4B+C<br />
|description=<br />
A back throw. Same as his forward throw, really.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCT Move Card<br />
|input=j.B+C<br />
|description=<br />
Given how often characters love to harass Tager in the air, this is a good choice to try and quickly get them off of him. It's not very useful as a whole thanks to Tager's slow prejump.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while blocking}}<br />
{{BBCT Move Card<br />
|input=6A+B while Blocking<br />
|description=<br />
Spend meter to get to play the game again.<br />
<br />
Unlike most Counter Assaults, Tager's is blessed with a knockdown, which makes it way more worthwhile than others. Given Tager will be spending an extensive amount of time blocking, he'll commonly need this to escape pressure. Having a good one is quite the boon.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>{{clr|A|A}} Gigantic Tager Driver</big>===<br />
{{InputBadge|{{clr|A|360A}}}}<br />
{{BBCT Move Card<br />
|input=360A<br />
|description=<br />
[[File:BBCT Tagersuck.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|{{clr|A|360A}} reaches far enough to grab another Tager at roundstart.<br>Buffered behind {{clr|B|2B}} to prevent any movement.]]<br />
The first of Tager's staple command grabs. This version is more of a reversal grab compared to the {{clr|B|B}} version.<br />
<br />
Tager reaches his hand out further than in the B version which gives this grab a bit of an extra boost in range, but it's at the cost of damage. The real catch is the invincibility Tager gains as early as frame 3, so use of this is mostly as a reversal. If Tager is afraid of getting mashed or lacks magnetism on a mixup attempt, {{clr|A|360A}} can be used instead of {{clr|B|360B}} as it's only a few frames slower and is still more than unreactable, leaving damage as the only sacrifice. Of course, should Tager have the choice between the two grabs, {{clr|B|B}} is almost always a better option.<br />
<br />
With magnetism applied, Tager will pull in the opponent towards him during the startup, which can be extended by holding down {{clr|A|A}}. The button must be manually released to activate the hitbox, or else the opponent just gets pulled towards Tager and will likely punish him.<br />
<br />
Naturally for a command grab, the recovery is quite terrible. Whiffing this will typically result in Tager getting counterhit.<br />
}}<br />
<br />
===<big>{{clr|B|B}} Gigantic Tager Driver</big>===<br />
{{InputBadge|{{clr|B|360B}}}}<br />
{{BBCT Move Card<br />
|input=360B<br />
|description=<br />
[[File:BBCT Tager 360BVideo.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|Although lacking the range of its cousin with or without magnetism, {{clr|B|360B}} has top class damage.<br>Brief combos can be performed after for even more damage.]]<br />
The second of Tager's staple command grabs. This is Tager's go-to mixup, dealing a very high amount of damage.<br />
<br />
{{clr|B|360B}} has short range and can't be held down to vacuum magnetized opponents in for nearly as long as the {{clr|A|A}} version, nor is there any invincibility. Instead, the startup is significantly faster and the damage is much higher. This lends itself better to mixups where the opponent is conditioned to respect Tager's pressure, and ideally is also magnetized. If magnetism is applied, Tager should default to using this over {{clr|A|360A}} in his strings thanks to the significantly heightened reward, exceptions being when Tager wishes to grab a reversal or pushback is too great.<br />
<br />
Although the reward on hit seems enticing, it should be kept in mind that {{clr|B|360B}} is still slower than Tager's jab while also having less range and no invincibility. If a grab is needed to escape pressure, this shouldn't be on the list.<br />
<br />
If held down to magnetize opponents towards him, Tager will automatically activate the hitbox if he drags his enemy within proximity—no need for a manual release.<br />
}}<br />
<br />
===<big>Atomic Collider</big>===<br />
{{InputBadge|{{clr|C|623C}}}}<br />
{{BBCT Move Card<br />
|input=623C<br />
|description=<br />
[[File:BBCT_Tager_623CVideo.webm|poster=File:BBCT_Tager_623CVideoThumb.png|380px|right|thumb|{{clr|C|623C}}'s hurtbox extension is far too egregious to reasonably use it as an anti-air.]]<br />
Anti-air grab. Barely functions, does a lot of damage when it decides to. That damage value is not a typo, but it's always affected by Tager's combo rate so it starts combos for 1850 damage.<br />
<br />
Being an anti-air grab, it only hits airborne opponents. Having invincibility on your anti-airs is a privilege only awarded to good characters, so naturally Tager has none at all on this. His extended arm is a massive hurtbox just waiting to be struck by whoever he's trying to grab.<br />
<br />
Tager can hold down {{clr|C|C}} to vacuum magnetized opponents towards him, rather generously letting them strike that hurtbox even more easily. Just like {{clr|A|360A}}, the hitbox does not come out automatically unless Tager's been holding the button down for a long time. A manual release is required to grab someone.<br />
<br />
This gets delegated to combos only, and usually at the end of them. Generally results in the opponent being blown fullscreen for absolutely zero oki, especially if, god forbid, you want to apply magnetism with something like {{clr|D|5D}}. Sometimes used in Tager's resets as well, for when you feel like gimmicks are the only thing that can make the one hit you'll get in the entire match worth it.<br />
}}<br />
<br />
===<big>{{clr|A|A}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|A|236A}}}}<br />
{{BBCT Move Card<br />
|input=236A<br />
|description=<br />
[[File:BBCT Tager SledgeAVideo.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|Clearly inspired by Zangief's {{Tt|Vanishing Flat|Also called "Green/Blue Hand."<br>Functioned as a projectile-invincible poke. Saw infamy in Street Fighter IV.}}, Sledgehammer is intended to work as Tager's counterzoning option. However, anyone he'd truly want to use it against can easily circumvent it or punish Tager's recovery.]]<br />
You know Green Hand? If you took that and made it way worse, you'd have {{clr|A|A}} Sledgehammer.<br />
<br />
{{clr|A|A}} Sledgehammer is yet another move in Tager's arsenal that's way too slow to be helpful. No normals combo into it without a crouching hit thanks to its sluggish speed and range. Given its projectile armor and forward movement, it seems intended to help Tager navigate neutral against zoners, but any experience in those matchups will reveal the uselessness of this move there. Tager is much better off charging up Spark Bolt than risking this approach.<br />
<br />
Can be cancelled into Additional Attack during the recovery frames, even on whiff. This is helpful if Tager can combo into it, since it deals superior damage to {{clr|3|3C}}.<br />
}}<br />
<br />
===<big>{{clr|B|B}} Sledgehammer</big>===<br />
{{InputBadge|{{clr|B|236B}}}}<br />
{{BBCT Move Card<br />
|input=236B<br />
|description=<br />
[[File:BBCT Tager SledgeBVideo.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|A slower but further moving Sledgehammer. The range makes it more effective, but it can still easily be punished.]]<br />
An even slower version of Sledgehammer. Meant to blow through zoning spam, but is only okay at doing that.<br />
<br />
Goes farther and is friendlier in combos, such as after either of Tager's regular throws, but that's about it. Shares many of the same properties and issues with the other variant despite the increase in range and frame advantage.<br />
<br />
Can also be cancelled into Additional Attack during the recovery frames, once again on whiff as well.<br />
}}<br />
<br />
===<big>Additional Attack</big>===<br />
{{InputBadge|Sledgehammer > {{clr|A|236A}}}}<br />
{{BBCT Move Card<br />
|input=Sledge > 236A<br />
|description=<br />
[[File:BBCT Tager HammerVideo.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|Sledgehammer followup. Performable on whiff and block and hits overhead, but is pathetic in pressure.]]<br />
Also called "Hammer." An overhead followup to the two Sledgehammers, and rarely useful.<br />
<br />
Because it can only be used after Sledgehammer, it's a very predictable mixup option on top of its slow and reactable speed. Additionally it lacks any armor or anything of the sort, so when combined with the speed people can just mash to interrupt it after either Sledge. This isn't even necessary, as Tager is -17 on block and can be punished any way.<br />
<br />
Groundbounces on hit that launches the opponent away from Tager for no oki. Can be followed up, but just barely.<br />
}}<br />
<br />
===<big>Voltec Charge</big>===<br />
{{InputBadge|{{clr|B|421B}}}}<br />
{{BBCT Move Card<br />
|input=421B<br />
|description=<br />
[[File:BBCT Tager VolticVideo.webm|poster=File:GBVS_Backup-Request.png|380px|right|thumb|Tager's Electric Gauge fills up automatically over time, but Voltec Charge can be used to speed it up in chunks.<br>It also armors through many attacks.]]<br />
An armored stance that charges up Tager's Spark Bolt. A surprisingly helpful move.<br />
<br />
The armor will cover everything besides Foot attribute attacks and throws, making it highly useful at beating slow, predictable options in neutral and safely gaining some extra Spark Bolt for a nuclear deterrent later. Holding down {{clr|B|B}} will extend both the armor and the charge, and the longer Tager charges the larger the chunk of energy will be. The charge is only gained at the very end however, so greedy charges that get punished won't give Tager any extra gauge for his Spark Bolt.<br />
<br />
This is what really should be used against zoners, since Spark Bolt will not only blow through their projectiles, but it'll also grant magnetism and a combo for Tager on hit.<br />
}}<br />
<br />
===<big>Spark Bolt</big>===<br />
{{InputBadge|{{clr|D|41236D}}}}<br />
{{BBCT Move Card<br />
|input=41236D<br />
|description=<br />
The mother lode. A lightning fast projectile that magnetizes and wallbounces, Tager's going to need it a lot for just about everything.<br />
<br />
Without a crouching or counterhit, this is the only way Tager is going to get a combo the majority of the time. Spark Bolt comes out very quickly and blows through every other projectile it comes across, making it an excellent counter-zoning option with huge rewards to the point where even the worst zoning will likely have to stop and respect it the moment it is stocked. This is Tager's best move on paper, but the downside is its scarcity.<br />
<br />
Spark Bolt can only be used once Tager's Electric Gauge is full, starting at zero at the beginning of the each round. Since Tager depends on it so much for everything, it's safe to say he's much stronger with it and much weaker without it, so always keep track of the Electric Gauge and when the threat of this is available. It's undeniably strong once Tager gets a hold of it, but it should be used wisely. In certain match-ups and situations, his 1~2 passive Spark Bolt charges in a round may be his only chance.<br />
}}<br />
<br />
==Distortion Drives==<br />
<br />
===<big>Magna Tech Wheel</big>===<br />
{{InputBadge|{{clr|B|236236B}}}}<br />
{{BBCT Move Card<br />
|input=236236B<br />
|description=<br />
A big damage super, pulls the opponent in if they're currently magnetized.<br />
}}<br />
<br />
===<big>Terra Break</big>===<br />
{{InputBadge|{{clr|B|236236B}} after Magna Tech Wheel}}<br />
{{BBCT Move Card<br />
|input=236236B > 236236B<br />
|description=<br />
Followup from Magna Tech Wheel for even bigger damage.<br />
}}<br />
<br />
===<big>Genesic Emerald Tager Buster</big>===<br />
{{InputBadge|{{clr|C|720C}}}}<br />
{{BBCT Move Card<br />
|input=720C<br />
|description=<br />
* Pulls the opponent in if they are magnetized.<br />
* Commonly referred to by just the input, "720"<br />
Tager's '''{{clr|C|720C}}''' is ye olde command grab super, anime-style: a fast and high-damage reversal super, that has good range for a grab but thanks to his Drive can be enhanced even further to comedic proportions with Magnetism. In the few close quarters situations that Tager can achieve (or is forced into), this can be a saving grace, especially when paired with Instant Block and Tager's backdash as even basic frametraps can be turned into the opponent losing over half their remaining health when the butter is churned properly.<br />
<br />
...but of course, it's never easy for this guy. The frequency of jump cancellable on-block normals and safety in the air due to air Barrier in CT, especially against Tager who has no good AA game to deter dodging it means that this doesn't get to shine all that often. On the bright side, aside from being a limited punish to blockstrings, 720 is commonly seen on wake-up (and iconically super cancelled into during a tech roll's recovery), or after a whiffed Sledge.<br />
}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCT|Iron Tager|size=42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCT/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCT/Iron_Tager/Data&diff=441209BBCT/Iron Tager/Data2024-01-14T19:51:28Z<p>Manta: /* 623C */</p>
<hr />
<div>==Links==<br />
<section begin=Links/>{{Overview/navigation}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCT-character<br />
| name =Iron Tager<br />
| health =13,000<br />
| prejump =6F<br />
| backdash =23F (1~19F Inv All)<br />
| comboRate =85%<br />
| heatGainRate=70%<br />
| guardLibraRate=150%<br />
| portrait =BBCT_Iron_Tager_Portrait.png<br />
| icon =BBCT_Iron_Tager_Icon.png<br />
}}<br />
<br />
===5A===<br />
{{MoveData-BBCT |character=Iron Tager |type=normal<br />
|input=5A |name=<br />
|damage=210 |pp=1000 |p1=90 |p2=82<br />
|level=0 |guardDrain=200 |cancel=rSJR |attribute=HB |guard=ALL |invuln=<br />
|startup=7 |active=3 |recovery=6 |onBlock=+1<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Tager_5A.png<br />
|caption=Superb jab. All downhill from here!<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCT |character=Iron Tager |type=normal<br />
|input=5B |name=<br />
|damage=380 |pp=400 |p1=95 |p2=86<br />
|level=2 |guardDrain=800 |cancel=SR |attribute=F |guard=LA |invuln=<br />
|startup=10 |active=3 |recovery=14 |onBlock=-3<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Tager_5B.png<br />
|caption=Combos into nothing<br />
|notes=<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCT |character=Iron Tager |type=normal<br />
|input=5C |name=<br />
|damage=980 |pp=100 |p1=80 |p2=92<br />
|level=4 |guardDrain=1600 |cancel=SR |attribute=HB |guard=ALL |invuln=<br />
|startup=16 |active=4 |recovery=20 |onBlock=-5<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Tager_5C.png<br />
|caption=Why is this so slow?<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCT |character=Iron Tager |type=normal<br />
|input=6A |name=<br />
|damage=1180 |pp=200 |p1=100 |p2=89<br />
|level=3 |guardDrain=800 |cancel=SJR |attribute=HB |guard=ALL |invuln=17~30 Guard P<br />
|startup=21 |active=7 |recovery=29 |onBlock=-19<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Tager_6A.png\BBCS_Tager_6A.png<br />
|notes=Guard point (Up to 8000 damage. Can't block bursts)\Vacuum effect on hit or guard\vacuum effect while attacking when magnetized<br />
}}<br />
===6B===<br />
{{MoveData-BBCT |character=Iron Tager |type=normal<br />
|input=6B |name=<br />
|damage=780 |pp=100 |p1=80 |p2=92<br />
|level=4 |guardDrain=1600 |cancel=rSR |attribute=HBF |guard=HA |invuln=<br />
|startup=24 |active=2 |recovery=28 |onBlock=-11<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Tager_6B.png\BBCS_Tager_6B_2.png<br />
|notes=Recovery 27F on hit\can rapid fire cancel on hit<br />
}}<br />
===6C===<br />
{{MoveData-BBCT |character=Iron Tager |type=normal<br />
|input=6C |name=<br />
|damage=1120 |pp=100 |p1=100 |p2=80<br />
|level=4 |guardDrain=1600 |cancel=S(J)R |attribute=HBF |guard=HA |invuln=<br />
|startup=28 |active=2 |recovery=33 |onBlock=-16<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Tager_6C.png<br />
|notes=Floor bounce on hit<br />
}}<br />
===2A===<br />
{{MoveData-BBCT |character=Iron Tager |type=normal<br />
|input=2A |name=<br />
|damage=280 |pp=1000 |p1=90 |p2=86<br />
|level=2 |guardDrain=800 |cancel=SJR |attribute=F |guard=ALL |invuln=<br />
|startup=8 |active=3 |recovery=9 |onBlock=+2<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Tager_2A.png<br />
|caption=Kind of does everything.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCT |character=Iron Tager |type=normal<br />
|input=2B |name=<br />
|damage=520 |pp=200 |p1=80 |p2=89<br />
|level=3 |guardDrain=1200 |cancel=SR |attribute=F |guard=LA |invuln=<br />
|startup=11 |active=3 |recovery=9 |onBlock=+5<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Tager_2B.png<br />
|notes=<br />
}}<br />
===2C===<br />
{{MoveData-BBCT |character=Iron Tager |type=normal<br />
|input=2C |name=<br />
|damage=1020 |pp=100 |p1=85 |p2=92<br />
|level=4 |guardDrain=1600 |cancel=R |attribute=HBF |guard=HL |invuln=<br />
|startup=15 |active=2 |recovery=39 |onBlock=-22<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Tager_2C.png<br />
|notes=Launches on hit<br />
}}<br />
===j.A===<br />
{{MoveData-BBCT |character=Iron Tager |type=normal<br />
|input=j.A |name=<br />
|damage=250 |pp=3000 |p1=80 |p2=82<br />
|level=0 |guardDrain=200 |cancel=R |attribute=H |guard=HA |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=-<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Tager_jA.png<br />
|caption=Can't combo into anything.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCT |character=Iron Tager |type=normal<br />
|input=j.B |name=<br />
|damage=760 |pp=200 |p1=80 |p2=89<br />
|level=3 |guardDrain=1200 |cancel=R |attribute=H |guard=HA |invuln=<br />
|startup=12 |active=9 |recovery=12 |onBlock=-<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Tager_jB.png<br />
|notes=<br />
}}<br />
===j.C===<br />
{{MoveData-BBCT |character=Iron Tager |type=normal<br />
|input=j.C |name=<br />
|damage=1060 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1600 |cancel=R |attribute=H |guard=HA |invuln=<br />
|startup=13 |active=5 |recovery=12 |onBlock=-<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Tager_jC.png<br />
|notes=13~ moves forward<br />
}}<br />
===3C===<br />
{{MoveData-BBCT |character=Iron Tager |type=normal<br />
|input=3C |name=<br />
|damage=810 |pp=6000 |p1=100 |p2=75<br />
|level=3 |guardDrain=1200 |cancel=R |attribute=F |guard=LA |invuln=<br />
|startup=17 |active=3 |recovery=28 |onBlock=-14<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Tager_3C.png<br />
|caption=Fun certainly isn't beginning here.<br />
|notes=Knocks down on hit<br />
}}<br />
<br />
===j.2C===<br />
{{MoveData-BBCT |character=Iron Tager |type=normal<br />
|input=j.2C |name=<br />
|damage=1400 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1600 |cancel=R |attribute=H |guard=HA |invuln=<br />
|startup=15[5] |active=Landing2 |recovery=18 |onBlock=-[-1]<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Tager_j2C.png<br />
|notes=Slam down, untechable\[ ] holds the data of hitting opponent during landing 4F ~ after landing 1F<br />
}}<br />
<br />
==Universal Mechanics==<br />
===Forward Throw===<br />
{{MoveData-BBCT |character=Iron Tager |type=other<br />
|input=5B+C |name=Forward Throw<br />
|damage=0,1140 |pp=3000, 100 |p1=100 |p2=100,70<br />
|level=0,4 |guardDrain=- |cancel=-,SR |attribute=- |guard=210000 |invuln=<br />
|startup=6 |active=3 |recovery=15 |onBlock=-<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Tager_FThrow.png<br />
|notes=Floor bounce on 2nd hit<br />
}}<br />
===Back Throw===<br />
{{MoveData-BBCT |character=Iron Tager |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=1140 |pp=3000, 100 |p1=100 |p2=100,70<br />
|level=0,4 |guardDrain=- |cancel=-,SR |attribute=- |guard=210000 |invuln=<br />
|startup=7 |active=3 |recovery=15 |onBlock=-<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Tager_BThrow.png<br />
|notes=Floor bounce on 2nd hit<br />
}}<br />
===Air Throw===<br />
{{MoveData-BBCT |character=Iron Tager |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=1649 |pp=3000, 200 |p1=100 |p2=100,40<br />
|level=0,3 |guardDrain=- |cancel=R |attribute=- |guard=160000 |invuln=<br />
|startup=6 |active=2 |recovery=10 |onBlock=-<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Tager_AThrow.png<br />
|caption=Damage was determined by rolling on a keyboard<br />
|notes=Slam down on 2nd hit<br />
}}<br />
<br />
===Counter Assault===<br />
{{MoveData-BBCT |character=Iron Tager |type=normal<br />
|input=6A+B while blocking |name=Counter Assault<br />
|damage=0 |pp=3000 |p1=50 |p2=82<br />
|level=0 |guardDrain=200 |cancel=R |attribute=HB |guard=HA |invuln=1~20 All<br />
|startup=16 |active=2 |recovery=33 |onBlock=-25<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Tager_6B.png\BBCS_Tager_6B_2.png<br />
|notes=Knocks down on hit<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCT |character=Iron Tager |type=drive<br />
|input=5D |name=<br />
|damage=1040 |pp=100 |p1=75 |p2=92<br />
|level=4 |guardDrain=1000 |cancel=SR |attribute=HB |guard=ALL |invuln=<br />
|startup=23 |active=4 |recovery=38 |onBlock=-10<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCT_Tager_5D.png<br />
|caption=The visual effect is much cooler in this game than in later ones.<br />
|notes=Slide effect, wall bounce on counter hit\guard recovery 31F\magnetized on hit or guard\vacuum effect while attacking when magnetized<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCT |character=Iron Tager |type=drive<br />
|input=2D |name=<br />
|damage=1420 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1600 |cancel=R |attribute=HBF |guard=ALL |invuln=<br />
|startup=26 |active=10 |recovery=24 |onBlock=-1<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCT_Tager_2D.png<br />
|notes=Guard recovery 32F\magnetized on hit or guard\vacuum effect while attacking when magnetized<br />
}}<br />
===j.D===<br />
{{MoveData-BBCT |character=Iron Tager |type=drive<br />
|input=j.D |name=<br />
|damage=1180 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=1600 |cancel=R |attribute=H |guard=HA |invuln=<br />
|startup=21 |active=3 |recovery=18 |onBlock=-<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCT_Tager_jD.png<br />
|notes=Magnetized on hit or block\vacuum effect while attacking when magnetized<br />
}}<br />
<br />
==Special Moves==<br />
===360A===<br />
{{MoveData-BBCT |character=Iron Tager |type=special<br />
|input=360A |name=<br />
|damage=0×3, 2700 |pp=3000×3, 100 |p1=100 |p2=100, 82, 100, 60<br />
|level=4 |guardDrain=- |cancel=- |attribute=- |guard=275000 |invuln=3~11 All<br />
|startup=11 |active=1 |recovery=40 |onBlock=-<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCT_Tager_ABuster.png<br />
|caption=Great range and invuln, but only leads to weak american damage.<br />
|notes=knocks down, untechable\vacuum effect while attacking when magnetized (on jumping opponents)\while holding the button startup becomes slower (slowest 11+20F), after releasing startup is 2F<br />
}}<br />
<br />
===360B===<br />
{{MoveData-BBCT |character=Iron Tager |type=special<br />
|input=360B |name=<br />
|damage=0×3, 3724 |pp=3000×3, 100 |p1=100 |p2=100, 82, 100, 48<br />
|level=4 |guardDrain=- |cancel=- |attribute=- |guard=210000 |invuln=<br />
|startup=8 |active=2 |recovery=29 |onBlock=-<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Tager_Buster.png<br />
|caption=REAL SOVIET DAMAGE<br />
|notes=Knocks down, untechable\vacuum effect while attacking when magnetized (on grounded opponents)\while holding the button active time becomes longer (longest 2+6F), after releasing only active for 2F<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCT |character=Iron Tager |type=special<br />
|input=623C |name=<br />
|damage=0, 4625|pp=3000, 6000 |p1=100 |p2=100, 80<br />
|level=4 |guardDrain=- |cancel=-×2,R |attribute=- |guard=- |invuln=<br />
|startup=17 |active=4 |recovery=19 |onBlock=-<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Tager_Collider.png\BBCF_Tager_AtomicCollider2.png<br />
|caption=Would it have killed you to give this some invincibility?<br />
|notes=Floor bounce on hit, untechable\vacuum effect while attacking when magnetized (on jumping opponents), while holding the button startup becomes slower (slowest 17+43F), after releasing startup is 2F<br />
}}<br />
<br />
===236A===<br />
{{MoveData-BBCT |character=Iron Tager |type=special<br />
|input=236A |name=A Sledge Hammer<br />
|damage=920 |pp=200 |p1=70 |p2=80<br />
|level=3 |guardDrain=400 |cancel=R |attribute=HB |guard=ALL |invuln=1~21 Guard P<br />
|startup=19 |active=3 |recovery=21 |onBlock=-2<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Tager_Sledge.png<br />
|caption=Sledge...<br />
|notes=Guard point guards pp to 2400 damage. Can't block bursts)\25~31 can cancel to follow up<br />
}}<br />
<br />
===236B===<br />
{{MoveData-BBCT |character=Iron Tager |type=special<br />
|input=236B |name=B Sledge Hammer<br />
|damage=1120 |pp=100 |p1=70 |p2=92<br />
|level=4 |guardDrain=800 |cancel=R |attribute=HB |guard=ALL |invuln=1~40 Guard P<br />
|startup=35 |active=6 |recovery=15 |onBlock=+3<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Iron_Tager_236B_Charge.png\BBCS_Tager_Sledge.png<br />
|caption={{clr|2|236B}}'s charging frames<br />
|notes=Guard point guards pp to 2400 damage. Can't block bursts)\staggers (32F)\44~48 can cancel to follow up<br />
}}<br />
<br />
===Sledge > 236A===<br />
{{MoveData-BBCT |character=Iron Tager |type=special<br />
|input=Sledge > 236A |name=Additional Attack<br />
|damage=1280 |pp=100 |p1=100 |p2=92<br />
|level=4 |guardDrain=900 |cancel=R |attribute=HBF |guard=HA |invuln=<br />
|startup=24 |active=16 |recovery=20 |onBlock=-17<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Tager_Hammer.png<br />
|caption=... HAMMER!<br />
|notes=Floor bounce<br />
}}<br />
<br />
===41236D===<br />
{{MoveData-BBCT |character=Iron Tager |type=special<br />
|input=41236D |name=Spark Bolt<br />
|damage=1100 |pp=100 |p1=80 |p2=80<br />
|level=4 |guardDrain=1600 |cancel=R |attribute=HBP |guard=ALL |invuln=<br />
|startup=13 |active=- |recovery=Duration48 |onBlock=-1<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Tager_SparkBolt.png<br />
|notes=Wall bounce, magnetized on hit or guard\projectile property\goes through projectiles\Can only be used when Electricity Gauge is full\Electricity Gauge has a total of 1200 points, increases by 1 each frame<br />
}}<br />
===421B===<br />
{{MoveData-BBCT |character=Iron Tager |type=special<br />
|input=421B |name=Voltec Charge<br />
|damage=- |pp=- |p1=- |p2=-<br />
|level=- |guardDrain=- |cancel=- |attribute=- |guard=- |invuln=6~16 HBP<br />
|startup=- |active=- |recovery=Duration 39~113 |onBlock=-<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Tager_Charge.png<br />
|caption=Later games changed the input to {{clr|D|214D}}.<br />
|notes=10F startup when guarding attacks, Electricity Gauge start to increase at 22F\guard point is active while holding the button (at most 90F)\after releasing button, guard point disappears in 2F and gauge increases in 7F then move stops in 24F\gauge increases by 60 at least, increase by 4 per frame, on the 22F or 7F after button release, gauge increases all at once.<br />
}}<br />
<br />
==Distortion Drives==<br />
===236236B===<br />
{{MoveData-BBCT |character=Iron Tager |type=super<br />
|input=236236B |name=Magna Tech Wheel<br />
|damage=40×19, 2891 |pp=100 |p1=100 |p2=100×19, 70<br />
|level=4 |guardDrain=40×19, 1800 |cancel=R |attribute=HB×19, HBF |guard=ALL×19, HA |invuln=1~58 Guard All<br />
|startup=7+12 |active=4, 2×18 (15) 3 |recovery=72 |onBlock=-56<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Tager_MTW.png\BBCS_Tager_MTW_2.png<br />
|notes=vacuum on hits 1~19, hitstop 0\20th hit causes floor bounce, untechable, hitstop is 28\While magnetized causes vacuum while active\77~110 can cancel to follow up<br />
}}<br />
===236236B > 236236B===<br />
{{MoveData-BBCT |character=Iron Tager |type=super<br />
|input=236236B > 236236B |name=Terra Break<br />
|damage=3500 |pp=6000 |p1=100 |p2=65<br />
|level=4 |guardDrain=10000 |cancel=- |attribute=HB |guard=ALL |invuln=1~9 All<br />
|startup=9+25 |active=3 |recovery=43 |onBlock=-27<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Tager_TerraBreak.png<br />
|notes=Wall bounce on hit<br />
}}<br />
===720C===<br />
{{MoveData-BBCT |character=Iron Tager |type=super<br />
|input=720C |name=Genesic Emerald Tager Buster<br />
|damage=0×3, 5620 |pp=3000×3, 100 |p1=100 |p2=100, 82, 100, 92<br />
|level=4 |guardDrain=- |cancel=- |attribute=- |guard=320000 |invuln=1~6 All<br />
|startup=5+0 |active=5~58 |recovery=27 |onBlock=-<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Tager_GETB.png\BBCS_Tager_GETB2.png<br />
|notes=knocks down, untechable\can charge while button is held, active for only 2F after releasing the button<br />
}}<br />
==Navigation==<br />
{{#lst:BBCT/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Yuuki_Terumi&diff=439555BBCF/Yuuki Terumi2024-01-09T13:11:39Z<p>Manta: /* The Unholy Wrath of the Basilisk */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Yuuki Terumi is a mobile rushdown character '''centered around meter'''. With his Drive, he can gain massive amounts of meter, and use it to effectively open up his opponent or use his vast number of Distortion Drives for damage or utility. However, without meter Terumi is quite lackluster and can find it very hard to safely approach his opponent. Coupled with a low overall health total, it only takes a few bad calls to lose a round.<br />
<br />
Thankfully, his air dash and run speed help make up for his lack of strong pokes. Once he's in, he can spend meter for effective pressure and potentially snowball out of control. His '''Overdrive is great''', especially as a comeback factor. On top of gaining more meter with his Drive he can steal meter on block and force reactions out of opponents. It also vastly improves his combo potential. Terumi is '''easy to pick up and play''' for those seeking good mobility and high damage.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#5A|5A]] (5F, whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#The Divine Twin Blades|623B]] (7F)<br/>[[#Venomous Bite|236236A]] (Catch 1~112F)<br/>[[#Serpent's Cursed Sting|632146D]] (17F)<br/>[[#Screeches of the Condemned|236236D/214214D]] (27F)<br />
| fatalStarter = [[#6B|6B]]<br/>[[#6D|6D]]<br/>[[#Gleaming Fang|41236C]]<br />
}}<br />
{{card|width=4<br />
|header= Drive: Force Eater<br />
|content=<br />
Terumi's Drive is centered around Heat gain. By using his Drive, Terumi gains extra meter on hit and block, far beyond what most characters normally get; note that meter gain from his Drive prorates along with the combo, so you will get less for doing multiple Drives in one combo. The opponent will also not gain any Heat when they block (or get hit by) Terumi's Drive attacks.<br />
|header2= Overdrive: Nightmare Reaper<br />
|content2=<br />
Increases the Heat gained from Drive attacks and generally improves them in terms of hitboxes, damage, etc. Terumi will also drain the opponent's meter when his opponent blocks (or gets hit by) his Drive attacks.<br />
<br />
Also allows Terumi to cancel his supers into other supers (even the same one he just performed) so long as he has enough Heat to perform another super. It also gets rid of Heat gauge cooldown, meaning you can use a distortion and then proceed to gain meter as you normally would. Nightmare Reaper also allows Terumi to cancel any super into his Exceed Accel on hit and on block, allowing him to easily end his combos with big damage and gain Active Flow.<br />
}}<br />
</div><br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Terumi's fastest normal at 5 frames. {{clr|A|5A}} is mainly used as either an anti-air when {{clr|A|6A}} would whiff. Also is a abare, but not a good one as it whiffs on all crouching characters except Tager and Hakumen.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Terumi's {{clr|B|5B}} has much shorter range than most other {{clr|B|5B}}s. However, it's an excellent pressure option due to being +2 on block. This can also be used as a high damage counter poke in his neutral game thanks to Terumi's high run speed.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|inactive2= 11<br />
|active3 = 2<br />
|recovery = 12<br />
}}<br />
{{clr|C|5C}} moves Terumi forward, helping him to stay in his effective range. It can be jump canceled on the first hit, although Terumi can't use an air action afterwards. Jump Cancelling can be used to reset pressure, or extend pressure with {{clr|D|j.2D}}. With meter, {{clr|C|5C(1)}} can be Rapid Cancelled for a mix-up with either {{clr|A|j.A}}/{{clr|B|j.B}}, or a low/throw after landing.<br />
*The second part of the move is programmed to only activate when Terumi's vertical velocity hits zero, so if some external force launches him upwards (Such as Kokonoe's Graviton), Terumi will be stuck in recovery from the first part of the attack until he starts falling.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 10<br />
}}<br />
One of Terumi's greatest tools in pressure due to having only 7 frames of startup and being ±0 on block, and is also useful for tick throws. Can be frame trapped into {{clr|C|6C}} or {{clr|D|236D}}. While it can be used to get out of pressure, the range is not that great.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
This move is one of his best pokes due to it's range, but needs to be used with caution due to it's sluggish 19 frames of recovery. This is also Terumi main low. Beware of Instant Blocks, as it creates a gap when chaining into any {{clr|C|C}} or {{clr|D|D}} normal besides {{clr|C|3C}} and {{clr|D|4D}}.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 25<br />
}}<br />
This is one of Terumi's longest ranged normals, but is quite poor as a neutral tool due to the startup, recovery and extended hurtbox. {{clr|C|2C}} is also '''not a low.''' It's jump-cancelable on hit and block, and Terumi can use an air option after a jump cancel, unlike {{clr|C|5C}}. It's useful in pressure as you can jump cancel into {{clr|D|j.2D}} without leaving much of a gap (4F), or as a frame trap after a {{clr|A|2A}}.<br />
*Terumi's hurtbox extends during the startup frames and is as long as the hitbox.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 24<br />
}}<br />
Terumi's primary Anti-Air. It has good horizontal range, only 9F startup, the hitbox covers Terumi's entire head, and it's jump-cancelable on hit and block. The only downside is that the damage off of it without a Counter-hit can leave a lot to be desired, even with meter.<br />
<br />
On Counter-Hit, it has a lot more hitstun, allowing for good damage and meter gain.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B, 6[B] |versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>6B</small><br />
|startup = 24<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>[6B]</small><br />
|startup = <br />
|active = <br />
|recovery = 31<br />
|frcStart = 25<br />
|frcEnd = 31<br />
}}<br />
<br />
Terumi does a short dash before ramming his knee into his opponent. In pressure, it can be chained into from almost all of Terumi's normals, and its useful for frame trapping due to the Foot and Throw invuln. However, this move can easily be beat out if the opponent has a DP. This move is also air unblockable, and can catch opponents trying to jump out of Terumi's pressure.<br />
<br />
The feint version is performed by holding {{clr|B|B}}. It is used almost exclusively for throw setups and mind games, due to lacking the Foot and Throw invuln of the non-feint version. Although it can be used to bait reversals in certain matchups (Ex: Jin's Yukikaze or Hakumen's Zanshin).<br />
<br />
How much this normal is used depends entirely on the matchup and the opponent's defensive options. In some matchups it goes entirely untouched, but in others it'll be leaned on as a crutch.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options (on hit)]]: {{clr|C|6C}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 2<br />
|inactive2= 8<br />
|active3 = 3<br />
|inactive4= 17<br />
|active4 = 4<br />
|recovery = 31<br />
}}<br />
This is Terumi's longest ranged normal. However, it doesn't lead to anything without a Counter-Hit or Rapid Cancel. It will not end well if you throw it out randomly in neutral. <br />
<br />
In pressure, it is not an bad option for closing distance when 6B cannot reach, considering Terumi's meter gain. It can also be RC'd just before the third hit to mix in a surprise low/throw. <br />
<br />
Note that there is no gap between the second and the third hit, but if the opponent IB'd, they can reversal you out. <br />
<br />
* Counter Hit Recovery.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|recovery = 30<br />
}}<br />
Terumi's other low attack. This can be be used in his mix-up game, but it's his only normal that doesn't gatling into {{clr|B|6B}}. Because it knocks the opponent down, it allows for immediate use of {{clr|C|22C}} on hit.<br />
<br />
On Counter-Hit, it inflicts hard knockdown, allowing a link other normals for more damage and even {{clr|D|2D}} if done immediately.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Jumping jab. One of his best options for hitting crouchers on a jump-in. Also useful as an air-to-air option. With 50 Heat, it can be used as a fast overhead by doing {{clr|C|5C(1)}} → RC → {{clr|A|j.A}}. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}, {{clr|D|j.2D}}<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 4<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 14<br />
}}<br />
An all-purpose air normal, but compared to some of his other normals, it's not that good of a jump-in. It has great horizontal range, decent vertical range, and can cross up in the later parts of the move.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|j.C}}, {{clr|D|j.D}}, {{clr|D|j.2D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|inactive2= 3<br />
|active3 = 2<br />
|inactive4= 4<br />
|active5 = 2<br />
|recovery = 18<br />
}}<br />
Terumi's {{clr|C|j.C}} sees a lot of use in neutral, where it's used for Terumi to protect himself from an approach where {{clr|D|j.D}} would be too slow. Not that great of a jump-in, but it is still good to use off of an IAD.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.2D}}<br />
}}<br />
<br />
==Drive Moves==<br />
<br />
* All Terumi's Drive moves will generates a fixed amount of heat. This value is listed in the '''(minimum X%)''' part of the description.<br />
* The heat gain listed here is the heat gain on raw hit (the first hit of the combo).<br />
<br />
To see the details of how Terumi's heat gain is calculated, see [https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Frame_Data#Drive_Moves|the Frame Data page].<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 18<br />
}}<br />
'''Normal Version'''<br />
*Generates 15% Heat on hit (minimum 5%), 8% on block.<br />
<br />
This is Terumi's 2nd longest ranged normal, as well as his go-to poke in neutral. The max range of this move isn't at the tip, but at around the snake's eyes (just short of the tip). It's a strike-projectile and can be used to nullify other projectiles, but will lose to level 2 ones. The startup and recovery are quite sluggish, so use this move with caution.<br />
<br />
*Terumi's hurtbox extends to the end of his hand, which is about half of the hitbox.<br />
----<br />
'''Overdrive Version'''<br />
*Generates 17% Heat on hit (minimum 7%), 10% Heat on block, and drains 2% Heat from the opponent on hit/block.<br />
<br />
Used in most of the same instances as it's non-OD counterpart, but boasts greatly increased range both horizontally and vertically.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|6C}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 40<br />
|isProjectile = true<br />
|recovery = 22<br />
}}<br />
'''Normal Version'''<br />
*Generates 24% Heat on hit (minimum 5%), and 9-10% Heat on block<br />
<br />
Combos from Counter-Hit {{clr|A|6A}}. On its own it's way too slow to be used reliably, and therefore rarely sees any use. Only ever useful against opponents late teching, or if you know that they're not going to do anything other than block.<br />
<br />
Although this has a deadzone in front of Terumi, it has a pull-in effect, so you can actually capitalize on it's frame advantage if you can make them block it.<br />
<br />
----<br />
'''Overdrive Version'''<br />
*Hits 3 times.<br />
*Generates 35% Heat on hit (minimum 21%), 22% Heat on block, and drains 6% Heat from the opponent on hit/block.<br />
<br />
Has a much bigger hitbox, but the (lack of) uses are the same as the normal version.<br />
<br />
*Counter-Hit state for the entire duration.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D, 6D Followup, 6D Followup OD<br />
|versioned=input|names=6D, 6D Followup, 6D Followup OD<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 3<br />
|recovery = 24<br />
}}<br />
'''Normal Version'''<br />
*Gains 30% Heat on hit in total (minimum 8%).<br />
*Fatal Counter<br />
<br />
Essentially a hitgrab since it fixes the position of the opponent if the followup triggers (Requires the opponent to be within 400,000 units horizontally, which isn't hard at all). For the most part this is just combo filler due to being outclassed by Terumi's other tools. However it's Terumi's fastest Fatal Counter move that doesn't cost meter, so it has niche use as a punish tool.<br />
<br />
As followup hits only occur if they're relatively close, the long untech of the first hit can be used to extend some combos.<br />
<br />
----<br />
'''Overdrive Version'''<br />
*Followups Gain 42% Heat on hit (minimum 16%), and drains 5% Heat from the opponent on hit.<br />
<br />
Significantly better as combo filler, as it has great meter gain and good scaling. Allows Terumi to tack on a super at the end, though the height and distance makes it hard, if not impossible, to connect certain supers. On the last hit, Terumi kicks the opponent farther/higher than the normal version, if hit high enough you can also follow up with another {{clr|D|6D}} from about halfscreen (requires a microdash outside the corner) for a lot of meter gain without much scaling.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options (on hit)]]: {{clr|C|6C}}<br />
}}<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
{{BBCF Move Card<br />
|input=4D<br />
|description= <br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
'''Normal Version'''<br />
*Generates 13% Heat on hit (minimum 5%), and 7% on Block.<br />
<br />
Terumi preforms a short-ranged kick. Like {{clr|D|5D}}, it clashes with level 1 projectiles. Being jump-cancellable and super-cancellable, it allows for mix-ups and safejumps. <br />
<br />
This move can also be used as a counter-poke in certain situations, due to it's speed and disjointed hitbox, it'll beat out moves with extended hurtboxes and clash with ones that don't.<br />
<br />
----<br />
'''Overdrive Version'''<br />
*Generates 17% Heat on hit (minimum 7%), 11% on Block, and drains 2% from the opponent on hit/block.<br />
<br />
Untechable time is greatly increased, allowing Terumi to loop {{clr|D|4D}} → {{clr|D|j.2D}} more than once.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 4<br />
|recovery = 23<br />
|specialRecovery = 6<br />
}}<br />
'''Normal Version'''<br />
*Generates 18% Heat on hit (minimum 5%), and 7% Heat on block.<br />
<br />
Terumi's main air-to-ground normal and keepaway tool, thanks to it's massive, disjointed hitbox, as well as it's short landing recovery. This allows him to prevent his opponent from approaching too carelessly. However, this move is quite slow to come out, making it risky to throw out if the opponent is too close.<br />
<br />
It can be very hard to confirm without a Counter-Hit, {{clr|D|5D}} only links if {{clr|D|j.D}} is done as late as possible, {{clr|D|j.2D}} only links on an airborne opponent, and all of Terumi's other normals are hard to link due to {{clr|D|j.D}}'s high pushback and knockback. With Counter-Hit, however, it can generally combo into {{clr|D|5D}} unless you hit very early in your jump.<br />
<br />
----<br />
'''Overdrive Version'''<br />
*Generates 20% Heat on hit (minimum 7%), 11% Heat on block, and drains 2% from the opponent on hit/block.<br />
During OD, the hitbox becomes even bigger, making it even harder to contest. Thanks to {{clr|D|j.2D}}'s changes in OD, it can be used as combo filler.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.2D}}<br />
}}<br />
<br />
===<big>{{clr|D|j.2D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 8<br />
|specialRecovery = 7<br />
}}<br />
'''Normal Version'''<br />
*Generates 12-13% Heat on hit (minimum 5%), and 6-7% Heat on block.<br />
<br />
Terumi's main air combo ender and a decent pressure reset. Combined with jump startup, the fastest it can be done is 20F. While it is +3 on block when TK'd, the only time Terumi can go into it without leaving a 10+ frame gap is from {{clr|C|5C(1)}} or {{clr|C|2C}} <br />
<br />
{{clr|D|j.2D}} can also be used as a meaty if you know your opponent will Emergency tech due to its of active frames, frame advantage (up to +8 if timed right) and the ability to safe-jump or OS reversals if timed right.<br />
----<br />
'''Overdrive Version'''<br />
*Generates 16% Heat on hit (minimum 7%), 10% on block, and drains 2% from the opponent on hit and block.<br />
In Overdrive, {{clr|D|j.2D}} becomes a combo extender. It always causes a hard knockdown, allowing follow-ups whenever it lands no matter what. Great combo filler and pressure option. In Overdrive you can loop {{clr|D|4D}} → {{clr|D|j.2D}} for massive meter gain.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*100% minimum damage.<br />
*Inflicts Hard knockdown.<br />
Can cancel into Crush Trigger, Overdrive, and any special except {{clr|C|22C}} or super on the first hit of the grab. All options above, including {{clr|C|22C}}, are possible on the 2nd hit.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*100% minimum damage.<br />
*Wall bounces.<br />
First hit works the same as the Forward Grab, while the second hit tosses the opponent behind Terumi and wall bounces, allowing follow-ups after dashing. Also cancellable with specials, supers, and Overdrive.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*100% minimum damage.<br />
<br />
Works the same as back throw, except when the opponent wall bounces, they bounce back towards Terumi.<br />
<br />
Beware of doing air grabs with the opponent too close to the corner. If they are, they will not wall bounce and they will simply be put in a hard knockdown, where only {{clr|C|41236C}} can reach in time to combo. <br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*Knocks the opponent full screen on Counter-Hit.<br />
Decent speed and range but has a nasty habit of whiffing, making it situational at best. <br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
A relatively standard Crush Trigger. Its hitbox hits very low. Considering Terumi's Heat gain, this move is useful in combos to deal more damage, if you don't want to (or can't)invest a Distortion.<br />
}}<br />
<br />
==Special Moves==<br />
Note: All of Terumi's Specials can be cancelled into any of his Distortion Drives. <br />
<br />
===<big>Snakebite</big>===<br />
{{InputBadge|{{clr|D|236D}}}}<br />
{{BBCF Move Card<br />
|input=236D, 236D Followup <br />
|versioned=input|names= 236D, Followup<br />
|description=<br />
*Followup gains 27% heat on hit (minimum 7%).<br />
*In Overdrive: Followup gains 32% heat on hit (minimum 7.5%) and drains 5% from the opponent.<br />
<br />
A hitgrab that ends with Terumi's opponent knocked down at his feet if it hits fully. One of Terumi's main combo enders, and a combo extender with meter. Also works as a decent whiff punish in a pinch. It's super-cancelable on the first and third hit, and Terumi can RC at any point during the move. However, when used as a combo ender, it can be very hard to punish rolls at midscreen.<br />
<br />
If the move hits high so the follow-up does not come out, Terumi can follow up with {{clr|A|5A}} or {{clr|B|5B}} for decent corner carry. <br />
*Followup only triggers when the opponent is low enough.<br />
*On-block recovery is 24F; whiff recovery is 11F.<br />
}}<br />
<br />
===<big>Retaliating Fang</big>===<br />
{{InputBadge|{{clr|D|214D}}}}<br />
{{BBCF Move Card<br />
|input=214D<br />
|description=<br />
Has great range for a command grab, but it's very slow. Can be used sparingly as a mix-up option to build meter, but Terumi will be punished very heavily for it on whiff.<br />
<br />
* Counter Hit state for entire duration.<br />
* Fixed Heat gain: 34.5%. Up to 10% heat will be drained for opponent under OD.<br />
}}<br />
<br />
===<big>Cleaving Fang</big>===<br />
{{InputBadge|{{clr|C|22C}}/{{clr|C|22CCCC}} near downed opponent}}<br />
{{BBCF Move Card<br />
|input=22C,22CCCC |versioned=input<br />
|description=<br />
Purely combo filler. This move cannot be activated unless opponent is downed currently or has been downed during the current combo. {{clr|C|3C}}, {{clr|D|236D}}, also allow use of this move, even if your opponent hasn't hit the ground yet. Floorslides also count, but groundbounces (The bounce of {{clr|C|6C}} for example) do not. {{clr|B|5B+C}} is also a way to land this move<br />
----<br />
'''{{clr|C|22C}}''' (Light) <br />
<br />
Light Version deals two stomps and one kick. The kick for both versions will wall bounces in the corner, allowing follow-ups. In midscreen, {{clr|D|236D}} (whiff) into {{clr|A|5/2A}} is your staple combo route.<br />
<br />
While most of the time Heavy version is better, it also costs extra combo time, meaning some combo parts will break, especially on a Short starter, thus light version becomes an alternative.<br />
----<br />
'''{{clr|C|22CCCC}}''' (Heavy)<br />
<br />
Heavy Version deals five stomps and one kick, and has 110% bonus proration on last hit. The extra C inputs to activate the heavy version can be input at any time before the second stomp hits.<br />
<br />
*Can be Overdrive cancelled.<br />
}}<br />
<br />
===<big>Agonizing Fang</big>===<br />
{{InputBadge|{{clr|C|214C}}}}<br />
{{BBCF Move Card<br />
|input=214C<br />
|description=<br />
A very fast overhead that can come from almost all of Terumi's normals, making it hard to react to. Safe on normal block and advantageous on hit to continue offence. {{clr|C|214C}} leads to decent reward, and while needing heat to combo, this isn't a big condition to meet with Terumi's meter gain, it can also ink into {{clr|A|2A}} on CH. <br />
<br />
Also sees use in corner combos thanks to its KD properties and Garengeki being special-cancelable. <br />
<br />
*Hard KDs on air hit. <br />
}}<br />
<br />
==Distortion Drives==<br />
* All Distortion Drives have the following properties unless otherwise stated:<br />
** Cost 50 Heat<br />
** Heat Gauge Cooldown 180F<br />
* Under Terumi's Overdrive, Distortion Drives have the following additional properties:<br />
** Can cancel Distortion Drives into other Distortion Drives/Exceed Accel, provided that one has at least 50 Heat<br />
** Heat Gauge Cooldown is disabled in the entire duration of Overdrive<br />
===<big>Gleaming Fang</big>===<br />
{{InputBadge|{{clr|C|41236C}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=41236C,j.41236C,41236C OD,j.41236C OD |versioned=input<br />
|description=<br />
Terumi rushes at the opponent enveloped in a dark green aura, moving across nearly the entire screen (air version varies depending on how high Terumi is when used). Both versions cannot hit players behind them, even with hitbox overlaps, so it's not possible to do a diving crossup with the air version, for example. The air version also has a very tight hitbox which only just covers Terumi himself (And not the Snake graphical effect) and stops being active the instant Terumi touches the floor, so it has a bad habit of landing short when used as a dive attack.<br />
<br />
Sadly only features projectile invulnerability and a hurtbox that reaches in front of his hitbox on the ground version, so don't be too surprised if you rush face-first into an active hitbox if you throw this out in neutral. At distance some characters can even just throw out a jab on reaction to the superflash. The unusually short super flash does mean they don't get a lot of time to react, however. Terumi subtly teleports to a set point behind the opponent on hit/block, meaning the spacing afterwards will be consistent even if hitting an extended hurtbox.<br />
<br />
----<br />
'''Normal Version'''<br />
<br />
Can net ~3K combos on hit with minimal effort. It's -4 on block, and even on Instant Block it can be hard to punish. The projectile invincibility makes this move good for getting in on zoners or punishing projectile supers.<br />
<br />
----<br />
'''Overdrive Version'''<br />
<br />
In OD, this move gains an additional rush, cancelling out the side switch. This only occurs on hit/block. It adds damage and gives more time to follow up. Curiously, if the first attack is guardpointed, the second hit will do no damage.<br />
<br />
*Inflicts Fatal Counter.<br />
*Switches sides on hit/block.<br />
*Minimum damage: 360 [560]<br />
}}<br />
<br />
===<big>The Divine Twin Blades</big>===<br />
{{InputBadge|{{clr|B|623B}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=623B,j.623B,623B OD,j.623B OD |versioned=input<br />
|description=<br />
Terumi's main reversal option. Despite appearances, the snake-effect during the move has no hitboxes, meaning it has less range than it appears.<br />
----<br />
'''Normal Version'''<br />
<br />
Very fast, but also very unsafe on block or whiff, and will whiff on very low profiles moves. Recommended to use when you have 100 meter so you can RC it safely. Can be followed up on Counter-Hit with dash 5B to recover some heat.<br />
----<br />
'''Overdrive Version'''<br />
OD adds an extra kick at the end which ground-bounces the opponent, making it a staple OD combo extender. The ground version gives 8 frames to follow up, while the air version gives 11 frames, so it is the best to cancel from the airborne frames of 5C. <br />
<br />
It's usefulness as a reversal is also further increased due to being cancellable into Exceed Accel. They will have to punish you before you hit the ground for anything guaranteed.<br />
<br />
*Minimum damage: 830 [1100]<br />
*3rd hit has smaller hitbox than the effect displays, making it whiff on most crouching characters.<br />
}}<br />
<br />
===<big>Serpent's Laceration</big>===<br />
{{InputBadge|{{clr|A|63214A}}/{{clr|B|B}}}}<br />
{{BBCF Move Card<br />
|input=63214A,63214B |versioned=input<br />
|description=<br />
A multi-kick move, useful for extending combos and as a rare mixup. During the super pause Terumi's sprite is the same for both moves, with only subtle differences afterwards giving away which way to block. Both versions have the same startup time, making it impossible to option select the correct block.<br />
----<br />
'''A Version'''<br />
*Minimum damage: 545 [890]<br />
<br />
Hits low. With full meter, this is a legitimate mix-up, but be wary if they have 50 meter to Counter Assault. It's best used for this purpose near the corner for good damage and meter. The {{clr|A|A}} version cannot be followed up without full meter. Wallbounces towards Terumi midscreen; wallsticks in the corner. <br />
<br />
As a combo starter, you can either RC until the end of animation which gives more damage, or RC on the second hit which leaves them in a long untechable state, making it useful to recover more heat due to longer combo time. Or you can just use it to do a taunt combo.<br />
<br />
As a side note, finishing an opponent with the first or second hit will give you a taunt voice clip while rubbing his heel into his opponents face instead of his usual round win quotes. <br />
----<br />
'''B Version'''<br />
*Minimum damage: 715 [890]<br />
<br />
The {{clr|B|B}} version is an overhead. Wallbounces towards Terumi midscreen, wallsticks in the corner, and can be used as a corner combo extender if CT isn’t an option or if you really need the extra damage.<br />
<br />
Can be used to end combos, giving you less damage than his other supers, but better Oki.<br />
----<br />
'''Overdrive Version'''<br />
<br />
In OD, the number of hits increases, and both versions can be followed up anywhere on the screen, making the mixup more potent and allowing it to be a combo extender in more situations. However, it is outclassed by Messenga or Soutenjin in most situations, due to proration and its long animation costing more Overdrive time.<br />
}}<br />
<br />
===<big>Venomous Bite</big>===<br />
{{InputBadge|{{clr|A|236236A}}}}<br />
{{BBCF Move Card<br />
|input=236236A,236236[A],236236A Attack |versioned=input<br />
|description=<br />
Terumi walks forward and casually swings Ouroboros around. Infamously ineffective counter colloquially referred to as the "50 meter taunt". Leaves you unactionable for over 3 full seconds as you slowly pace towards the opponent, and vulnerable to your opponent's biggest counter hit punish for the last second. Does lead to great damage if it lands the way it wants.<br />
<br />
Normal version blocks mids and overheads, Overdrive version also blocks lows. Neither version blocks projectiles, dolls, throws or unblockables. When the Guard is triggered, a large unblockable hitbox filling about half of the screen in front of Terumi activates for 8 frames, following up with the main portion of the move when it connects. However, this hit cannot hit airborne opponents, or opponents behind Terumi. As such, it can block but fail to activate on things like high jump-ins, crossups or rising invulnerable moves like Ragna's {{MMC|chara=Ragna the Bloodedge|input=623C|label=Inferno Divider}}. It also has a maximum range check in front of Terumi for some reason, just in case the move was a bit too usable.<br />
<br />
Having zero hitstop on the guard point means, normally, it should be impossible to buffer a cancel into an invulnerable move to avoid the hit after triggering it. Unfortunately for Terumi, it is instead possible to buffer an Overdrive Cancel by holding the input on startup, then allowing an invulnerable action such as a backdash to be performed afterwards to make up the remaining 2 active frames.<br />
<br />
This move is highly situational and is the best used against predictable opponents, rather than throwing it out randomly. Can be used as a nasty punish as well as a pseudo-reversal due to it becoming active on frame one, notably being effective against very deep safejump setups. However, this move is generally way too high-risk to advise using over your other defensive options as it loses to almost everything. <br />
<br />
Against heavily telegraphed or reactable moves however (such as Tager's Sledgehammer) you can use it, preferably with full meter to follow up, and most practically after you see someone doing something both committal and compatible with the counter during the OD activation screen freeze. One of Terumi's best starters overall should you find a good way to land it, leading to over 6000 damage with proper routing & resources. It also functionally guarantees Active Flow.<br />
<br />
*Holding A during the move shortens the active and overall duration by 28F for some reason.<br />
*100% minimum damage... for some reason.<br />
}}<br />
<br />
===<big>Serpent's Cursed Sting</big>===<br />
{{InputBadge|{{clr|D|632146D}}}}<br />
{{BBCF Move Card<br />
|input=632146D<br />
|description=<br />
Terumi does a sword slash that is followed up by a cinematic if it hits. You should only ever use this move to kill; it does absurd damage, but will always leave you without meter. Also doubles as a slower reversal option, but with much more invulnerability.<br />
<br />
At max meter, this is one of the highest-damaging attacks in the game. It's well worth activating Overdrive for mid combo to eke out a bit more meter gain just before activating this.<br />
<br />
----<br />
'''Normal Version'''<br />
<br />
During the snakebite phase, hits once for every 5 meter Terumi has remaining, rounded up. Each hit will deal 250 damage, with a minimum of 3 hits.<br />
<br />
----<br />
'''Overdrive Version'''<br />
<br />
Under Overdrive, opponent now will also loses 5% meter per hit, and Terumi gains 1% for every hit during the snakebite phase. In practice, this means you deal 13 hits with 100 meter in OD against an opponent with meter, 14 if you have auto heat regeneration. The move still deals the same damage per hit during the snakebite phase, but the finishing hits are improved.<br />
<br />
* The minimal damage list below only consider the worst damage dealt under the Heat requirement (so 50%, 75% and 100%, and no drained Heat or auto heat regen).<br />
{{{!}} class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
{{!}}+ Quick reference table<br />
! !! < 25 Heat !! 25 to 49 Heat !! 50 Heat<br />
{{!}}-<br />
{{!}} Last kick damage {{!}}{{!}} 1500 {{!}}{{!}} 1500*2 {{!}}{{!}} 1500, 4000<br />
{{!}}-<br />
{{!}} Total minimal damage {{!}}{{!}} 930 {{!}}{{!}} 1030 {{!}}{{!}} 1680 <br />
{{!}}-<br />
{{!}} Last kick damage (OD) {{!}}{{!}} 3000 {{!}}{{!}} 1000*3, 2000 {{!}}{{!}} 1000, 2000, 3000<br />
{{!}}-<br />
{{!}} Total minimal damage (OD) {{!}}{{!}} 930 {{!}}{{!}} 1530 {{!}}{{!}} 2030 <br />
{{!}}}<br />
}}<br />
<br />
===<big>Screeches of the Condemned</big>===<br />
{{InputBadge|{{clr|D|236236D}}/{{clr|D|214214D}}}}<br />
{{BBCF Move Card<br />
|input=236236D,214214D |versioned=input<br />
|description=<br />
Terumi shoots out a chain either straight forwards ({{clr|D|236236D}}) or at a ~45 degree angle ({{clr|D|214214D}}). After connecting, Terumi goes into a series of strikes. At the end of the sequence, Terumi will switch sides. <br />
<br />
*Requires 100 Heat.<br />
----<br />
'''Normal Version'''<br />
<br />
Costs 100 Heat and has a good amount of invulnerability. It guard-crushes on block, and if Barrier Blocked, it pulls his opponent to him. This is mainly used to close out rounds when at midscreen and against zoners to hard punish projectiles. Has a minimum distance at which the opponent must be away from Terumi (roughly half screen for {{clr|D|236236D}}; anti-air version is roughly 1 1/2 character lengths, although if they are too close, it becomes inconsistent) or it will completely pass through the opponent.<br />
----<br />
'''Overdrive Version'''<br />
<br />
In OD, both versions of this move are completely unblockable, meaning it can be used to play mind games with the opponent or on Overdrive Raid against projectiles for a massive punish.<br />
<br />
*If first hit guard crushes, the second hit will confirm into the rest of the attack.<br />
*20% Minimum damage: 1740 [2330].<br />
*Both versions have large deadzones.<br />
}}<br />
<br />
==Exceed Accel==<br />
<br />
===<big>Dungeon of Serpents</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*300/638 Minimum Damage<br />
*Can cancel out of other supers into this to frame trap.<br />
<br />
Terumi performs a flying kick towards the opponent, covering much more ground than most EA's. This does usually mean that Terumi will be left in a bad position on block. That, combined with bad pushback, makes this is one of the easiest EA's to punish.<br />
<br />
Because of the effects of Terumi's Overdrive, he can super-cancel most of his supers into this move, even on block. This means you can go for a gimmicky, last-ditch, frame trap by cancelling into this move on block.<br />
}}<br />
<br />
==Astral Heat==<br />
===<big>The Unholy Wrath of the Basilisk</big>===<br />
{{InputBadge|{{clr|D|222D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=222D<br />
|description=<br />
Terumi creates a red portal with his Ouroboros chains on the ground in front of him. The portal is large but slightly disconnected from Terumi, meaning it will whiff if you're too close. Can connect from {{clr|D|236D}}, {{clr|D|6D}}, CH {{clr|A|6A}} and numerous other things due to being able to be cancelled from special moves. Compared to other Astral Heats, this is very easy to land and for Terumi to make 100 heat for, making it a very practical way to finish the match.<br />
}}<br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Terumi}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Yuuki Terumi|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Yuuki_Terumi&diff=439554BBCF/Yuuki Terumi2024-01-09T13:01:09Z<p>Manta: /* The Unholy Wrath of the Basilisk */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Yuuki Terumi is a mobile rushdown character '''centered around meter'''. With his Drive, he can gain massive amounts of meter, and use it to effectively open up his opponent or use his vast number of Distortion Drives for damage or utility. However, without meter Terumi is quite lackluster and can find it very hard to safely approach his opponent. Coupled with a low overall health total, it only takes a few bad calls to lose a round.<br />
<br />
Thankfully, his air dash and run speed help make up for his lack of strong pokes. Once he's in, he can spend meter for effective pressure and potentially snowball out of control. His '''Overdrive is great''', especially as a comeback factor. On top of gaining more meter with his Drive he can steal meter on block and force reactions out of opponents. It also vastly improves his combo potential. Terumi is '''easy to pick up and play''' for those seeking good mobility and high damage.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#5A|5A]] (5F, whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#The Divine Twin Blades|623B]] (7F)<br/>[[#Venomous Bite|236236A]] (Catch 1~112F)<br/>[[#Serpent's Cursed Sting|632146D]] (17F)<br/>[[#Screeches of the Condemned|236236D/214214D]] (27F)<br />
| fatalStarter = [[#6B|6B]]<br/>[[#6D|6D]]<br/>[[#Gleaming Fang|41236C]]<br />
}}<br />
{{card|width=4<br />
|header= Drive: Force Eater<br />
|content=<br />
Terumi's Drive is centered around Heat gain. By using his Drive, Terumi gains extra meter on hit and block, far beyond what most characters normally get; note that meter gain from his Drive prorates along with the combo, so you will get less for doing multiple Drives in one combo. The opponent will also not gain any Heat when they block (or get hit by) Terumi's Drive attacks.<br />
|header2= Overdrive: Nightmare Reaper<br />
|content2=<br />
Increases the Heat gained from Drive attacks and generally improves them in terms of hitboxes, damage, etc. Terumi will also drain the opponent's meter when his opponent blocks (or gets hit by) his Drive attacks.<br />
<br />
Also allows Terumi to cancel his supers into other supers (even the same one he just performed) so long as he has enough Heat to perform another super. It also gets rid of Heat gauge cooldown, meaning you can use a distortion and then proceed to gain meter as you normally would. Nightmare Reaper also allows Terumi to cancel any super into his Exceed Accel on hit and on block, allowing him to easily end his combos with big damage and gain Active Flow.<br />
}}<br />
</div><br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Terumi's fastest normal at 5 frames. {{clr|A|5A}} is mainly used as either an anti-air when {{clr|A|6A}} would whiff. Also is a abare, but not a good one as it whiffs on all crouching characters except Tager and Hakumen.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Terumi's {{clr|B|5B}} has much shorter range than most other {{clr|B|5B}}s. However, it's an excellent pressure option due to being +2 on block. This can also be used as a high damage counter poke in his neutral game thanks to Terumi's high run speed.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|inactive2= 11<br />
|active3 = 2<br />
|recovery = 12<br />
}}<br />
{{clr|C|5C}} moves Terumi forward, helping him to stay in his effective range. It can be jump canceled on the first hit, although Terumi can't use an air action afterwards. Jump Cancelling can be used to reset pressure, or extend pressure with {{clr|D|j.2D}}. With meter, {{clr|C|5C(1)}} can be Rapid Cancelled for a mix-up with either {{clr|A|j.A}}/{{clr|B|j.B}}, or a low/throw after landing.<br />
*The second part of the move is programmed to only activate when Terumi's vertical velocity hits zero, so if some external force launches him upwards (Such as Kokonoe's Graviton), Terumi will be stuck in recovery from the first part of the attack until he starts falling.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 10<br />
}}<br />
One of Terumi's greatest tools in pressure due to having only 7 frames of startup and being ±0 on block, and is also useful for tick throws. Can be frame trapped into {{clr|C|6C}} or {{clr|D|236D}}. While it can be used to get out of pressure, the range is not that great.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
This move is one of his best pokes due to it's range, but needs to be used with caution due to it's sluggish 19 frames of recovery. This is also Terumi main low. Beware of Instant Blocks, as it creates a gap when chaining into any {{clr|C|C}} or {{clr|D|D}} normal besides {{clr|C|3C}} and {{clr|D|4D}}.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 25<br />
}}<br />
This is one of Terumi's longest ranged normals, but is quite poor as a neutral tool due to the startup, recovery and extended hurtbox. {{clr|C|2C}} is also '''not a low.''' It's jump-cancelable on hit and block, and Terumi can use an air option after a jump cancel, unlike {{clr|C|5C}}. It's useful in pressure as you can jump cancel into {{clr|D|j.2D}} without leaving much of a gap (4F), or as a frame trap after a {{clr|A|2A}}.<br />
*Terumi's hurtbox extends during the startup frames and is as long as the hitbox.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|recovery = 24<br />
}}<br />
Terumi's primary Anti-Air. It has good horizontal range, only 9F startup, the hitbox covers Terumi's entire head, and it's jump-cancelable on hit and block. The only downside is that the damage off of it without a Counter-hit can leave a lot to be desired, even with meter.<br />
<br />
On Counter-Hit, it has a lot more hitstun, allowing for good damage and meter gain.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B, 6[B] |versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>6B</small><br />
|startup = 24<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>[6B]</small><br />
|startup = <br />
|active = <br />
|recovery = 31<br />
|frcStart = 25<br />
|frcEnd = 31<br />
}}<br />
<br />
Terumi does a short dash before ramming his knee into his opponent. In pressure, it can be chained into from almost all of Terumi's normals, and its useful for frame trapping due to the Foot and Throw invuln. However, this move can easily be beat out if the opponent has a DP. This move is also air unblockable, and can catch opponents trying to jump out of Terumi's pressure.<br />
<br />
The feint version is performed by holding {{clr|B|B}}. It is used almost exclusively for throw setups and mind games, due to lacking the Foot and Throw invuln of the non-feint version. Although it can be used to bait reversals in certain matchups (Ex: Jin's Yukikaze or Hakumen's Zanshin).<br />
<br />
How much this normal is used depends entirely on the matchup and the opponent's defensive options. In some matchups it goes entirely untouched, but in others it'll be leaned on as a crutch.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options (on hit)]]: {{clr|C|6C}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 2<br />
|inactive2= 8<br />
|active3 = 3<br />
|inactive4= 17<br />
|active4 = 4<br />
|recovery = 31<br />
}}<br />
This is Terumi's longest ranged normal. However, it doesn't lead to anything without a Counter-Hit or Rapid Cancel. It will not end well if you throw it out randomly in neutral. <br />
<br />
In pressure, it is not an bad option for closing distance when 6B cannot reach, considering Terumi's meter gain. It can also be RC'd just before the third hit to mix in a surprise low/throw. <br />
<br />
Note that there is no gap between the second and the third hit, but if the opponent IB'd, they can reversal you out. <br />
<br />
* Counter Hit Recovery.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|recovery = 30<br />
}}<br />
Terumi's other low attack. This can be be used in his mix-up game, but it's his only normal that doesn't gatling into {{clr|B|6B}}. Because it knocks the opponent down, it allows for immediate use of {{clr|C|22C}} on hit.<br />
<br />
On Counter-Hit, it inflicts hard knockdown, allowing a link other normals for more damage and even {{clr|D|2D}} if done immediately.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Jumping jab. One of his best options for hitting crouchers on a jump-in. Also useful as an air-to-air option. With 50 Heat, it can be used as a fast overhead by doing {{clr|C|5C(1)}} → RC → {{clr|A|j.A}}. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}, {{clr|D|j.2D}}<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 4<br />
|inactive2 = 2<br />
|active3 = 2<br />
|recovery = 14<br />
}}<br />
An all-purpose air normal, but compared to some of his other normals, it's not that good of a jump-in. It has great horizontal range, decent vertical range, and can cross up in the later parts of the move.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|j.C}}, {{clr|D|j.D}}, {{clr|D|j.2D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|inactive2= 3<br />
|active3 = 2<br />
|inactive4= 4<br />
|active5 = 2<br />
|recovery = 18<br />
}}<br />
Terumi's {{clr|C|j.C}} sees a lot of use in neutral, where it's used for Terumi to protect himself from an approach where {{clr|D|j.D}} would be too slow. Not that great of a jump-in, but it is still good to use off of an IAD.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.2D}}<br />
}}<br />
<br />
==Drive Moves==<br />
<br />
* All Terumi's Drive moves will generates a fixed amount of heat. This value is listed in the '''(minimum X%)''' part of the description.<br />
* The heat gain listed here is the heat gain on raw hit (the first hit of the combo).<br />
<br />
To see the details of how Terumi's heat gain is calculated, see [https://www.dustloop.com/w/BBCF/Yuuki_Terumi/Frame_Data#Drive_Moves|the Frame Data page].<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 18<br />
}}<br />
'''Normal Version'''<br />
*Generates 15% Heat on hit (minimum 5%), 8% on block.<br />
<br />
This is Terumi's 2nd longest ranged normal, as well as his go-to poke in neutral. The max range of this move isn't at the tip, but at around the snake's eyes (just short of the tip). It's a strike-projectile and can be used to nullify other projectiles, but will lose to level 2 ones. The startup and recovery are quite sluggish, so use this move with caution.<br />
<br />
*Terumi's hurtbox extends to the end of his hand, which is about half of the hitbox.<br />
----<br />
'''Overdrive Version'''<br />
*Generates 17% Heat on hit (minimum 7%), 10% Heat on block, and drains 2% Heat from the opponent on hit/block.<br />
<br />
Used in most of the same instances as it's non-OD counterpart, but boasts greatly increased range both horizontally and vertically.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|6C}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 40<br />
|isProjectile = true<br />
|recovery = 22<br />
}}<br />
'''Normal Version'''<br />
*Generates 24% Heat on hit (minimum 5%), and 9-10% Heat on block<br />
<br />
Combos from Counter-Hit {{clr|A|6A}}. On its own it's way too slow to be used reliably, and therefore rarely sees any use. Only ever useful against opponents late teching, or if you know that they're not going to do anything other than block.<br />
<br />
Although this has a deadzone in front of Terumi, it has a pull-in effect, so you can actually capitalize on it's frame advantage if you can make them block it.<br />
<br />
----<br />
'''Overdrive Version'''<br />
*Hits 3 times.<br />
*Generates 35% Heat on hit (minimum 21%), 22% Heat on block, and drains 6% Heat from the opponent on hit/block.<br />
<br />
Has a much bigger hitbox, but the (lack of) uses are the same as the normal version.<br />
<br />
*Counter-Hit state for the entire duration.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D, 6D Followup, 6D Followup OD<br />
|versioned=input|names=6D, 6D Followup, 6D Followup OD<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 3<br />
|recovery = 24<br />
}}<br />
'''Normal Version'''<br />
*Gains 30% Heat on hit in total (minimum 8%).<br />
*Fatal Counter<br />
<br />
Essentially a hitgrab since it fixes the position of the opponent if the followup triggers (Requires the opponent to be within 400,000 units horizontally, which isn't hard at all). For the most part this is just combo filler due to being outclassed by Terumi's other tools. However it's Terumi's fastest Fatal Counter move that doesn't cost meter, so it has niche use as a punish tool.<br />
<br />
As followup hits only occur if they're relatively close, the long untech of the first hit can be used to extend some combos.<br />
<br />
----<br />
'''Overdrive Version'''<br />
*Followups Gain 42% Heat on hit (minimum 16%), and drains 5% Heat from the opponent on hit.<br />
<br />
Significantly better as combo filler, as it has great meter gain and good scaling. Allows Terumi to tack on a super at the end, though the height and distance makes it hard, if not impossible, to connect certain supers. On the last hit, Terumi kicks the opponent farther/higher than the normal version, if hit high enough you can also follow up with another {{clr|D|6D}} from about halfscreen (requires a microdash outside the corner) for a lot of meter gain without much scaling.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options (on hit)]]: {{clr|C|6C}}<br />
}}<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
{{BBCF Move Card<br />
|input=4D<br />
|description= <br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
'''Normal Version'''<br />
*Generates 13% Heat on hit (minimum 5%), and 7% on Block.<br />
<br />
Terumi preforms a short-ranged kick. Like {{clr|D|5D}}, it clashes with level 1 projectiles. Being jump-cancellable and super-cancellable, it allows for mix-ups and safejumps. <br />
<br />
This move can also be used as a counter-poke in certain situations, due to it's speed and disjointed hitbox, it'll beat out moves with extended hurtboxes and clash with ones that don't.<br />
<br />
----<br />
'''Overdrive Version'''<br />
*Generates 17% Heat on hit (minimum 7%), 11% on Block, and drains 2% from the opponent on hit/block.<br />
<br />
Untechable time is greatly increased, allowing Terumi to loop {{clr|D|4D}} → {{clr|D|j.2D}} more than once.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 4<br />
|recovery = 23<br />
|specialRecovery = 6<br />
}}<br />
'''Normal Version'''<br />
*Generates 18% Heat on hit (minimum 5%), and 7% Heat on block.<br />
<br />
Terumi's main air-to-ground normal and keepaway tool, thanks to it's massive, disjointed hitbox, as well as it's short landing recovery. This allows him to prevent his opponent from approaching too carelessly. However, this move is quite slow to come out, making it risky to throw out if the opponent is too close.<br />
<br />
It can be very hard to confirm without a Counter-Hit, {{clr|D|5D}} only links if {{clr|D|j.D}} is done as late as possible, {{clr|D|j.2D}} only links on an airborne opponent, and all of Terumi's other normals are hard to link due to {{clr|D|j.D}}'s high pushback and knockback. With Counter-Hit, however, it can generally combo into {{clr|D|5D}} unless you hit very early in your jump.<br />
<br />
----<br />
'''Overdrive Version'''<br />
*Generates 20% Heat on hit (minimum 7%), 11% Heat on block, and drains 2% from the opponent on hit/block.<br />
During OD, the hitbox becomes even bigger, making it even harder to contest. Thanks to {{clr|D|j.2D}}'s changes in OD, it can be used as combo filler.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.2D}}<br />
}}<br />
<br />
===<big>{{clr|D|j.2D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 8<br />
|specialRecovery = 7<br />
}}<br />
'''Normal Version'''<br />
*Generates 12-13% Heat on hit (minimum 5%), and 6-7% Heat on block.<br />
<br />
Terumi's main air combo ender and a decent pressure reset. Combined with jump startup, the fastest it can be done is 20F. While it is +3 on block when TK'd, the only time Terumi can go into it without leaving a 10+ frame gap is from {{clr|C|5C(1)}} or {{clr|C|2C}} <br />
<br />
{{clr|D|j.2D}} can also be used as a meaty if you know your opponent will Emergency tech due to its of active frames, frame advantage (up to +8 if timed right) and the ability to safe-jump or OS reversals if timed right.<br />
----<br />
'''Overdrive Version'''<br />
*Generates 16% Heat on hit (minimum 7%), 10% on block, and drains 2% from the opponent on hit and block.<br />
In Overdrive, {{clr|D|j.2D}} becomes a combo extender. It always causes a hard knockdown, allowing follow-ups whenever it lands no matter what. Great combo filler and pressure option. In Overdrive you can loop {{clr|D|4D}} → {{clr|D|j.2D}} for massive meter gain.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*100% minimum damage.<br />
*Inflicts Hard knockdown.<br />
Can cancel into Crush Trigger, Overdrive, and any special except {{clr|C|22C}} or super on the first hit of the grab. All options above, including {{clr|C|22C}}, are possible on the 2nd hit.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*100% minimum damage.<br />
*Wall bounces.<br />
First hit works the same as the Forward Grab, while the second hit tosses the opponent behind Terumi and wall bounces, allowing follow-ups after dashing. Also cancellable with specials, supers, and Overdrive.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*100% minimum damage.<br />
<br />
Works the same as back throw, except when the opponent wall bounces, they bounce back towards Terumi.<br />
<br />
Beware of doing air grabs with the opponent too close to the corner. If they are, they will not wall bounce and they will simply be put in a hard knockdown, where only {{clr|C|41236C}} can reach in time to combo. <br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*Knocks the opponent full screen on Counter-Hit.<br />
Decent speed and range but has a nasty habit of whiffing, making it situational at best. <br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
A relatively standard Crush Trigger. Its hitbox hits very low. Considering Terumi's Heat gain, this move is useful in combos to deal more damage, if you don't want to (or can't)invest a Distortion.<br />
}}<br />
<br />
==Special Moves==<br />
Note: All of Terumi's Specials can be cancelled into any of his Distortion Drives. <br />
<br />
===<big>Snakebite</big>===<br />
{{InputBadge|{{clr|D|236D}}}}<br />
{{BBCF Move Card<br />
|input=236D, 236D Followup <br />
|versioned=input|names= 236D, Followup<br />
|description=<br />
*Followup gains 27% heat on hit (minimum 7%).<br />
*In Overdrive: Followup gains 32% heat on hit (minimum 7.5%) and drains 5% from the opponent.<br />
<br />
A hitgrab that ends with Terumi's opponent knocked down at his feet if it hits fully. One of Terumi's main combo enders, and a combo extender with meter. Also works as a decent whiff punish in a pinch. It's super-cancelable on the first and third hit, and Terumi can RC at any point during the move. However, when used as a combo ender, it can be very hard to punish rolls at midscreen.<br />
<br />
If the move hits high so the follow-up does not come out, Terumi can follow up with {{clr|A|5A}} or {{clr|B|5B}} for decent corner carry. <br />
*Followup only triggers when the opponent is low enough.<br />
*On-block recovery is 24F; whiff recovery is 11F.<br />
}}<br />
<br />
===<big>Retaliating Fang</big>===<br />
{{InputBadge|{{clr|D|214D}}}}<br />
{{BBCF Move Card<br />
|input=214D<br />
|description=<br />
Has great range for a command grab, but it's very slow. Can be used sparingly as a mix-up option to build meter, but Terumi will be punished very heavily for it on whiff.<br />
<br />
* Counter Hit state for entire duration.<br />
* Fixed Heat gain: 34.5%. Up to 10% heat will be drained for opponent under OD.<br />
}}<br />
<br />
===<big>Cleaving Fang</big>===<br />
{{InputBadge|{{clr|C|22C}}/{{clr|C|22CCCC}} near downed opponent}}<br />
{{BBCF Move Card<br />
|input=22C,22CCCC |versioned=input<br />
|description=<br />
Purely combo filler. This move cannot be activated unless opponent is downed currently or has been downed during the current combo. {{clr|C|3C}}, {{clr|D|236D}}, also allow use of this move, even if your opponent hasn't hit the ground yet. Floorslides also count, but groundbounces (The bounce of {{clr|C|6C}} for example) do not. {{clr|B|5B+C}} is also a way to land this move<br />
----<br />
'''{{clr|C|22C}}''' (Light) <br />
<br />
Light Version deals two stomps and one kick. The kick for both versions will wall bounces in the corner, allowing follow-ups. In midscreen, {{clr|D|236D}} (whiff) into {{clr|A|5/2A}} is your staple combo route.<br />
<br />
While most of the time Heavy version is better, it also costs extra combo time, meaning some combo parts will break, especially on a Short starter, thus light version becomes an alternative.<br />
----<br />
'''{{clr|C|22CCCC}}''' (Heavy)<br />
<br />
Heavy Version deals five stomps and one kick, and has 110% bonus proration on last hit. The extra C inputs to activate the heavy version can be input at any time before the second stomp hits.<br />
<br />
*Can be Overdrive cancelled.<br />
}}<br />
<br />
===<big>Agonizing Fang</big>===<br />
{{InputBadge|{{clr|C|214C}}}}<br />
{{BBCF Move Card<br />
|input=214C<br />
|description=<br />
A very fast overhead that can come from almost all of Terumi's normals, making it hard to react to. Safe on normal block and advantageous on hit to continue offence. {{clr|C|214C}} leads to decent reward, and while needing heat to combo, this isn't a big condition to meet with Terumi's meter gain, it can also ink into {{clr|A|2A}} on CH. <br />
<br />
Also sees use in corner combos thanks to its KD properties and Garengeki being special-cancelable. <br />
<br />
*Hard KDs on air hit. <br />
}}<br />
<br />
==Distortion Drives==<br />
* All Distortion Drives have the following properties unless otherwise stated:<br />
** Cost 50 Heat<br />
** Heat Gauge Cooldown 180F<br />
* Under Terumi's Overdrive, Distortion Drives have the following additional properties:<br />
** Can cancel Distortion Drives into other Distortion Drives/Exceed Accel, provided that one has at least 50 Heat<br />
** Heat Gauge Cooldown is disabled in the entire duration of Overdrive<br />
===<big>Gleaming Fang</big>===<br />
{{InputBadge|{{clr|C|41236C}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=41236C,j.41236C,41236C OD,j.41236C OD |versioned=input<br />
|description=<br />
Terumi rushes at the opponent enveloped in a dark green aura, moving across nearly the entire screen (air version varies depending on how high Terumi is when used). Both versions cannot hit players behind them, even with hitbox overlaps, so it's not possible to do a diving crossup with the air version, for example. The air version also has a very tight hitbox which only just covers Terumi himself (And not the Snake graphical effect) and stops being active the instant Terumi touches the floor, so it has a bad habit of landing short when used as a dive attack.<br />
<br />
Sadly only features projectile invulnerability and a hurtbox that reaches in front of his hitbox on the ground version, so don't be too surprised if you rush face-first into an active hitbox if you throw this out in neutral. At distance some characters can even just throw out a jab on reaction to the superflash. The unusually short super flash does mean they don't get a lot of time to react, however. Terumi subtly teleports to a set point behind the opponent on hit/block, meaning the spacing afterwards will be consistent even if hitting an extended hurtbox.<br />
<br />
----<br />
'''Normal Version'''<br />
<br />
Can net ~3K combos on hit with minimal effort. It's -4 on block, and even on Instant Block it can be hard to punish. The projectile invincibility makes this move good for getting in on zoners or punishing projectile supers.<br />
<br />
----<br />
'''Overdrive Version'''<br />
<br />
In OD, this move gains an additional rush, cancelling out the side switch. This only occurs on hit/block. It adds damage and gives more time to follow up. Curiously, if the first attack is guardpointed, the second hit will do no damage.<br />
<br />
*Inflicts Fatal Counter.<br />
*Switches sides on hit/block.<br />
*Minimum damage: 360 [560]<br />
}}<br />
<br />
===<big>The Divine Twin Blades</big>===<br />
{{InputBadge|{{clr|B|623B}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=623B,j.623B,623B OD,j.623B OD |versioned=input<br />
|description=<br />
Terumi's main reversal option. Despite appearances, the snake-effect during the move has no hitboxes, meaning it has less range than it appears.<br />
----<br />
'''Normal Version'''<br />
<br />
Very fast, but also very unsafe on block or whiff, and will whiff on very low profiles moves. Recommended to use when you have 100 meter so you can RC it safely. Can be followed up on Counter-Hit with dash 5B to recover some heat.<br />
----<br />
'''Overdrive Version'''<br />
OD adds an extra kick at the end which ground-bounces the opponent, making it a staple OD combo extender. The ground version gives 8 frames to follow up, while the air version gives 11 frames, so it is the best to cancel from the airborne frames of 5C. <br />
<br />
It's usefulness as a reversal is also further increased due to being cancellable into Exceed Accel. They will have to punish you before you hit the ground for anything guaranteed.<br />
<br />
*Minimum damage: 830 [1100]<br />
*3rd hit has smaller hitbox than the effect displays, making it whiff on most crouching characters.<br />
}}<br />
<br />
===<big>Serpent's Laceration</big>===<br />
{{InputBadge|{{clr|A|63214A}}/{{clr|B|B}}}}<br />
{{BBCF Move Card<br />
|input=63214A,63214B |versioned=input<br />
|description=<br />
A multi-kick move, useful for extending combos and as a rare mixup. During the super pause Terumi's sprite is the same for both moves, with only subtle differences afterwards giving away which way to block. Both versions have the same startup time, making it impossible to option select the correct block.<br />
----<br />
'''A Version'''<br />
*Minimum damage: 545 [890]<br />
<br />
Hits low. With full meter, this is a legitimate mix-up, but be wary if they have 50 meter to Counter Assault. It's best used for this purpose near the corner for good damage and meter. The {{clr|A|A}} version cannot be followed up without full meter. Wallbounces towards Terumi midscreen; wallsticks in the corner. <br />
<br />
As a combo starter, you can either RC until the end of animation which gives more damage, or RC on the second hit which leaves them in a long untechable state, making it useful to recover more heat due to longer combo time. Or you can just use it to do a taunt combo.<br />
<br />
As a side note, finishing an opponent with the first or second hit will give you a taunt voice clip while rubbing his heel into his opponents face instead of his usual round win quotes. <br />
----<br />
'''B Version'''<br />
*Minimum damage: 715 [890]<br />
<br />
The {{clr|B|B}} version is an overhead. Wallbounces towards Terumi midscreen, wallsticks in the corner, and can be used as a corner combo extender if CT isn’t an option or if you really need the extra damage.<br />
<br />
Can be used to end combos, giving you less damage than his other supers, but better Oki.<br />
----<br />
'''Overdrive Version'''<br />
<br />
In OD, the number of hits increases, and both versions can be followed up anywhere on the screen, making the mixup more potent and allowing it to be a combo extender in more situations. However, it is outclassed by Messenga or Soutenjin in most situations, due to proration and its long animation costing more Overdrive time.<br />
}}<br />
<br />
===<big>Venomous Bite</big>===<br />
{{InputBadge|{{clr|A|236236A}}}}<br />
{{BBCF Move Card<br />
|input=236236A,236236[A],236236A Attack |versioned=input<br />
|description=<br />
Terumi walks forward and casually swings Ouroboros around. Infamously ineffective counter colloquially referred to as the "50 meter taunt". Leaves you unactionable for over 3 full seconds as you slowly pace towards the opponent, and vulnerable to your opponent's biggest counter hit punish for the last second. Does lead to great damage if it lands the way it wants.<br />
<br />
Normal version blocks mids and overheads, Overdrive version also blocks lows. Neither version blocks projectiles, dolls, throws or unblockables. When the Guard is triggered, a large unblockable hitbox filling about half of the screen in front of Terumi activates for 8 frames, following up with the main portion of the move when it connects. However, this hit cannot hit airborne opponents, or opponents behind Terumi. As such, it can block but fail to activate on things like high jump-ins, crossups or rising invulnerable moves like Ragna's {{MMC|chara=Ragna the Bloodedge|input=623C|label=Inferno Divider}}. It also has a maximum range check in front of Terumi for some reason, just in case the move was a bit too usable.<br />
<br />
Having zero hitstop on the guard point means, normally, it should be impossible to buffer a cancel into an invulnerable move to avoid the hit after triggering it. Unfortunately for Terumi, it is instead possible to buffer an Overdrive Cancel by holding the input on startup, then allowing an invulnerable action such as a backdash to be performed afterwards to make up the remaining 2 active frames.<br />
<br />
This move is highly situational and is the best used against predictable opponents, rather than throwing it out randomly. Can be used as a nasty punish as well as a pseudo-reversal due to it becoming active on frame one, notably being effective against very deep safejump setups. However, this move is generally way too high-risk to advise using over your other defensive options as it loses to almost everything. <br />
<br />
Against heavily telegraphed or reactable moves however (such as Tager's Sledgehammer) you can use it, preferably with full meter to follow up, and most practically after you see someone doing something both committal and compatible with the counter during the OD activation screen freeze. One of Terumi's best starters overall should you find a good way to land it, leading to over 6000 damage with proper routing & resources. It also functionally guarantees Active Flow.<br />
<br />
*Holding A during the move shortens the active and overall duration by 28F for some reason.<br />
*100% minimum damage... for some reason.<br />
}}<br />
<br />
===<big>Serpent's Cursed Sting</big>===<br />
{{InputBadge|{{clr|D|632146D}}}}<br />
{{BBCF Move Card<br />
|input=632146D<br />
|description=<br />
Terumi does a sword slash that is followed up by a cinematic if it hits. You should only ever use this move to kill; it does absurd damage, but will always leave you without meter. Also doubles as a slower reversal option, but with much more invulnerability.<br />
<br />
At max meter, this is one of the highest-damaging attacks in the game. It's well worth activating Overdrive for mid combo to eke out a bit more meter gain just before activating this.<br />
<br />
----<br />
'''Normal Version'''<br />
<br />
During the snakebite phase, hits once for every 5 meter Terumi has remaining, rounded up. Each hit will deal 250 damage, with a minimum of 3 hits.<br />
<br />
----<br />
'''Overdrive Version'''<br />
<br />
Under Overdrive, opponent now will also loses 5% meter per hit, and Terumi gains 1% for every hit during the snakebite phase. In practice, this means you deal 13 hits with 100 meter in OD against an opponent with meter, 14 if you have auto heat regeneration. The move still deals the same damage per hit during the snakebite phase, but the finishing hits are improved.<br />
<br />
* The minimal damage list below only consider the worst damage dealt under the Heat requirement (so 50%, 75% and 100%, and no drained Heat or auto heat regen).<br />
{{{!}} class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
{{!}}+ Quick reference table<br />
! !! < 25 Heat !! 25 to 49 Heat !! 50 Heat<br />
{{!}}-<br />
{{!}} Last kick damage {{!}}{{!}} 1500 {{!}}{{!}} 1500*2 {{!}}{{!}} 1500, 4000<br />
{{!}}-<br />
{{!}} Total minimal damage {{!}}{{!}} 930 {{!}}{{!}} 1030 {{!}}{{!}} 1680 <br />
{{!}}-<br />
{{!}} Last kick damage (OD) {{!}}{{!}} 3000 {{!}}{{!}} 1000*3, 2000 {{!}}{{!}} 1000, 2000, 3000<br />
{{!}}-<br />
{{!}} Total minimal damage (OD) {{!}}{{!}} 930 {{!}}{{!}} 1530 {{!}}{{!}} 2030 <br />
{{!}}}<br />
}}<br />
<br />
===<big>Screeches of the Condemned</big>===<br />
{{InputBadge|{{clr|D|236236D}}/{{clr|D|214214D}}}}<br />
{{BBCF Move Card<br />
|input=236236D,214214D |versioned=input<br />
|description=<br />
Terumi shoots out a chain either straight forwards ({{clr|D|236236D}}) or at a ~45 degree angle ({{clr|D|214214D}}). After connecting, Terumi goes into a series of strikes. At the end of the sequence, Terumi will switch sides. <br />
<br />
*Requires 100 Heat.<br />
----<br />
'''Normal Version'''<br />
<br />
Costs 100 Heat and has a good amount of invulnerability. It guard-crushes on block, and if Barrier Blocked, it pulls his opponent to him. This is mainly used to close out rounds when at midscreen and against zoners to hard punish projectiles. Has a minimum distance at which the opponent must be away from Terumi (roughly half screen for {{clr|D|236236D}}; anti-air version is roughly 1 1/2 character lengths, although if they are too close, it becomes inconsistent) or it will completely pass through the opponent.<br />
----<br />
'''Overdrive Version'''<br />
<br />
In OD, both versions of this move are completely unblockable, meaning it can be used to play mind games with the opponent or on Overdrive Raid against projectiles for a massive punish.<br />
<br />
*If first hit guard crushes, the second hit will confirm into the rest of the attack.<br />
*20% Minimum damage: 1740 [2330].<br />
*Both versions have large deadzones.<br />
}}<br />
<br />
==Exceed Accel==<br />
<br />
===<big>Dungeon of Serpents</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*300/638 Minimum Damage<br />
*Can cancel out of other supers into this to frame trap.<br />
<br />
Terumi performs a flying kick towards the opponent, covering much more ground than most EA's. This does usually mean that Terumi will be left in a bad position on block. That, combined with bad pushback, makes this is one of the easiest EA's to punish.<br />
<br />
Because of the effects of Terumi's Overdrive, he can super-cancel most of his supers into this move, even on block. This means you can go for a gimmicky, last-ditch, frame trap by cancelling into this move on block.<br />
}}<br />
<br />
==Astral Heat==<br />
===<big>The Unholy Wrath of the Basilisk</big>===<br />
{{InputBadge|{{clr|D|222D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=222D<br />
|description=<br />
Terumi creates a red portal with his Ouroboros chains on the ground in front of him. The portal is large but slightly disconnected from Terumi, meaning it will whiff if you're too close. Can connect from {{clr|D|236D}}, {{clr|D|6D}}, CH {{clr|A|6A}} and numerous other things due to being able to be cancelled from spevial moves. Compared to other Astral Heats, this is very easy to land and for Terumi to make 100 heat for, making it a very practical way to finish the match.<br />
}}<br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Terumi}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Yuuki Terumi|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Susano%27o&diff=435603BBCF/Susano'o2024-01-02T16:07:05Z<p>Manta: /* {{clr|D|6D}} */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=With '''high health, huge damage''', and big buttons, Susano'o is a fan favorite addition to Central Fiction. Susano'o has a wide variety of special moves to aid in combos and neutral. However, all but one of these specials moves are locked at the start of a round. Susano'o's Drive unlocks each of his special moves. He can also "level up" these moves for added properties and damage. Despite his seemingly unwieldy Drive, Susano'o has a simple gameplan with low execution requirements. If all else fails, Susano'o's Overdrive unlocks each of his specials for its duration. With Overdrive, he can convert even the smallest hits into big damage and unlock numerous specials. <br />
<br />
Unfortunately, Susano'o is not without his weaknesses. His large hurtboxes and slow speed can make it difficult for him to contest at close ranges. Additionally, while some of his tools are very powerful, he still needs to go out of his way to unlock them. He also lacks high/low mixup due to his lack of safe lows. As a result, it can be difficult for Susano'o to take back momentum without his Overdrive. With enough patience, Susano'o can make his way through neutral and space out opponents with his huge normals. Susano'o is a solid character with the damage and utility to help anyone succeed.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#Inevitable Calamity|CCCC]] (6F, requires seal)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Towering Flame|623C]] (12F)<br/>[[#Liberating Dagger|236236D]] (15F)<br/>[[#Strike of the Possessed God|632146D]] (16F)<br />
| fatalStarter = [[#6B|6B]]<br/>[[#Megalith|214A]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Divine Warrior<br />
|content=<br />
<center>[[File:BBCF_Susanoo_DriveIcons.png|400px|border]]</center><br />
<center><small>When on P1 side, icons order is left-to-right. On P2 side, it's reversed</small></center><br />
<br />
<br />
Susano'o has eight special moves in total, but starts every round with only the first special move unlocked. Each time he lands a hit with a normal move or universal mechanic, a cursor cycles through the eight icons/seals above his Heat Gauge in numerical order. He begins with no icon highlighted, so for example doing {{clr|A|5A}} > {{clr|B|5B}} > {{clr|C|5C}}, would highlight the third icon (Megalith).<br />
*Looping the cursor past the 8th icon will select the first one again (instead of none).<br />
*When a Normal Drive move hits (or is blocked by) the opponent, the currently highlighted icon becomes unlocked and the cursor is reset.<br />
*Certain icons can be levelled up by unlocking them multiple times, changing their properties and damage.<br />
*If the icon is both unlocked and at max level (if applicable), the next icon is highlighted instead, just like a normal non-Drive hit would.<br />
*Special moves (excluding universal mechanics), Exceed Accels and Distortion Drives do not increment the highlight nor unlock any seals, even if they use the D button to activate them.<br />
*Special moves are available instantly when unlocked and can even be special cancelled from the Drive move that unlocked it.<br />
|header2= Overdrive: Shrieks of the Entombed<br />
|content2=<br />
Susano'o can use all specials at their highest level while Overdrive is active, even if locked, with exception to {{clr|D|236236D}}, which still requires {{clr|D|236D}} (8th seal) to be unlocked. He also gains access to a Distortion Drive that instantly unlocks all of his specials for use outside of Overdrive. Susano'o's Distortion Drives also receive buffs.<br />
}}<br />
</div><br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
*Very slow jab, but +3 on block<br />
*Hits crouchers<br />
*His outstretched arm has no extended hurtbox.<br />
Doesn't gatling into itself, is the slowest {{clr|A|5A}}, and has limited use as an anti-air. In exchange, it hits everyone crouching, is exceptionally plus on block, and has a uniquely disjointed hitbox. A very good choice for going into frame traps due to its frame advantage, and also serves as one of his only jump cancelable normals on block.<br />
<br />
Amazing move to just throw out in neutral as a counterpoke, you can beat Azrael's {{clr|A|236A}}, Mai's {{clr|A|236A}}, stuff a ton of air approaches and because it has a tiny 6F of recovery you most likely won't be whiff punished for it either.<br />
<br />
The strongest aspect of it however is the ability to do completely safe meaties and bait most reversals in the game extremely easily, because of its large amount of active frames and meager 6F recovery you can just meaty {{clr|A|5A}} and block to bait every 9F reversal in the entire game, and most reversals in the game have 9F startup so this is an incredibly strong tool to have and will get you a lot of respect on wakeup to abuse as you see fit (until they have 50 meter, but you still get to block).<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
<br />
*The hitbox actually goes farther than it seems, allowing Susano'o to hit enemies with {{clr|B|5B}} at round start where most characters can't really do much about it except jump away or take a huge risk trying to beat it.<br />
One of the best buttons in the entire game, a fantastic starter, used in many standard combos. Its great startup (only one frame slower than his {{clr|A|5A}}) and good recovery make this move great in neutral, outranging the majority of similar moves. This will be one of your go-to buttons in many situations. Similar to Ragna's {{clr|B|5B}}, the hitbox does not fully extend until frame 11, so bear this in mind when using it at farther ranges but it also becomes slightly disjointed on later frames as well, making it even stronger at the tip.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 18<br />
}}<br />
*Steps forward and performs a side kick.<br />
*Best damage opener for up-front damage and P1/P2 combination.<br />
<br />
Due to its range, this can be used as a very long poke, but its startup and lengthy recovery make it risky to use outside of combos. Susanoo's best punish if you aren't going to get a counterhit, if you are, use {{clr|B|6B}} instead for its Fatal property.<br />
<br />
By plinking C before B, you are able to cancel the start up of {{clr|C|5C}} into a throw, giving you a little more throw range than usual (a kara throw).<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|C|2C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 10<br />
}}<br />
*Chains into itself 3 times on whiff, block, and hit<br />
One frame faster than his {{clr|A|5A}} and neutral on block, making it the best tool Susano'o has for poking his way out of situations in general. Also great for stagger pressure due to its gatling window. can be useful to mash at the start of the combo to select the seal you want later in the combo.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
*Hits mid<br />
Unfortunately, Susano'o is saddled with a {{clr|B|2B}} that doesn't hit low. While {{clr|B|5B}} is an overall better poke, {{clr|B|2B}} does have its place in neutral. The hitbox is static unlike {{clr|B|5B}} so you get its max range immediately ({{clr|B|5B}} doesn't fully extend until frame 11), and it can be used as a situational anti-air due to its hitbox and Susano'o's lowered hurtbox. Good blockstring filler if you don't want to use your {{clr|B|5B}} gatlings too early.<br />
<br />
It has foot property, which allows it to stuff moves like Litchi's {{clr|C|421C}}, Hakumen's {{clr|A|623AA}}, Carl 236X and more, which is very useful because while {{clr|C|3C}} can do this that is a much larger risk (for more reward) that you don't want to take as often.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 3<br />
|inactive2= 2<br />
|active3 = 5<br />
|recovery = 22<br />
}}<br />
*Anti-air<br />
*Untech time lasts until the opponent touches the ground on Counter Hit.<br />
Susano'o's dedicated anti-air. It doesn't gain head invulnerability until the active frames begin, however it has a crouching hurtbox from Frame 1.<br />
<br />
Most anti-air {{clr|C|2C}} hits can be be converted into an air combo or {{clr|D|6D}} depending on positioning and the unlocked specials, but scoring a Counter Hit (which, due to this move being two hits is easy to confirm) enables you to go straight into a standard ground combo for solid damage regardless of resources. Also facilitates ground-to-air combos very effectively for both a little extra damage and more hits with which to cycle through seals. The forward movement baked into {{clr|C|2C}} also extends its range, but it can also cause it to whiff against certain jump-ins when Susano'o is cornered. <br />
<br />
In pressure, being jump cancelable on block gives it a lot of use during pressure and makes it fairly safe if blocked.<br />
{{clr|C|2C}} moves Susanoo forward slightly and has useful gatlings into his overhead and low, making it a good centerpiece for your blockstrings.<br />
<br />
Overall a fantastic button owing to its large hitbox, pressure applications, good recovery (relative to its size), and obscene damage on CH or a regular hit with the right seals in stock.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|5C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|isProjectile = true<br />
|recovery = 37<br />
}}<br />
Susanno'o fires a wisp of dark energy that instantly travels across the screen.<br />
<br />
Susano'o's answer to long ranged zoning. Horribly unsafe when used too close to the enemy and doesn't combo into virtually anything. However, it does cancel into {{clr|D|4D}}, and so can be used to quickly unlock or level a special - usually his DP or Sundering Claws. It's a decent poke for this purpose, but be careful not to whiff. Also good for heckling opponents staying at a distance before closing in; you have plenty of time to begin your dash once you land a hit.<br />
<br />
Just don't get carried away with it, as it is very very easy to punish if they happen to airdash over it and you will probably also get counterhit.<br />
<br />
*Has zero vertical coverage, and opponents may low profile it.<br />
*Has a projectile guard point and thus will remove one hit from any projectile, regardless of level. Can even destroy one of Hakumen's {{MiniMoveCard|game=BBCF|chara=Hakumen|input=Fuumajin|label=Fuumajins}}. If a projectile is hit, this move cannot then hit the opponent. The opponent's projectile is considered blocked rather than clashed, so they may be able to cancel their projectile into others depending on what was blocked. Will defeat strike+projectile moves however.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 4<br />
|inactive2= 11<br />
|active3 = 5<br />
|recovery = 10<br />
}}<br />
*Fatal Counter<br />
*Hits twice.<br />
<br />
The go-to big punish starter and a very obnoxious normal to throw out from time to time.<br />
<br />
This attack moves Susano'o forward a sizeable amount, allowing him to stay in his opponent's face. If you abuse it too much savvy opponents will manage to jump over it and punish, but for many characters this is a huge risk as getting hit by it in the air is an outrageously easy convert for Susanoo and he will almost certainly end the combo in the corner. It shines in pressure thanks to good frame advantage (+4!!!) and gatling options. Due to generous untech time as well as a very good P2, this normal is also virtually omnipresent in all of your strongest combos.<br />
<br />
If the opponent isn't good at instant blocking this move will destroy them, as if you press {{clr|B|5B}} afterwards it only leaves a 5F gap on normal block (8F on instant block) meaning they have to take enormous risks to escape. If they do instant block it, then you can make use of your great gatlings and +1 on block situation after it to still exert pressure on them.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 4<br />
|recovery = 20<br />
}}<br />
*Hits high.<br />
*Forces crouching on ground hit and hard knockdown on air hit.<br />
Slower startup than his {{clr|D|6D}} (though see notes on that move too), but significantly safer on block; even if you block it, he has access to {{clr|D|5D}}, {{clr|D|2D}}, and {{clr|D|6D}}. {{clr|C|6C}}>{{clr|D|5D}} is a true blockstring even on instant block, though it can be highly vulnerable to OD. You'll use this in mixups as well as combos, such as to convert stray Counter Hits on an airborne opponent into a ground combo. {{clr|C|6C}} has 20 frames of blockstun on normal block, so it allows you to make your opponent block the initial part of {{clr|D|6D}} if you chain into it immediately, thus forcing them to react to a 20f overhead (with very little animation that early) instead of a 26f one and if you hold Crush Trigger as the {{clr|D|6D}} it hits, you don't even need to hitconfirm it to get massive damage.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 4<br />
|inactive2= 8<br />
|active3 = 4<br />
|recovery = 23<br />
}}<br />
*Hits low, and hits twice.<br />
*Has soft knockdown on regular hit and hard knockdown on Counter Hit.<br />
An invaluable mixup tool despite its shortcomings. Use it to keep your opponent honest amidst the plethora of overheads at your disposal. Unless you score a Counter Hit, you'll need your Crush Trigger or other tools like upgraded {{clr|A|236A}}, {{clr|B|236B}} or {{clr|D|236D}} to earn any strong damage from connecting with this.<br />
<br />
Due to its overall long animation it sees limited use in neutral, but it can see occasional use as a very long-reaching, low-hitting attack that also puts Susano'o relatively close to the floor.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 5<br />
|recovery = 15<br />
}}<br />
*This move has a diagonal hitbox extending across both hands.<br />
Very good air normal due to its hitbox and active frames. This is your main air-to-air option and hits in certain spots that {{clr|B|j.B}} can't. while also being your primary choice for fuzzies due to its speed.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 4<br />
|recovery = 22<br />
}}<br />
*Decent diagonal range.<br />
A hitbox slanting downwards makes this good for jump-ins, though it doesn't fare well against opponents higher than Susano'o and might not hit opponents below him if they're too close. A lot of Susano'o's basic normals are jump-cancellable, so you have a lot of opportunities to use this for jump-in pressure. Also serves as decent air combo filler, and can be used for fuzzies if you want a higher reward.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|inactive2= 2<br />
|active3 = 3<br />
|recovery = 23<br />
}}<br />
*Hits twice. Second hit leads to soft knockdown.<br />
An absurdly good air button, how you use this move can dictate a lot of the match as many characters have to play around and deal with this move very carefully so as to avoid getting swatted out of the air at any point, it hits both above and below itself at different points and as such covers a gigantic portion of the screen, simply doing air dash and then {{clr|C|j.C}} is a very strong play so long as you don't get too predictable with it, as it allows you to get in quite easily from a variety of screen positions while the opponent has to be ready for it.<br />
<br />
In combos it is a great tool for cycling through seals to get what you want before going into {{clr|D|j.D}} to unlock/upgrade a special. Keep in mind that the lower part of the hitbox does not become active until frame 16. In normal air combos you'll want to ensure the second hit comes out to push them downwards so {{clr|D|j.D}} connects.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}<br />
}}<br />
<br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|recovery = 28<br />
}}<br />
*Wallbounces on air hit.<br />
Gatlings into {{clr|D|6D}} and {{clr|D|2D}} - and unlike those moves, also has special/OD cancels available on block. Due to its slow startup and long recovery, it is dangerous to use in a blockstring if your opponent has OD or resources. However, if they don't use or have said options, it has good enough pushback to be a decent blockstring ender despite being negative on block - moreso if your opponent likes to barrier. If they start attacking you after blocking this you can use {{clr|D|2D}} or your special moves to frame trap them for attempting to punish you or make yourself safe. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 5<br />
|recovery = 22<br />
}}<br />
*Hits low.<br />
*Hard knockdown<br />
Fills a similar niche to {{clr|C|3C}} as one of your very few lows, and also puts Susano'o fairly close to the ground. However, {{clr|D|2D}} can only cancel into specials and Overdrive on hit; if your opponent blocks, the only way to cancel is with a Rapid. Since its knockdown is the same on regular and Counter Hit, unlocks or other resources will be necessary to convert a {{clr|D|2D}} hit into anything meaningful. While you can hardly afford to disregard the low options you get, hold onto this one until you know you can catch someone sleeping on it and turn it into something big.<br />
<br />
Regardless of its utility as a mixup, it makes for a good combo tool later into the round thanks to its hard knockdown enabling you to go into many specials off it without much concern.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 3<br />
|inactive2= 3<br />
|active3 = 1<br />
|recovery = 26<br />
}}<br />
This move cancels well into many other useful moves such as Crush Trigger, Sundering Claws, Hunter's Fang, and Dancing Dual Kick (But only on hit). As a result, many combos go into this before branching into whatever specific route is available in the situation, making this a staple in your extended combo game. Keep in mind where your opponent is when you use it, as your available routes may depend on the type of knockdown you get (e.g. {{clr|D|6D}} > Crush Trigger/lvl 1 Hunter's Fang will fail if they groundslide away midscreen).<br />
<br />
While {{clr|D|6D}} has similar shortcomings to {{clr|D|2D}} in its lack of cancels on block, its good range and pushback can also make it a deceptively good overhead, though spacing will be necessary if you plan to use this in pressure without getting lit up. Beware of Overdrive if your opponent has it, as {{clr|D|6D}}'s slow startup and overall long animation makes it easy pickings.<br />
<br />
* Hits crouching opponents on frame 26.<br />
** Also hits faraway opponents on frame 26, and is -8 on block.<br />
*Initial hitboxes are above Susano'o's head and may send airborne opponents flying behind him. Not a worthwhile anti-air.<br />
*Crumples on ground hit on frames 20-22, hard knockdowns for the rest of the active frames, and groundslides on air hit.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
{{BBCF Move Card<br />
|input=4D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 42<br />
}}<br />
*Behaves like all other Drive moves, but does not require an attack to hit or be blocked<br />
<br />
Typically used as a followup to {{clr|A|6A}} on hit and block, or to quickly grab a highlighted icon in neutral if you have a moment. However, you can also use it to cut most combos short if you desperately want access to a certain special and other Drive moves might not yield it for one reason or another. Puts the pressure on your opponent to come towards you while at long range neutral since they'll unlikely want to watch you slowly unlock every special move. <br />
<br />
When using this at long distances, you want to go for unlocking major specials like Dancing Dual Kick, which lets you handle routing without much trouble.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 6<br />
|recovery = 21<br />
}}<br />
*Has hitboxes all around his body, but short range in all directions compared to his other air normals.<br />
<br />
<br />
You'll use this as an air combo ender more than anything else to unlock seals or tack on damage without Hunter's Fang, as ground-to-air combos give you great control over which seal you want to unlock. The nature of its hitbox also makes it good for the occasional crossup, though it doesn't have the bonus of also hitting high like most air crossups. It also doubles as his overall safest option to unlock during pressure. While it has landing recovery, your frame advantage can range from negative on block to a maximum of +9 on block when done perfectly.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|'''{{clr|B|5B}}+{{clr|C|C}}'''}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*100% minimum damage<br />
*Launches the opponent high in the air<br />
Untech time lasts until the opponent touches the ground, so you can go for a standard combo from the ground or jump into an air combo to begin with if Hunter's Fang is unlocked. Also combos effortlessly into his Astral if it's available.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|'''{{clr|B|4B}}+{{clr|C|C}}'''}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*100% minimum damage<br />
*Grabs the opponent and drops them behind himself before turning and punching them in the gut. Wallbounces at midscreen, wallsticks in the corner.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|'''{{clr|B|j.B}}+{{clr|C|C}}'''}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*100% minimum damage<br />
*Launches opponent in the air<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|'''{{clr|A|6A}}+{{clr|B|B}} while Blocking'''}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*Uses {{clr|D|5D}}'s animation<br />
<br />
Susano'o usually has to work for his defensive options, and this is no exception. The good news is that it shares its animation and hitboxes with the fairly generous {{clr|D|5D}}, so you can use this to get out of a sticky situation if you don't mind spending the meter.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|'''{{clr|A|5A}}+{{clr|B|B}} (Chargeable)'''}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*Causes Guard Crush on normal block. Will drain a portion of the Barrier Gauge when Barrier Blocked, and can be charged to drain even more.<br />
*Hard Knockdown on air hit<br />
Links into {{clr|B|6B}} during combos on all characters. Susano'o has good meter gain and it isn't difficult to incorporate this move into most of his combo routes, so you can get good mileage out of his Crush Trigger if you want to. Useful after Drive buttons as it'll allow more flexible control over which seal to unlock next. Note that a slightly or fully charged Crush Trigger has significantly less proration than an uncharged Crush Trigger, so use the former in combos whenever possible. As an actual guard crushing move, it gets rendered rather redundant if you have megalith powered up, but its uncharged version is particularly useful for setting up an untechable throw, seeing as Susano'o moves forward quite a bit during this attack, putting him in the ideal range for it.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Sundering Claws</big>=== <br />
[[File:BBCF_Susanoo_SunderingClawsIcon.png|28px]] {{InputBadge|'''{{clr|A|236A}}'''}} {{InputBadge|'''First Seal'''}} <br />
{{BBCF Move Card<br />
|input=236A Lv1,236A Lv2,236A Lv3 |versioned=input<br />
|description=<br />
*Short dashing shoulder tackle (Shoulder bite?)<br />
*At level 2, the lunge covers much more distance, more active frames, and links into {{clr|A|2A}} in the corner.<br />
*At level 3, Susano'o automatically follows up on hit with a launching slash and links into {{clr|A|5A}}/{{clr|A|2A}} anywhere.<br />
*Recovery frames immediately begin on hit/block.<br />
Opponents won't be able to punish this without instant blocking. You can occasionally try using this to frame trap opponents after more negative moves such as {{clr|C|3C}}, but don't expect to get away with it forever.<br />
<br />
You'll likely use this as a combo ender early into a match if you can't go into an air combo route. Once leveled up, it instead becomes a good combo extender that lets you get a strong confirm off almost any hit. Keep in mind that depending on your opponent's height when Sundering Claws connects, you might be able to link moves at levels you would otherwise be incapable of.<br />
}}<br />
<br />
===<big>Towering Flame</big>===<br />
[[File:BBCF_Susanoo_ToweringFlameIcon.png|28px]] {{InputBadge|'''{{clr|C|623C}}'''}} {{InputBadge|'''Second Seal'''}} <br />
{{BBCF Move Card<br />
|input=623C<br />
|description=<br />
*Reversal<br />
*Has a hitbox that extends behind Susano'o<br />
*Treated as a projectile.<br />
A massive reversal mercifully placed on this second seal icon that strikes the fear of god into most characters pressuring you once you unlock it, entirely changing Susanoo from a "very easy to pressure character" to "risky to pressure for too long".<br />
<br />
This move is utterly huge, is dripping with invul, does big damage and can lead into 5K+ damage very easily with 100 meter + OD, which isn't as situational as it might sound at first and even with less resources a simple combo like DP > rapid > {{clr|B|5B}} > {{clr|C|2C}} > air series does over 3K and gets real oki without seals. A fairly strong mixup is to simply walk up to your opponent as they tech and do {{clr|C|623C}} > rapid > throw, this will beat most of the reversals in the game and it will also make anyone using the throw OS get a Throw Reject Miss, if the DP hits you will whiff throw and still have time to press {{clr|B|5B}} for a full combo as they come down.<br />
}}<br />
<br />
===<big>Megalith</big>===<br />
[[File:BBCF_Susanoo_MegalithIcon.png|28px]] {{InputBadge|'''{{clr|A|214A}}'''}} {{InputBadge|'''Third Seal'''}} <br />
{{BBCF Move Card<br />
|input=214A Lv1,214A Lv2,214A Lv3 |versioned=input<br />
|description=<br />
*Fatal Counter<br />
*Level 3 guard crushes normal guard.<br />
*Guard crushed opponent recovers 20 frames after Susano'o.<br />
*Ruptures the ground with a powerful kick, creating a wave of dark energy.<br />
<br />
Level 1 version is very good at helping making certain normals safer to use such as {{clr|C|3C}} and {{clr|D|5D}}, as well as giving you access to an option with frame advantage from normals that would otherwise lack such an option. It helps that your hurtboxes don't extend forward too much. However, it has a lot of pushback on barrier guard, limiting its use as a pressure extender. Very plus on block at higher levels, but becomes very slow as well. Can be used in combos but mostly corner combos. Level 3 version can be used in specific midscreen combos, but these are mainly reserved for OD.<br />
}}<br />
<br />
===<big>Hunter's Fang</big>===<br />
[[File:BBCF_Susanoo_HuntersFangIcon.png|28px]] {{InputBadge|'''{{clr|B|214B}} (Air OK)'''}} {{InputBadge|'''Fourth Seal'''}} <br />
{{BBCF Move Card<br />
|input=214B Lv1,214B Lv2,j.214B Lv1,j.214B Lv2 |versioned=input<br />
|description=<br />
*Susano'o performs a falling spindash that carries the opponent to the ground for a hard knockdown. Hits high.<br />
*Grounded version has foot invulnerability while Susano'o is airborne. Air version hits multiple times.<br />
*At level 2, lands with an additional plume of energy that knocks the opponent into the air. This projectile spawns on the frame Susano'o lands and persists for 8 frames.<br />
<br />
A powerful move with many applications worth investing into for the aggressive Susano'o. It can be used at any level to confirm air-to-air hits into ground combos, to replace {{clr|D|j.D}} as an air combo ender for more damage, and as an overhead starter that leads to huge damage.<br />
<br />
At level 1, its bounce always links into {{clr|B|5B}}, and {{clr|C|2C}} on most characters as well as being a nice air ender.<br />
At level 2, this move is utterly deranged and you can be a complete and total degenerate in how you choose to abuse it, the projectile it creates hits essentially the entire screen vertically where it appears. If only the projectile portion connects, Susano'o will not experience hitstop, effectively reducing the move's recovery by 11 frames and making it go from -10 on block to +1. Spacing it far enough for this to occur is very easy, just do a long blockstring ending in {{clr|D|5D}}/{{clr|C|3C}}, if your opponent barrier blocks it becomes even easier to space this.<br />
<br />
The massive projectile is also very easy to convert from on hit, stray hits depending on height can go into {{clr|B|6B}}, {{clr|D|6D}} and {{clr|C|2C}} and from the overhead itself on the ground you get great damage on an extremely easy to confirm hit.<br />
<br />
Both in neutral and in pressure, Level 2 is one of the most obnoxious moves in the game as your opponent has to be extremely prepared to deal with it while it really isn't a crazy risk to just throw out there, just don't assume it will play the entire game for you since it CAN still be avoided, albeit at that stage they have to be doing some risky movement in anticipation.<br />
}}<br />
<br />
===<big>Dancing Dual Kick</big>===<br />
[[File:BBCF_Susanoo_DancingDualKickIcon.png|28px]] {{InputBadge|'''{{clr|B|236B}}'''}} {{InputBadge|'''Fifth Seal'''}} <br />
{{BBCF Move Card<br />
|input=236B<br />
|description=<br />
*Susano'o charges at the opponent and then performs a powerful kick that knocks them into the air. Hits low.<br />
*Jump cancelleable on final hit. Jump cancel as soon as possible, since late jump cancel doesn't retain second air action.<br />
<br />
Often called '''Ground Viper''', named after a special attack from Guilty Gear's Sol Badguy.<br />
This move's blockstun forces opponents to block every individual hit but the last as a low, also making it one of Susanoo's few low hitting attacks. Arguably, one of Susanoo's more important unlocks as it allows him a lot of control over which seal he is able to unlock next. While slower on startup and significantly worse on block/whiff than level 3 Sundering Claws, this special only needs to be unlocked once to be used at full power, tacks on a good amount of extra damage, and serves as a strong combo extender.<br />
<br />
Extremely useful to catch people doing fuzzy jumps or anything that isn't exclusively holding downback during your pressure, just don't do it too often without 50 meter to cancel it.<br />
}}<br />
<br />
===<big>Inevitable Calamity</big>===<br />
[[File:BBCF_Susanoo_InevitableCalamityIcon.png|28px]] {{InputBadge|'''Mash {{clr|C|C}}'''}} {{InputBadge|'''Sixth Seal'''}} <br />
{{BBCF Move Card<br />
|input=CCCC<br />
|description=<br />
*Generates a stationary projectile orb in front of Susanno that hits repeatedly<br />
*{{clr|C|C}} must be mashed at least 4 times within approximately 30F for the move to activate. The startup of {{clr|C|5C}} and {{clr|C|6C}} (but no other moves) can be kara-cancelled into this move, making it possible to activate at neutral. Doing this also causes Susano'o to step forward somewhat before the move activates, depending on how rapidly you mash and which move you kara-cancel from.<br />
*Mashing {{clr|C|C}} extends the duration of the attack. Pressing {{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} will end the attack and go into recovery.<br />
*Absorbs projectiles and has good chip damage, but high pushback.<br />
*Awkward input that can be tricky to activate on demand and can also activate accidentally if you aren't being disciplined with your inputs during other combos.<br />
*In spite of all this, Susanno's fastest move.<br />
<br />
A good move to go for due to its fast startup, and the ability for you to cancel it whenever you like by pressing B+{{clr|C|C}}+{{clr|D|D}}. While it's frame advantage is lackluster, the pushback on block combined with the ability to cancel makes it rather safe. Sees limited use during combos due to its scaling. It is -6 on block if canceled with B+{{clr|C|C}}+{{clr|D|D}}. You have good control on when the move goes into recovery so it allows you to cover holes in pressure. Also one of the more damaging hits during Strike of the Possessed God (See below)<br />
}}<br />
<br />
===<big>Splintering Thrust</big>===<br />
[[File:BBCF_Susanoo_SplinteringThrustIcon.png|28px]] {{InputBadge|'''{{clr|C|63214C}}'''}} {{InputBadge|'''Seventh Seal'''}} <br />
{{BBCF Move Card<br />
|input=63214C<br />
|description=<br />
*Often referred to as "God Press" due to its resemblance to The King Of Fighters' Rugal Bernstein and his special of the same name.<br />
*Susano'o pauses for its startup and then charges at the opponent. If it connects, he slams them into the far wall and punches them in a damaging explosion.<br />
*Combo "throw", will not cause purple !! marks for any reason, but does not have 100% minimum damage either.<br />
**As a result, it will deal 2160 outside of combos rather than 3600.<br />
*Can only hit Standing or Crouching opponents.<br />
*Somewhat deceptive animation where the pause at the start looks a bit like his dash startup.<br />
*Certain Counter Hits will combo into it, notably 6D and 6B (first hit) Counterhits<br />
*Can only be followed up with a Rapid cancel, Inevitable Calamity or if it was hit after the first hit of a Fatal {{clr|B|6B}}.<br />
*Counterhit recovery if it misses.<br />
Has exceptionally long range for a command grab, but horrible startup (The 30 Frames listed is only true at point blank range, where you'll likely never use it). This is also coupled with no invulnerabilities, guardpoints or low profiling so you'll have to treat this differently from most commands grabs to get any mileage out of it. Also note that it will generally lose to other command grabs that have greater reach, such as both of Tager's 360s, since Susano's hitbox is pretty much touching range when using this move. However because it can never be throw rejected for any reason, it can be a powerful tool when your opponent is teching since it's easy to get a meaty hit (Where they must start jumping or using a reversal as soon as possible to avoid it). Very powerful if you do land a hit with it since you're guarenteed to corner your opponent with them teching at your feet.<br />
}}<br />
<br />
===<big>Blade of Judgement</big>===<br />
[[File:BBCF_Susanoo_BladeOfJudgementIcon.png|28px]] {{InputBadge|'''{{clr|D|236D}}'''}} {{InputBadge|'''Eighth Seal'''}} <br />
{{BBCF Move Card<br />
|input=236D<br />
|description=<br />
*Wallbounces on Counter Hit.<br />
*Uses the D button but doesn't unlock anything, unlike other drive moves.<br />
A very high priority special worth unlocking as soon as possible. Pressing buttons while grounded becomes scary for the opponent, as a Counter Hit Blade of Judgement will wallbounce them directly into Susano'o for a free combo. Because of your newfound ground control, be prepared to deal with air approaches once your opponent sees that you have this.<br />
<br />
The sword's hitbox extends behind Susano'o. As a result, you can can use it to catch enemies thrown behind him by {{clr|D|6D}} for certain combos and also catch out characters with grounded crossups, such as Azrael's dash.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
===<big>Liberating Dagger</big>===<br />
{{InputBadge|'''{{clr|D|236236D}} (Requires Eighth Seal)'''}}<br />
{{BBCF Move Card<br />
|input=236236D<br />
|description=<br />
*Requires Blade of Judgement unlocked.<br />
*Can function as a reversal super<br />
*Minimum damage: 1120 OD: 1400<br />
<br />
Great for dealing with zoners. A big factor in why Blade of Judgement is such an important unlock. This attack has a huge horizontal hitbox that completely covers the ground, hitting the opponent no matter the distance between them and Susano'o. You can use this as a reversal in some situations, as well as easily blow up anyone who tries to use a super at range. Has better minimum damage than {{clr|D|632146D}} until he has a certain amount of seals.<br />
}}<br />
<br />
===<big>Strike of the Possessed God</big>===<br />
{{InputBadge|'''{{clr|D|632146D}}'''}}<br />
{{BBCF Move Card<br />
|input=632146D<br />
|description=<br />
General purpose reversal super that can add good damage to many combo routes and is very easy to combo into. If the initial attack hits, Susano'o attacks with every unlocked special move in order (Excluding Sundering claws if it is only at level 1) before finishing off with a beam cannon attack. Therefore the damage improves with every unlocked seal, although some add much more damage than others. Can be Rapid Cancelled after the first hit for specific combos, but the opponent will either be put in stagger or bounced high into the air depending on which specials are unlocked. Because each unlocked seal has its own minimum damage, you may want to capitalize your combo in order to unlock the strongest seal if you plan on ending with this super. No followups are possible under any circumstances.<br />
<br />
*Overdrive does not automatically enable all parts of this move to activate, Susano'o will still only use the special moves that have actually been unlocked.<br />
*Overdrive only improves the damage from the final beam cannon and Blade of Judgement (if unlocked)<br />
*If the initial strike finishes the opponent off, the rest of the move is not performed.<br />
*Only the initial strike and the very last hit of the beam cannon can end a round, therefore if they survive the first hit, you're going to be giving them back a lot of burst gauge due to the damage.<br />
*Can only be rapid cancelled on the first hit, the opponent will either be put in stagger or bounced high into the air depending on which specials are unlocked.<br />
*If Sundering Claws is above level 1, the first hit will always stagger the opponent.<br />
*On raw hit, this move will deal anywhere between 2428-4622 normally, 3380-5378 in Overdrive.<br />
*Counterhits will apply the bonus damage to all parts of the move.<br />
<br />
The minimum damage for each seal and their respective levels are as follows:<br />
<br />
*Initial Strike and final beam cannon: 499 (OD 765)<br />
*Sundering Claws: 0 / 75 / 150<br />
*Towering Flame: 75<br />
*Megalith: 75 / 90 / 105<br />
*Hunter's Fang: 120 / 210<br />
*Dancing Dual Kick: 180<br />
*Inevitable Calamity: 312<br />
*Splintering Thrust: 150<br />
*Blade of Judgment: 225 (OD 300)<br />
}}<br />
<br />
===<big>Collapsing Resentment</big>===<br />
{{InputBadge|'''{{clr|D|[2]8D}} during Overdrive'''}}<br />
{{BBCF Move Card<br />
|input=[2]8D<br />
|description=<br />
*Unlocks all of his specials for the remainder of the round. Will not upgrade any specials.<br />
*Guard Points against Body attacks on frames 1-10.<br />
While Susano'o suddenly gaining every special in one fell swoop is a very nice tool to have, the fact that your unlocked specials will still reset at the end of the round as well as requiring Overdrive, on top of its total duration, makes this a fairly situational super. However, using this can be good if you have been put at an early disadvantage to try and get back into the game or as a reason to get good milage out of a short overdrive, since unlocking all of your specials is similar to just having a permanent overdrive. Your opponent may fear trying to punish this since you'll still probably be in overdrive and have access to your exceed accel afterwards.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Bloodspiller</big>===<br />
{{InputBadge|'''{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive'''}}<br />
{{BBCF Move Card<br />
|input=ABCD<br />
|description=<br />
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*315/663 Minimum Damage<br />
*Good Push on block<br />
<br />
Puts Susano'o into Active Flow if he hasn't already entered it once in the round. Has full invulnerability but cannot be Rapid Cancelled. Deals significantly more damage if Susano'o is already in Active Flow.<br />
<br />
Difficult to punish on block without a fast, long reaching poke like Relius or Ragna's 5Bs.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Roar of the Mad King</big>===<br />
{{InputBadge|{{clr|C|2141236C}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=2141236C<br />
|description=<br />
Has a very strange hitbox that stretches to either side of Susano'o, and can be easy to whiff unless the opponent is very close.<br />
<br />
Combos from pretty much anything. Susano'o's Astral Heat is a realistic and practical way to end a match.<br />
<br />
'''Combos From...'''<br />
*All Throws<br />
*{{clr|C|3C}}<br />
*{{clr|B|5B}}<br />
*{{clr|C|5C}}<br />
*{{clr|B|6B}}<br />
*{{clr|D|5D}}<br />
*...And a lot more!<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Susanoo}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Susano'o|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}<br />
[[Category:Unga]]</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Amane_Nishiki&diff=435550BBCF/Amane Nishiki2024-01-02T11:16:25Z<p>Manta: /* Choujin Kaihi: Zettou */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Amane is an '''evasive zoner''' with great chip damage, high range and air maneuverability, albeit with slow speed.<br />
<br />
Amane is hard to catch in neutral due to his ability to stay airborne, poke with incredibly-long, vaccuming normals and push his opponents away if they get close, which gives him the ability to control the pace of the game. Once they do get in however, Amane is at a significant disadvantage until he can make space again, and thanks to his deadzones and long recovery on his longest pokes, he can struggle against rapid and unpredictable movement.<br />
<br />
While Amane has basically no mixup in the traditional sense, he has a lot of strong pressure and okizeme tools, and his [[#Drive: Spiral|Drive]] gives him the '''highest chip damage in the game''' while also increasing his combo damage, allowing him to create a pseudo-mixup between his dangerous chip damage or high reward frame traps.<br />
}}<br />
{{BBCF/Infobox<br />
|fastestAttack= [[#5A|5A]] (6F whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
|reversal= [[#Kyouryuu Tokkou: Seijyuu Rensoukyaku|236236D]] (10F)<br />
|fatalStarter= [[#6B|6B]]<br/>[[#6C|6C]]<br/>[[#5D|5D]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Spiral<br />
|content=Amane's Drive attacks turn his cloth into a drill he uses to attack his opponent. Using Drive attacks will fill the Spiral Gauge for up to three levels. Different levels of Spiral Gauge grant different properties to Amane's Drive Attacks. Here are some of the specifics:<br />
<br />
* There are a total of 3 levels of Spiral Gauge. Gauge increases upon using {{clr|D|D}} attacks and decreases over time. Gauge builds even on whiffed {{clr|D|D}} attacks.<br />
* Drill attacks gain hits, attack level, and damage on hit as well as chip damage with each level.<br />
* Drill can overheat if charged for too long. When overheated, {{clr|D|D}} moves and specials cannot be used until the meter resets, starting at Level 1 again.<br />
* Each attack will deal more hits if the button is held down, with each hit contributing to the Spiral Gauge. Can stop holding moves at any time.<br />
|header2=Overdrive: Cyclone<br />
|content2=His Overdrive powers up his drill, making it much easier to get to level 3 and prevent overheat. <br />
<br />
* Spiral Gauge continues to rapidly rise to level 3 and then stops. (Does not immediately become level 3 on activation).<br />
* Amane's Distortion Drives become enhanced, gaining extra hits and dealing more damage.<br />
* {{clr|D|6D}} does more hits, but gains drill gauge slower, allowing it to deal more damage for longer without overheating the drill.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
A pretty stubby jab that hits twice, making it more committal than others. Thankfully, it's pretty fast and hits higher than it looks, which makes it great as an anti air. The second hit can come in handy hitting slightly delayed jumpins as well, and it sharing a button with {{clr|A|6A}} can help deal with left/right situations. Beyond that however, it doesn't see much use due to being easily low profiled by low-hurtbox attacks or simply by crouching.<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
Most versatile ground normal. Has pretty respectable range and reaches incredibly high, meaning it can stuff out fuzzy jumps and air approaches very effectively, and it's a good combo tool on air hits due to being able to gatling into all grounded {{clr|C|C}} normals. Its 3 hits are good for both hitconfirming and draining barrier, the latter being incredibly useful when the opponent is using barrier to push your Drives away. The move also leads to absurdly damaging combos when up close as a grounded starter, hovering around 4.5k to 5k even with level 1 Spiral.<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
First of your many {{clr|C|C}} vaccum normals. One of your main space control and combo tools with a large deadzone between the hitbox and Amane, but otherwise fully disjointed. Not as widely applicable as some others due to it being low profiled by even a slight hurtbox displacement, but still useful for its short recovery and ability to catch low jumps. It has two hits, popping the opponent up to be combo'd into {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=6C|label={{clr|C|6C}}}}. On grounded hit, they simply get pulled in, but won't reel long enough for you to connect {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=2C|label={{clr|C|2C}}}}, although other gatlings and cancels still work. Not very useful in pressure due to the deadzone and the fact that it whiffs on crouching opponents, but if someone jumps and blocks this you do get a a chance to reset pressure with hop.<br />
<br />
}}<br />
<br />
===<big>{{clr|C|4C}}</big>===<br />
{{BBCF Move Card<br />
|input=4C<br />
|description=<br />
Basically a shorter ranged version of {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=5C|label={{clr|C|5C}}}} that only hits once. A slightly better starter than {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=5C|label={{clr|C|5C}}}} but has less hit stun on regular and counter hit. Outside of risky and niche anti-air situations, this move is mostly combo filler, either as a part of a grounded {{clr|C|C}} chain, or a closer-range avenue to {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=6C|label={{clr|C|6C}}}}.<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A,2AA,2AAA|versioned=input<br />
|description=<br />
Fairly average whiff cancelable {{clr|A|2A}}, one of your main ways to mash out on defense, although its range is pretty terrible. The move has 3 versions, with each one coming out as a part of its self-cancel chain. These will come out even on whiff, and the third one cancels to the first one only on hit or block. Because of this, it's better to confirm your hits with an option select by buffering {{clr|A|2A}} > {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=2B|label={{clr|B|2B}}}} so you don't overcommit on whiff.<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
A low mainly useful in pressure, either as an extra button to push the opponent further out, or as a way to stay safe from ODR attempts that would punish {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=5B|label={{clr|B|5B}}}}'s longer recovery. Also a useful juggle tool into the corner, lifting the opponent to connect with {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=2D|label={{clr|D|2D}}}}, {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=6A|label={{clr|A|6A}}}}, or to achieve more pushback for {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=6C|label={{clr|C|6C}}}} - {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=236D|label={{clr||Hariken}}}} routes.<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
Your longest ground poke. Very useful {{clr|C|C}} normal, with around the same range as {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=5C|label={{clr|C|5C}}}}, but this time able to hit crouching opponents, however with notably more recovery. Better grounded combo opportunities than {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=5C|label={{clr|C|5C}}}} due to the spin state it causes, and also pops the opponent up for {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=5C|label={{clr|C|5C}}}} on air hit, where it only hits once. Due to its range, it's more of a pressure starter than extender, which is still very threatening for the opponent to be in range of.<br />
<br />
}}<br />
<br />
===<big>{{clr|C|1C}}</big>===<br />
{{BBCF Move Card<br />
|input=1C<br />
|description=<br />
Basically a shorter ranged version of {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=2C|label={{clr|C|2C}}}} that only hits once. Usable in grounded combos with less of the deadzone {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=2C|label={{clr|C|2C}}}} has, and also a slightly better starter than {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=2C|label={{clr|C|2C}}}}, although lacks the spin state. Goes into {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=4C|label={{clr|C|4C}}}} on air hit for closer-range routes. Cornerstone of your pressure, as a way to control the opponent's position and a frametrap from {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=5B|label={{clr|B|5B}}}}. However you need to keep in mind the absolutely ungodly amount of recovery. Never do this move without canceling it into something, even if that's just a {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=236D|label=Hariken}} stance cancel to make it safe on block. Of course, its usage as a poke also suffers as a result.<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
Dedicated Anti-air. Has massive vertical reach and quick head invul that can stuff even very strong air approaches very consistently. You can chain it into {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=5B|label={{clr|B|5B}}}} as a hitconfirm into {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=5C|label={{clr|C|5C}}}}, but depending on height, this can be a bit finnicky, and sometimes the {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=5B|label={{clr|B|5B}}}} might miss out on a few hits or whiff. A more consistent, but less rewarding confirm, is Jump Cancel - {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=j.B|label={{clr|B|j.B}}}}. Sees usage in combos after {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=6C|label={{clr|C|6C}}}} and in some corner combos.<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
*Makes Amane jump backwards.<br />
*Can gattling into air {{clr|C|C}} normals, but other air options can only be done after {{clr|B|6B}}'s recovery (Airdash, {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=236A|label=Zettou}}, etc.).<br />
<br />
Can blow up certain mashing attempts and be safe if it fails or is blocked. Useful for grounded BnBs (known as {{clr|B|6B}} loops), corner juggle extensions, or as a way into high-damage routes involving {{clr|D|j.6D}}. Has a hilarious launch effect on air Counterhit, but despite being a fatal and having bonus proration, it's not much more threatening as a starter than your other two {{clr|B|B}} normals.<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
Upwards angled pull with two hits. Has uses in combos, pressure, and neutral. As usual, the move has a deadzone between the hoop and Amane.<br />
<br />
On block the opponent usually falls to the ground, setting up a potential pressure situation, which makes it good at catching people out of backjumping your pressure or jumping in neutral, although on air IB, they can use further air options after recovery. On hit, the first and second hit both slide the opponent, however the second one pulls the opponent harder, resulting in a sideswitch; both hits have routes unique to them. Notably, at Level 3 Drill, the second hit (sometimes even the first) can go straight into {{clr|D|2D}}, leading to massive damage air combos.<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
Excellent in pressure due to higher blockstun and hard knockdown on counter hit, but negative on block nevertheless.<br />
*Low profile and slides slightly forward.<br />
}}<br />
<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
Short range air normal, and your single overhead attack that gatlings from {{clr|B|j.B}}. Amane's only real close range air-to-air, but, again, the range can really hurt it. Its reward is generally mediocre but it nets consistent conversions into {{clr|C|j.236C}} for a knockdown. Despite the hitbox, the move is actually quite good when used offensively. Short blockstun and its overhead property make it useful for keeping the opponent on their toes and force them to focus on looking for tick throws, F-shikis, or reverse beat overhead pressure from Zettou.<br />
<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
Offers the best balance of covering space versus ease of use. You want to use this move a lot but beware of opponents counter hitting its huge hurtbox, Amane's entire sash is hittable during this move so it can lead to some very strange interactions and stray hits.<br />
*Can beat rolls by using Zettou > {{clr|B|j.B}} after Gekiren, Gosei, Seijyuu.<br />
*Cannot cancel into Zettou or Choujin on block, but can be jump cancelled, allowing TK inputs to sometimes bypass the limitation.<br />
*Can reverse beat into {{clr|A|j.A}}.<br />
}}<br />
<br />
===<big>{{clr|B|j.2B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2B<br />
|description=<br />
Obnoxious air normal. {{clr|B|j.2B}} has its uses in a lot of different places due to its amazing hitbox and ability to alter your movement in an instant. Can be cancelled into from jumping {{clr|C|C}} normals, or during airdash/Hop to cancel them and quickly land making pressure and neutral that much more unpredictable. On top of that the move is massively disjointed for a lot of its active frames which makes it prone to clashing with dedicated anti airs, or outright beating them due to the short delay before it gets going. Bounces Amane back up, even if its blocked, and leaves him with all of his remaining air actions as well as the ability to launch another air normal, although at major frame disadvantage. The bounce gets nullified at minimum height where you reach the ground before bouncing, which leads to + frames and full combos.<br />
<br />
*Special cancelable, leads to combos with Zettou<br />
*Will cause ground bounce on hit<br />
*Can be used to set up an ambiguous crossup after an IAD or bait throw tech mash<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
With the use of Zettou, this move does a good job at extending or starting pressure. Good retreating attack option that's harder to low profile than {{clr|C|5C}}, or a whiff punish against anti-airs during Zettou pressure.<br />
<br />
*Spins the opponent into soft knockdown on regular hit, but launches into the air on counter hit.<br />
}}<br />
<br />
===<big>{{clr|C|j.6C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.6C<br />
|description=<br />
Hits at a very unique angle (directly in front and above) so it can serve as a long range air to air, but has a weak reward if you have already used your other air options, but does still pull the opponent in for a knockdown or other enders on hit. Sends you to the ground if not cancelled, lowering its lengthy recovery when done right after a jump.<br />
}}<br />
<br />
===<big>{{clr|C|j.4C}}/{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.4C<br />
|description=<br />
A high air-to-ground move used to beat anti-air moves, and is cancelable to Hops or {{clr|B|j.2B}} on block but not a great poke outside of that, since it has almost no horizontal reach. While this move has two different inputs, both activate the exact same move. Also seen near the end or middle of air combos.<br />
<br />
*Will keep momentum on airdash, but not during Zettou<br />
*Launches opponent upwards and towards Amane on counterhit or air hit.<br />
}}<br />
<br />
==Drive Moves==<br />
Each of Amane's Drive normals can have their active frames and number of hits increased by holding {{clr|D|D}}. Their chip damage, as well as how often they hit, is affected by Amane's drill level. With the exception of {{clr|D|6D}}, Amane's Drive normals share the following properties:<br />
*At Level 1 they re-hit every 3 frames, for a total of 3 hits minimum or 11 hits maximum, and deal 30% chip damage.<br />
*At Level 2 they re-hit every 2 frames, for a total of 4 hits minimum or 16 hits maximum, have 2 more frames of blockstun than Level 1, and deal 60% chip damage.<br />
*At Level 3 they re-hit every 1 frame, for a total of 7 hits minimum or 30 hits maximum, have 2 more frames of blockstun than Level 2 (4 more than Level 1), deal 90% chip damage, and also have 5% minimum damage.<br />
**Due to having 1 frame of one-sided blockstop at all levels, '''opponents cannot Counter Assault or Overdrive Raid between hits of a Level 3 drill on block'''.<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D Lv1,5D Lv2,5D Lv3|versioned=input<br />
|description=<br />
A common gatling for block strings that creates distance while gaining Spiral gauge and chipping. It can be special canceled at any time while being blocked which makes it safe against ODR, that is if a hit of it is blocked. With no gatlings from it, this is one of your main pressure reset or pressure ending points. On block either command hop in to reset pressure, hop away to bait reversals and anti-airs, fish for a frame trap with Hariken, or end with Ginga for maximum safety. The move also becomes +1 on Level 3 Hariken stance cancel, which isn't super strong since you'll be barriered and pushed out most of the time anyway, but it can make it hard for the opponent to retaliate after your pressure.<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D Lv1,2D Lv2,2D Lv3|versioned=input<br />
|description=<br />
High risk anti air with inconsistent reward, but not one without use, specifically against delayable air approaches, like divekicks, since it can be held like all drive attacks, this time also extending its invul frames. Can also be useful against more ambiguous left-right approaches due to its input, but if whiffed, a very strong punish is probably on its way. Knocks down on counterhit, allowing a followup, usually for more modest reward than {{clr|A|6A}}. {{clr|D|2D}} ultimately sees more usage as combo extender, in the corner on all levels and midscreen on levels 2 and 3.<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D Lv1,6D Lv2,6D Lv3|versioned=input<br />
|description=<br />
*On Block values change based on which level you start the move on, not the ending level.<br />
Your best way to raise your drill level. You can combo into it for 50 meter with Hariken B RC or 100 meter with Seijyuu RC. Gosei and Ginga can both be RC'd to combo into it, but both are quite difficult. You can use this as okizeme after Ginga or as a reset in block strings and combos. Even if it's blocked, you're guaranteed level 3 drill. Don't be too predictable, however, as opponents can roll/delay tech out of it on wakeup and jump out in blockstrings, leaving you in a great deal of recovery. Many characters also have good tools for escaping {{clr|D|6D}}, '''all of which can be done on reaction every time''', such as certain backdashes, long-range reversals, or Nine's teleports, so look at your opponent's tools before attempting to use it on block.<br />
*Add more hits by holding button; minimum of 4 hits (at all levels) if the attack starts in range, normally a maximum of 26 hits (6 Lv1, 8 Lv12, 12 Lv3) before overheating.<br />
*During OD, {{clr|D|6D}}'s Spiral gauge gain is reduced, allowing the move to be extended to its actual maximum duration. <!--To do: Find the actual maximum duration. (Eyeballing it seems to give exactly 200 frames where it's hitting an opponent, and a maximum of 61 hits (20 Lv2, 41 Lv3) if starting from the exact right point of the Spiral gauge.)--><br />
*Projectile moves forward along the ground slightly on whiff; holding button will also make the drill attempt to travel longer, and will still extend the move if it moves into range on a later hit.<br />
<!--To do: Figure out the correct Spiral gauge values (also for the other drills?), because what was here before doesn't work out correctly from testing.--><br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D Lv1,j.D Lv2,j.D Lv3|versioned=input<br />
|description=<br />
* On Block value against grounded opponent, button held until landing<br />
Strong move in conjunction with hop, connects properly against crouching opponents when done right after {{clr|A|A}} Zettou, and can be held until landing, giving you some nice plus frames. As such this is one of your main ways to reset pressure with a forward hop while building drill meter, but do keep in mind and if the opponent has barrier, Amane will pushed back insanely quick and you'll likely return to neutral. In neutral, the ability to hold Drive until landing can lead to consistent plus frames when used as a jumpin, but the momentum halt and lengthy startup can be both a blessing and a curse against anti airs.<br />
<br />
Otherwise, this is the least damaging drive normal that Amane has. Not super rewarding in combos compared to his other D moves. It can be used for effective chipp strings like {{clr|D|5D}} > {{clr|A|236A}} > {{clr|D|j.D}} > {{clr|A|j.236A}} > {{clr|D|j.D}}, though remember to mix it up with frame traps (like {{clr|D|5D}} > delay {{clr|C|214C}}) to avoid abare.<br />
}}<br />
<br />
===<big>{{clr|D|j.6D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.6D Lv1,j.6D Lv2,j.6D Lv3|versioned=input<br />
|description=<br />
This move has very few uses in neutral game and is really a combo tool. As the most damaging Drive in your arsenal, it's usually optimal to route around including this in the airborne sections of your combos. Wallbounces the opponent which can usually be followed up, most consistently on level 3, however it's applicable in both grounded launches and air juggles on every drive level.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
Comboable in a variety of ways, like stance cancel, hop forward, or Hariken > {{clr|C|C}}. Wallsticks in the corner, which can mess with your combos, since the height of the wallstick is determined by distance from corner, and different pickups are required depending on this. On a successful extension, the reward can go from underwhelming to downright absurd depending on Drill level and optimizations, especially in the corner.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
Fully identical to forward throw, as such their uses align.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
Probably your best close-range air-to-air, albeit with inconsistent reward. Midscreen, {{clr|A|6A}} and {{clr|B|5B}} after landing are a consistent followup, however the closer you are to the corner, the harder it gets to consistently follow it up, sometimes requiring a link from {{clr|C|j.236C}}. If you do manage the convert from it, the reward can be very good, but still less than almost every other starter you have.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
Uses {{clr|B|5B}}'s animation and is absolutely huge as a result, even on the vertical end. This means it's harder to simply bait it with a jump than other CA's, though not impossible, so be mindful. One of Amane's best defensive options to avoid having to scramble with his stubby {{clr|A|A}} normals.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B]|versioned=input<br />
|description=<br />
One of the worst guard crushes for actually guard crushing people because the horizontal range is bad, your follow-ups are very low damage, and your opponent will be barrier blocking you anyway because you're Amane. However it can be good for combos since it has high base damage and can start a juggle from close normal hit 3C.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Choujin Kaihi: Zettou</big>===<br />
{{InputBadge|{{clr|A|214A}}/{{clr|B|B}} (Air OK)\{{clr|A|236A}}/{{clr|B|B}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236A,236B,j.236A/B|versioned=input<br />
|description=<br />
A command jump that gives Amane the much needed additional mobility, often called Hop. Here are its basic mechanics:<br />
*Directional input controls the hop's direction (236 = forward, 214 = back) and the button pressed affects the angle ({{clr|A|A}} = short, {{clr|B|B}} = long) <br />
*Can be done once on the ground and once in the air; Zettou uses are restored after landing (eg. whiffing a {{clr|B|j.2B}})<br />
*Using Zettou does not consume universal air movement options; combine with double jump or airdash for extra mobility<br />
*Cancels into all jump normals and specials (eg. does not directly cancel into double jump, airdash, or block) after a certain amount of time depending on which versions is used.<br />
*If Amane swaps sides with his opponent during this move, he will change facing immediately rather than at the move's end, allowing crossup attacks to aim correctly. Even though this technically ends the move early, this does not affect his trajectory.<br />
<br />
Zettou is a cornerstone of Amane pressure and neutral, serving as a risky, but strong pressure reset, and a longjump to float around the opponent with. Has great synergy with your massive air buttons, and especially {{clr|B|j.2B}}, which gets you to the ground quickly to restore your Zettou uses. Is commonly seen in pressure after {{clr|C|C}} normals or {{clr|D|5D}}, mixed up between its backwards variation and your other frametrap tools to keep opponents hesitant to mash and anti-air you. Has uses in combos between {{clr|C|C}} normals to reposition during their long hitstun.<br />
}}<br />
<br />
===<big>Gangan Senbu: Ginga</big>===<br />
{{InputBadge|{{clr|C|214C}}}}<br />
{{BBCF Move Card<br />
|input=214C<br />
|description=<br />
New addition in CF, and a very versatile one. Amane sends out a hurricane projectile that travels along the ground, slows to a stop, then disappears.<br />
<br />
Your primary combo ender midscreen, setting up for Amane's main techtrap situation with an immediate {{clr|C|2C}}, however it launches for a true extension in the corner, or if spaced to be meaty. The move has a lot of active frames and large pushback, so it's usually safe. Your cancel window into the move is very long, allowing for variations in your pressure applications between a true ender and frametrap with good reward on counterhit in the form of a full pickup with {{clr|C|C}} normals. When spaced and timed to be properly meaty, a good oki tool that gives you good frame advantage and catches forward rolls.<br />
}}<br />
<br />
===<big>Ninpu Sengeki: Hariken</big>===<br />
{{InputBadge|{{clr|D|236D}}~{{clr|A|A}}/{{clr|B|B}}/{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=236D,236D A/B/C Foot,236D A/B/C Drill Lv1,236D A/B/C Drill Lv2,236D A/B/C Drill Lv3,236D D|versioned=input<br />
|description=<br />
The move has 3 parts: first Amane assumes a stance where he charges Spiral level and gains guard point against projectiles. From here you can either summon a ground drill in one of three positions with a stomp (with a hitbox of its own), or cancel the stance. On block, the drills do multiple hits, while on hit they do one hit that launches the opponent, these properties are enhanced by drill level, but the drills also disappear if overheated. <br />
<br />
One of your main oki, pressure, and combo tools. {{clr|B|B}} and {{clr|A|A}} drills are often used as combo extenders from {{clr|C|6C}}(1) to pick up after, or as enders to go into {{clr|D|6D}}. Doing Hariken Stomp after a corner knockdown gives you rollsafe oki that eats away at a blocking opponent's hp and barrier, just remember that quick, long-range reversals can counter this, so other options can be preferable. The multiple hits on block only activate once the opponent starts blocking, and all of them will always come through which can lead to more advantage, and any of them can serve as the on-hit version, which is one of your best starters. On higher levels, both the frame advantage and the barrier drain/chip damage increase, leading to very scary oki on Amane's already high damage corner combos.<br />
<br />
The fastest possible stance cancel takes 19 frames. This can be used in combos for specific extensions, useful for fully controlling your sideswitches. Amane can cancel most of his normals into this to make them safer (or, in the case of Level 3 {{clr|D|5D}}, very slightly plus), which can be used to reset pressure if you rotate your options well. A common reaction to Hariken drill is jump forward and punish, so this can also be used to psych out the opponent and get them into a position where they can get anti-aired, and to some degree it can be used on oki the same way against preemptive opponents. Using stance cancel to go in-and-out of stance is a good way to level up Spiral in neutral.<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="show Hariken placement diagram" data-collapsetext="hide Hariken diagram">[[File:BBCF_Amane_Harikenrange.png|800px]]</div><br />
}}<br />
<br />
===<big>Choujyuu Rengeki: Raibu</big>===<br />
{{InputBadge|{{clr|C|236C}}}}<br />
{{BBCF Move Card<br />
|input=236C<br />
|description=<br />
Horizontal spin attack. Ends your combo midscreen, but wallbounces in the corner, allowing for followups on airborne opponents. Generally not a very useful attack, as Ginga is safer and more rewarding as a frametrap due to Raibu's consistent IB timing and positioning on block, but it does do good damage and sets up for a decent tech trap situation midscreen, as well as serve as an optimal ender in some combos. Can also be RC'd to close a gap and reset pressure, or combo from it midscreen.<br />
}}<br />
<br />
===<big>Tensou Rakugeki: Gosei</big>===<br />
{{InputBadge|{{clr|C|j.236C}}}}<br />
{{BBCF Move Card<br />
|input=j.236C<br />
|description=<br />
Mostly used as a knockdown from air combos as it's unsafe otherwise. Can be rapid canceled into {{clr|C|2C}} for a combo extension. If done near the corner while the opponent is relatively high to you - usually after j2C - you can actually link 2B after it recovers for a combo extension.<br />
<br />
If you have 50 meter, consider chimping out with it in neutral as it's really fast and will be either safe or give you a combo.<br />
*Active frames continue until landing.<br />
*Amane will turn around if he lands behind the opponent for the last hit.<br />
}}<br />
<br />
===<big>Jyuuken Dageki: Gekiren</big>===<br />
{{InputBadge|{{clr|C|623C}}}}<br />
{{BBCF Move Card<br />
|input=623C<br />
|description=<br />
The hand will spawn at a fixed distance from Amane unless in the corner, where the hand is fixed to not go offscreen. Very useful for call outs if your opponent is jumping, or to reset them after a juggle, where it can be Rapid Canceled and combo'd afterwards into {{clr|C|2C}} for big damage, or followed up for free on counter hit. Strong corner combo extender or ender with its lengthy knockdown and high damage.<br />
*Air unblockable even during blockstun.<br />
}}<br />
<br />
==Distortion Drives==<br />
===<big>Kyouryuu Tokkou: Seijyuu Rensoukyaku</big>===<br />
{{InputBadge|{{clr|D|236236D}}}}<br />
{{BBCF Move Card<br />
|input=236236D Lv1,236236D Lv2,236236D Lv3|versioned=input<br />
|description=<br />
<br />
<br />
Only invincible reversal outside of Overdrive and EA. Amane lunges forward with a kick and plays out a unique animation on hit, with a different effect based on Spiral level, leading to combos from levels 2 and 3, or any level in OD. After the hit animation is over, overheats drill and resets to level 1. If blocked, the number of hits increase, but still leave it highly punishable, although on level 3 Spiral, the chip damage and barrier drain are not half bad. If whiffed (i.e. opponent jumped over it), Amane will travel a long distance that makes it hard to punish. <br />
<br />
*Base Damage is 800*8 on block, on hit it is as listed above<br />
*1st hit forces opponent into standing on hit<br />
*Curiously, clashing with the super activates its several blocked hits, all of which result to the full hit effect if they land, causing it to beat out most moves it could even clash with.<br />
<br />
'''Important Note:''' If you rapid cancel this super frame 1 then it '''will not''' overheat your gauge, letting you combo into 6D for instant level 3. Holding down the rapid cancel buttons just before the super finishes [[BBCF/Mechanics#Advanced_Input|will repeat the input for 4 frames]] and make this significantly easier to execute.<br />
<br />
Depending on the drill level and resources available, different followups are possible.<br />
<br />
'''Level 1<br />
'''<br />
*Rapid cancel to follow up with a move of your choice.<br />
*In OD: {{clr|C|3C}} or {{clr|B|5B}}(1) to pick up<br />
<br />
'''Level 2'''<br />
*Follow up with {{clr|C|3C}}, or microdash {{clr|B|2B}}, {{clr|B|5B}}<br />
<br />
'''Level 3'''<br />
*Followup-able with almost every button at your disposal, excluding ones requiring Spiral to be out of Overheat.<br />
<br />
}}<br />
<br />
===<big>Kaizoku Senkou: Goukai Rasen Renpa</big>===<br />
{{InputBadge|{{clr|D|632146D}}}}<br />
{{BBCF Move Card<br />
|input=632146D<br />
|description=<br />
Amane summons a travelling line of drills from the ground. The normal version spawns evenly spaced drills every 8 frames after the first. The Overdrive version spawns drills every 6 frames, with the drills spawning proportionately closer together. Each drill hits every 3 frames up to 9 times, and every level increases hitbox height, OD even more so.<br />
<br />
Not as obviously useful as Amane's reversal super, but still handy in some situations. Its comboability is rarely what you will use it for, however it is easily the most painful attack to block in the entire game, absolutely eating through barrier and HP at level 3, and being able to oneshot characters on block in optimal conditions. This can let you set up some scary checkmate scenarios, rare as they may be.<br />
Unless RC'd and followed for chip or combo damage, it sends the opponent fullscreen which can be useful to get the opponent away from you safely. While it can be avoided and punished, the move is surprisingly likely to trade after super flash, which results in overall favorable situations.<br />
}}<br />
<br />
==Exceed Accel==<br />
===<big>Hazan Gekisou: Jakua Dengekitai</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*Swaps sides.<br />
*[[BBCF/Mechanics#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]]<br />
Amane attacks the opponent with his cloth. Has a slightly bigger horizontal range than {{clr|B|5B}}. Mostly standard EA that sideswitches, but it's important to always consider your remaining OD timer before throwing it out, since ending it that way could result in less total Spiral Meter.<br />
}}<br />
<br />
==Astral Heat==<br />
===<big>Jyatoku Meika: Gouha Houyou</big>===<br />
{{InputBadge|{{clr|D|222D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=222D<br />
|description=<br />
Easy to combo into from {{clr|D|5D}}, {{clr|C|3C}} and {{MiniMoveCard|game=BBCF|chara=Amane Nishiki|input=236D|label=Hariken}}. It's also pretty fabulous.<br />
}}<br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Amane}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Amane Nishiki|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{Overview/SEO<br />
|summary=<br />
}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Celica_A._Mercury&diff=435541BBCF/Celica A. Mercury2024-01-02T10:40:47Z<p>Manta: /* Atout Rillettes */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Celica is a '''simple, low-execution''' character with solid pokes, good damage and a varied set of tools. Celica's defining trait is her healing mechanic. Hitting with Drive attacks creates recoverable health, which can be recovered by using one of two healing moves, or spent to enhance special moves. Celica's enhanced specials enable new combo routes, on top of having enhanced properties that give them more utility outside of combos.<br />
<br />
Including a {{MMC|input=2A|label=fast jab}}, far-reaching pokes {{MMC|input=5B|label=on the ground}} and {{MMC|input=j.C|label=in the air}}, a {{MMC|input=6B|label=strong anti-air}}, a {{MMC|input=236B|label=fireball}}, an {{MMC|input=214C|label=anti-fireball attack}}, a {{MMC|input=236C|label=meterless reversal}}, and two {{MMC|input=j.D|label=different}} {{MMC|input=j.214A|label=divekicks}}, Celica has a tool for almost every job. Each of her tools has its own strengths and weaknesses, and identifying the correct option for the situation can take a bit of knowledge and quick decision-making. None of Celica's options individually stand out as particularly strong, but the potential to convert into a full combo from almost all of them can overwhelm the opponent with the sheer number of threatening options to consider.<br />
<br />
What Celica doesn't have is strong mixups, okizeme tools or anything plus on block to force specific responses. Instead, Celica's pressure relies heavily on staggers and frame traps, and utilising the flexibility of her blockstrings to condition opponents, target their specific defensive options and tendencies and once again overwhelm them with decisions.<br />
<br />
At times, Celica can feel like a character with great control over neutral, that is hard to pin down in pressure while having scary pressure of her own. Other times, she can feel like a character that has to constantly guess and take risks to achieve anything, without the health pool to back her up. Overall, Celica is a character that is easy to pick up for a beginner, but rewards mastery and a deep understanding of the game as a whole — in other words, being the better player.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#5A|5A]] (6F)<br/>[[#2A|2A]] (6F)<br />
| reversal = [[#Hache Rotir|236C]] (13F)<br/>[[#Casque Velouté|632146C]] (9F)<br />
| fatalStarter = [[#2C|2C]]<br/>[[#5D|5D]]<br/>[[#Hache Rotir|236[C]]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Minerva<br />
|content=By pressing the D button, Celica can perform combo attacks with her robot partner, Minerva. The chain has a starter, bridge, and a finisher, and Celica can cancel into followup Drive attacks even on whiff, similar to a {{keyword|rekka}}. Drive attacks build Recovery Cap (described below) on hit, and build more for each Drive attack used in the combo; the first Drive attack in a combo builds 100, the second attack builds 150, the third builds 200, the fourth builds 250, and all Drive attacks past that build 300.<br />
<br />
Unlike [[BBCF/Carl|Nirvana]] or [[BBCF/Relius|Ignis]], Minerva is not controlled like a separate character, instead being responsible for Celica's B and C normals. While Minerva is technically her own entity with her own sprites, for most purposes she can just be thought of as part of Celica:<br />
*Minerva closely tracks Celica's movement while idle. Many actions and states, including movements like dashing and jumping, combine Celica and Minerva into one sprite for the duration.<br />
*Minerva has hurtboxes and can be hit while performing attacks; hitting Minerva is treated like hitting Celica.<br />
*Certain moves will move Minerva forward, increasing the effective range of Minerva's attacks that follow, but she will return to her default position during recovery.<br />
However, there are certain (likely unintended) quirks caused by how Minerva works:<br />
*If one of Minerva's attacks clashes, Celica will not experience the {{keyword|hitstop}} of the clash and will not be able to clash cancel.<br />
*The hitstop on Minerva's attacks will not be modified by guard point, leading to situations where Celica is not in hitstop when she should be, or the other way around.<br />
&#32;<br />
|header2= Overdrive: Regelite<br />
|content2=<br />
Celica passively gains both HP and Recovery Cap. She generates 100 Recovery Cap every 20 frames, and restores 2 HP per frame, or 3 HP per frame if she has been in Overdrive for 300 frames (5 seconds) or longer. Both effects are paused if Celica is in hitstun or blockstun. This passive gain of recovery cap means Celica will virtually always have recovery cap available to amplify her special moves, allowing combos that have multiple amplified moves without needing to use drive moves between them to generate more recovery cap. <br />
<br />
Like all Overdrives, Celica's Distortion Drives receive buffs. Notably, Celica's Distortion {{MMC|input=632146A|label=[[#Armure Sorbet|Armure Sorbet]]}} is significantly faster, enabling mid-combo healing.<br />
}}<br />
</div><br />
<div id="home-content" class="home-grid"><br />
{{card|width=6<br />
|header= Unique Ability: Recovery Capacity<br />
|content=<br />
Celica gains Recovery Cap by hitting Drive attacks, passively during Overdrive, or by guard-pointing the opponent's attacks with the special moves {{MMC|input=214B|label=[[#Marteau Flan|Marteau Flan]]}}, {{MMC|input=214C|label=[[#Lance Quiche|Lance Quiche]]}} or {{MMC|input=236C|label=[[#Hache Rotir|Hache Rotir]]}}. This appears as a blue section of her health bar. Celica can convert this blue health to HP by hitting the Drive ender and going into the followup heal, or using Armure Sorbet. Alternatively, Celica will consume her current Recovery Cap to perform amplified versions of the previously mentioned special moves. Amplified specials are performed with ''any'' non-zero amount of Recovery Cap, and will always immediately use ''all'' of it.<br />
<br />
The blue health is not actual HP; it will not stop Celica from losing the round when her HP reaches 0, and is unaffected by Celica taking damage.<br />
<br />
Celica's actual HP and blue health combined cannot exceed her starting health. This means if Celica is already at full health then no Recovery Cap can be generated, preventing her from using amplified specials.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A,5[A],5AA,5A[A] |versioned=input<br />
|description= <br />
A short-range standing jab that can hit crouching characters. Doesn't really have much utility outside of pressure. {{MMC|input=2A|label={{clr|A|2A}}}} has a tiny bit more horizontal reach while being the same speed and having a crouching hurtbox so it's generally better in most situations where a quick, mashable button is wanted. It doesn't hit quite high or far enough to really consider using it as an anti-air, especially since {{MMC|input=6B|label={{clr|B|6B}}}} is already so solid.<br />
<br />
The one interesting property of Celica's {{clr|A|5A}}, which is shared by her {{clr|A|2A}}, is that the button can be held to perform up to 3 additional hits. Holding the button for all 4 hits technically performs two moves, {{clr|A|5[A]}} and {{clr|A|5A[A]}}, and is treated as such for damage proration purposes. Similarly, holding the button for 2 hits performs only {{clr|A|5[A]}} and applies proration once; this is different from pressing the button twice, which would perform {{clr|A|5A}} > {{clr|A|5A}} and prorate twice. This leads to a big difference in combo damage off both of them, though they both function as a two-hit jab confirm.<br />
<br />
*Jump cancellable on hit/block<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|5AA}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
Celica's main grounded poke, having good range and reliable confirms from all but maximum range. {{clr|B|5B}} moves Minerva forward, effectively boosting the range of followup {{clr|B|B}} or {{clr|C|C}} normals by approximately the same distance as its pushback. Used as a far range poke, this allows it to confirm into {{clr|B|5B}} > {{MMC|input=5C|label={{clr|C|5C}}}} > {{MMC|input=214C|label={{clr|C|214C}}}} for a knockdown (or a full combo using Rapid Cancel), but not much else since Celica herself does not move forward. {{clr|B|5B}}'s hitbox is quite thin vertically and is high enough that some attacks or crouching characters can low profile it more easily than other characters' similar pokes.<br />
<br />
{{clr|B|5B}} can also be used as a counter hit punish that still combos into {{MMC|input=6C|label={{clr|C|6C}}}} at ranges where {{clr|C|5C}} will push out too far and {{MMC|input=2C|label={{clr|C|2C}}}} won't reach, or either would be too slow. Occasionally awkward as a normal hit punish as pushback from blocking an attack combined with the pushback of this move hitting can often put Celica too far away to do the preferred start of {{clr|B|5B}} > {{clr|C|2C}} > {{MMC|input=5D|label={{clr|D|5D}}}}.<br />
*Jump cancellable on hit/block<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
A long-range, decently-active heavy button with no special properties.<br />
<br />
Most of the time, {{clr|C|5C}} is just combo fodder. In many situations it is outclassed by similar buttons; it lacks viable confirm options afterwards, making {{clr|B|5B}} generally safer and more consistent as a poke, and is not quite as good of a counter hit punish starter as {{clr|C|2C}}. On the other hand, while slower than {{clr|B|5B}}, a wider hitbox vertically and an extra active frame can make it better at catching jumps or crouching moves, especially when used as a counterpoke. While not giving Fatal Counter like {{clr|C|2C}}, being 1 frame faster and having more horizontal range while still leading to comparable damage will come up every now and then, a notable example being after instant blocking an Exceed Accel.<br />
*Jump cancellable on hit only<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A,2[A],2AA,2A[A] |versioned=input<br />
|description=<br />
The crouching version of {{clr|A|5A}}; slightly longer range but otherwise almost identical.<br />
<br />
{{clr|A|5A}} could be considered slightly better for pressure since it's jump cancellable, while {{clr|A|2A}} is generally better for mashing for its range and, more importantly, being one of the few 6-frame startup crouching buttons in the game. This is very relevant since {{MMC|input=2C|label={{clr|C|2C}}}} is -1 on block and vacuums, meaning resetting pressure with {{clr|A|2A}} can be expected to at worst trade against the notable portion of the cast whose fastest option to hit crouching opponents is 7-frame startup; depending on the matchup, the trade could also lead to a favourable spacing.<br />
<br />
{{clr|A|2A}} also hits low enough to OTG, so it is generally the button Celica will want to use to catch rolls or quick tech as well.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|2AA}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
A two-hit low with good range and extremely low pushback, even less than Celica's jabs. Also moves Minerva slightly forward, not as far as {{clr|B|5B}}, but a tiny bit more than it pushes opponents back.<br />
<br />
{{clr|B|2B}} is a staple part of Celica's blockstring pressure because of its low pushback while still having a plethora of options available afterwards; there's very little to lose from pressing it while having plenty to gain. On top of being a two-hit low that might inadvertently catch some inputs, it's a natural 1-frame trap into {{clr|C|2C}}, which is one of her best combo starters, and is cancellable on either hit to potentially mess with a defender's input timings further.<br />
<br />
In neutral, the low hurtbox, decent range and long active time can make it a good poke or better counterpoke against grounded approaches, with the low pushback and multiple hits helping it more reliably confirm into a full combo even from the edge of its range.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
A shorter-range but lower-recovery heavy button that pulls opponents towards Celica. Fatal Counters, and is Celica's best counter-hit punish starter.<br />
<br />
{{clr|C|2C}} is one of the cornerstones of Celica's pressure. It's great for resetting pressure because of its vacuum while also being only -1 on block and still having multiple threatening frame trap options behind it. A low-pushback string like {{clr|A|2A}} > {{clr|B|2B}} > {{clr|C|2C}} is easily loopable without needing to microdash, and a good way to encourage opponents to choose more proactive defensive options without putting yourself at too much risk. The high reward on hit also helps discourage opponents from challenging before seeing this button, opening them up to being mixed up or reset at more, earlier points as well.<br />
<br />
In confirming combos, {{clr|C|5C}} does slightly more damage, but {{clr|C|2C}} will often still be preferred for the vacuum to ensure you remain in range for {{MMC|input=5D|label={{clr|D|5D}}}}. On air hits, {{clr|C|2C}} pulls opponents in more and lifts them higher than normal; {{clr|C|5C}} and {{clr|C|2C}} serve specific roles in combos and are somewhat interchangeable, being used in combination with careful delays to control the opponent's position and set up specific combo routes like Backfire loops or fireball links from different situations.<br />
*Jump cancellable on hit only<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
At 24 frames start-up, -8 on block, no meterless cancel options, and inconsistent conversions outside of the corner, {{clr|A|6A}} is not a great overhead. On counter hit the opponent isn't pushed as far away, making midscreen combo conversions more reliable, though no invuln and a large gap when cancelling into this move means Celica is more likely to be the one getting counter-hit. You can make first overhead hit whiff, allowing only the low to hit instead, though hitting only the low does not allow for a combo without Rapid or counter hit. Celica's hurtbox is very low to the ground during the landing hit, making it possible to time a meaty {{clr|A|6A}} to low profile certain reversals, though the precise timing combined with the nature of the game's tech system make this rather impractical even against characters with no alternative reversals.<br />
<br />
Despite its shortcomings, it's still a standing overhead that leads into a full combo in the corner even while at full health (which is more than can be said about regular {{clr|B|214B}}) so it is worth using occasionally, especially with the meter to Rapid Cancel. {{clr|A|6A}}(1) > RC > {{MMC|input=j.B|label={{clr|B|j.B}}}} creates a {{keyword|50/50}} that's easy to confirm and leads to good damage. The {{clr|B|j.B}} can also immediately set up another 50/50 between jump cancel > {{clr|B|j.B}} or land > {{clr|B|2B}}.<br />
*First hit knocks down<br />
*Second hit knocks down on air hit, staggers on ground hit<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
With a good hitbox, great head invuln and good cancel options, {{clr|B|6B}} is one of Celica's best tools and a strong contender for most reliable anti-air in the game, both in terms of when it can be used and confirming on hit or block. Combined with a quick dash to potentially adjust spacings, it can reliably contest even some of the longest or most disjointed of air attacks, and is vulnerable mainly only to being baited by changes in air trajectory. Due to being on the B button (instead of the A button like most other standing anti-airs), inputting 4/6{{clr|A|A}}+{{clr|B|B}} will {{keyword|option select}} an anti-air in one direction while Barrier blocking in the other.<br />
<br />
{{clr|B|6B}} > {{clr|C|2C}} is a simple confirm into a combo on both ground and air/counter hits, which is also very safe on block (or plus on air block). {{clr|B|6B}} also moves Minerva slightly forward, less than {{clr|B|2B}}, but this helps confirms connect properly even when catching an extended hurtbox.<br />
<br />
{{clr|B|6B}} also sees a lot of usage in combos thanks to the utility of the ground slam, and can be easily included in blockstrings to create additional space or set up IAD pressure resets in conjunction with {{clr|B|5B}}.<br />
*Slams the opponent into the ground for a ground bounce on air and/or counter hit<br />
*Jump cancellable on hit/block<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
A slow launcher that leads to high damage combos. {{clr|C|6C}} is generally used as combo fodder; it can combo from enhanced Flan, {{clr|C|5C}}/{{clr|C|2C}} on crouching opponents, or counter hit {{clr|B|5B}}/{{clr|C|5C}}/{{clr|C|2C}}. Maximum damage usually involves routing into this move as early in the combo as possible, but since it uses bonus proration it's not ideal to loop it.<br />
<br />
{{clr|C|6C}} can also be used in pressure as a frame trap, mainly as a threat to deter your opponent from pressing buttons or attempting to jump out after {{clr|C|2C}}; it's easy to confirm a hit and is pretty safe on block, but it lacks good cancel options afterwards to condition opponents not to take their turn. Because it pulls opponents towards Celica, more strongly than {{clr|C|2C}}, it will quite often leave them in range to press their faster buttons.<br />
*Jump cancellable on hit only<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
An unremarkable sweep. Average range, high recovery and no low-profile hurtbox mean this is mostly just a combo tool for stable combo enders, or for floating grounded opponents when at full health; it scales damage unusually poorly, and so should generally be avoided early in combos if possible. Has utility as a tight low and/or frame trap option after {{clr|B|2B}} has been used, but is Celica's most unsafe normal barring her Drives and only goes into Drives and specials, so it should be used with caution.<br />
*Counter hit causes hard knockdown as with most sweeps<br />
*Uses Celica's {{clr|C|2C}} animation unless cancelled into from it specifically, where it instead uses her {{clr|B|2B}} animation<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A,j.[A] |versioned=input<br />
|description=<br />
The air jab; much like how {{clr|A|2A}} is {{clr|A|5A}} but crouching, {{clr|A|j.A}} is {{clr|A|5A}} but airborne. Its similarly poor range makes it rather weak compared to other {{clr|A|j.A}}'s. While it can be held for an extra hit like its grounded siblings, unlike them it can't be held for more, so it doesn't even have special utility as a wall of active frames. Best utilised in close range air-to-air situations, and can convert into a ground combo by quickly confirming into {{clr|B|j.B}} > {{clr|C|j.C}} > {{MMC|input=j.D|label={{clr|D|j.D}}}}, or a knockdown with {{MMC|input=j.214A|label={{clr|A|j.214A}}}} from any other confirm.<br />
*Jump cancellable on hit/block<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
Moderately fast, primarily vertical air button. Generally preferred jump-in or IAD button as it's Celica's lowest-reaching air button, and can go into {{clr|C|j.C}} afterwards for extra overhead hits and better frame advantage on landing. It doesn't quite hit low enough to hit all characters crouching when performed as soon as possible out of an IAD, but does hit low enough to hit most standing characters while rising, so it can be used for {{keyword|f-shiki}} overhead mixups (but generally can't combo except by doing rising {{clr|B|j.B}} > Rapid > {{clr|B|j.B}}).<br />
*Jump cancellable on hit/block<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
A mostly horizontal multi-hit air poke. Basically an air footsies tool; useful as a far-reaching air-to-air, or can be used while falling from a jump as a low recovery poke near ground level. Not disjointed, and extends hurtboxes for slightly longer than the attack is active, so it can be prone to trading with or losing to other well-spaced or disjointed air attacks. Can be used as a far-range jump-in, but must be timed late to hit crouching opponents since it lacks any significant downward range; rather than being a reliable jump-in, it can be used to mix up between a far {{clr|C|j.C}} and an empty jump to bait out and whiff punish anti-airs.<br />
*Long untech time on Counter Hit, potentially allowing Celica to land and link into ground moves for higher damage conversions<br />
*Jump cancellable on hit/block<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}<br />
}}<br />
<br />
==Drive Moves==<br />
Celica's Drive chain consists of three attacks: a starter, a bridge and the common ender. Any Drive starter can go into any of the bridge attacks, which can all go into the ender. Each Drive attack can go into the next in a specific delayed window, regardless of hit, block or whiff. The only exception is the heal, which activates only if the ender hits. Each individual Drive move is affected by [[BBCF/Damage#Same_Move_Proration|Same Move Proration]].<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Drive Series Flowchart" data-collapsetext="Hide Drive Series Flowchart"><br/><br />
<div style="text-align: center;">Drive starters:</div><br />
<gallery mode="packed"><br />
File:BBCF Celica 5D.png|center|200px|thumb|{{clr|D|5D}}<br />
File:BBCF Celica 2D.png|center|200px|thumb|{{clr|D|2D}}<br />
File:BBCF Celica 6D.png|center|200px|thumb|{{clr|D|6D}}<br />
File:BBCF Celica jD.png|center|200px|thumb|{{clr|D|j.D}}<br />
</gallery><br />
<div style="text-align: center;">The above drive moves can cancel into:</div><br />
<gallery mode="packed"><br />
File:BBCF Celica 5DD.png|center|200px|thumb|{{clr|D|5DD}}<br />
File:BBCF Celica 2DD.png|center|200px|thumb|{{clr|D|2DD}}<br />
File:BBCF Celica 6DD.png|center|200px|thumb|{{clr|D|6DD}}<br />
File:BBCF Celica 236B.png|center|200px|thumb|All Specials/Distortions (on hit/block only)<br />
</gallery><br />
<div style="text-align: center;">The above drive moves can cancel into:</div><br />
<gallery mode="packed"><br />
File:BBCF Celica 5DDD.png|center|200px|thumb|{{clr|D|5DDD}}<br />
File:BBCF Celica 236B.png|center|200px|thumb|All Specials/Distortions (on hit/block only)<br />
</gallery><br />
<div style="text-align: center;">{{clr|D|5DDD}} can cancel into:</div><br />
<gallery mode="packed"><br />
File:BBCF Celica Heal.png|center|200px|thumb|Drive Heal (Automatic on hit)<br />
File:BBCF Celica 236B.png|center|200px|thumb|All Specials/Distortions (on hit/block only)<br />
</gallery><br />
</div><br />
<br/><br />
<br />
===<big>Starter</big>===<br />
{{BBCF Move Card<br />
|input=5D,2D,6D,j.D |versioned=input<br />
|description=<br />
'''{{clr|D|5D}}'''<br />
<br />
{{clr|D|5D}} is Celica's fastest and shortest range Drive attack. It is mainly used in combos for its bizarrely long amount of hitstun, allowing it to combo into slower attacks like enhanced {{MMC|input=214B|label={{clr|B|214B}}}} for the launch, or as part of backfire loops. It can also be used as a risky but rewarding frame trap after C normals by delaying it significantly, to potentially trip up opponents who are used to defending against more immediate gatlings and cancels.<br />
<br />
{{clr|D|5D}} has a number of other interesting but not particularly relevant properties: it's a Fatal Counter, but it's a worse CH starter than {{clr|B|5B}}; it's somewhat disjointed, but it's shorter and slower than {{clr|B|5B}}; it vacuums grounded opponents very slightly, but it has no cancel options that would need it. However, these properties plus the long hitstun strangely align to make {{clr|D|5D}} more rewarding if it trades with an opponent's button rather than winning clean; trading with a standard level 3 attack (which will generally have similar startup to this) puts Celica at +18 against standing opponents, allowing a trade combo into {{clr|C|5C}} > {{clr|C|6C}} because of the Fatal hitstun.<br />
<br />
<br />
----<br />
'''{{clr|D|2D}}'''<br />
<br />
An extra sweep. {{clr|D|2D}} hits low and is quite slow, almost always leaving a gap when used on block. It moves forward and has fairly long range, but doesn't reach its full range until the later active frames so it often fails to combo or frame trap properly at the edge of its range. Combined with very poor proration values, it sees very little use in combos outside of niche scenarios and minor damage optimisations when ending in super. After a combo, it can be used to cross-under neutral/emergency tech due to its forward movement, despite not actually having a low profile hurtbox.<br />
<br />
Outside of combos and pressure, it could be argued that it has some utility as a long-range whiff-cancellable counterpoke that pulls Celica's hurtbox back very slightly on startup, but it's unlikely to ever be the best option in a given situation due to being incredibly slow and unsafe.<br />
*Floats on hit<br />
*Hard knockdown on Counter Hit<br />
<br />
<br />
----<br />
'''{{clr|D|6D}}'''<br />
<br />
{{clr|D|6D}} has Celica do a small hop forward. It can be used to hop over and punish things like slides or long-range sweeps with a good read, but more importantly it's a staple combo ender for its knockdown on air hit giving solid okizeme midscreen and letting you end a combo holding Recovery Cap. It also forces crouching on ground hit, but this cannot be capitalised on without spending meter or Overdrive.<br />
<br />
Strangely, Celica is very slightly airborne for the first few frames of {{clr|D|6D}}'s recovery, making it cancellable into {{MMC|input=j.214A|label={{clr|A|j.214A}}}} (at a slightly delayed timing) in addition to grounded special moves. This cancel can be used to end combos, or easily set up a low divekick > RC 50/50 from a blockstring.<br />
<br />
<br />
----<br />
'''{{clr|D|j.D}}'''<br />
<br />
A mostly vertical dive attack that can hit cross-up. {{clr|D|j.D}} overrides Celica's aerial momentum, so it can be used to punish anti-air attempts or create ambiguous cross-ups. It's also a key conversion tool for combos starting from anti-air {{clr|B|6B}} or stray air-to-airs as it will bring both characters to the ground to stabilise and continue the combo.<br />
<br />
If it hits cross-up, followup Drive attacks will autocorrect towards the opponent but specials will not, leading to different combo or mixup options. Since the landing hit occurs on the second frame after landing, if the first hit connects it is possible to cancel into grounded specials on landing before the second hit is active. {{clr|D|j.D}} applies damage proration on both hits, so cancelling before the second hit can lead to higher damage in certain situations.<br />
*First hit knocks down on air hit<br />
*Landing hit knocks down and groundbounces<br />
<br />
}}<br />
<br />
===<big>Bridge</big>===<br />
{{BBCF Move Card<br />
|input=5DD,2DD,6DD |versioned=input<br />
|description=<br />
'''{{clr|D|5DD}}'''<br />
<br />
The Celicar. {{clr|D|5DD}} deals the most damage of the secondary Drive attacks. It covers a long distance and has a decent amount of projectile invulnerability, so it can be used to attempt to dodge or counter a punish when whiffing a Drive. Whiffing Drives in neutral is generally not recommended due to their immense recovery; {{MMC|input=214C|label={{clr|C|214C}}}} is a faster and safer anti-projectile option.<br />
<br />
It can also pass through opponents from the last hit onwards, but can't steal the corner. Opponents close to the corner can be pushed into it by this move, making the sideswap somewhat ambiguous. The move can also be Rapid Cancelled around or after the last hit to create a left/right mixup. Because {{clr|D|5DD}} switches sides midscreen, in combos {{clr|D|6DD}} may be preferred for corner carry depending on screen position.<br />
*Spinning hitstun on ground hit<br />
----<br />
'''{{clr|D|2DD}}'''<br />
<br />
An extra extra sweep. Technically a two-hit move, but the first hit is behind Celica and the Drive chains autocorrect between attacks; in most cases, only the second hit is relevant and effective startup is 11 frames.<br />
<br />
{{clr|D|2DD}} has the shortest range of the Drive bridge attacks, and also sees little use in combos outside of niche scenarios and minor optimisations. It will almost always leave a gap if used on block, and its main utility is in existing to maintain a high/low mixup threat after one Drive attack.<br />
*Floats on hit<br />
*Hard knockdown on Counter Hit<br />
----<br />
'''{{clr|D|6DD}} '''<br />
<br />
A giant arm-swing. The first hit is on Celica's fists and has very short range as well as shorter hit and blockstun, but the later active frames of the second hit swing around to hit above and slightly behind Celica, so it's usually the best choice for covering punish attempts when whiffing Drives at close range for some reason.<br />
<br />
{{clr|D|6DD}} is generally preferred over {{clr|D|5DD}} when near but not in the corner. It's also used in fireball loop combos that try to build as much Recovery Cap as possible, as it hits the highest of the three Drive bridge attacks.<br />
*Can also be performed as {{clr|D|4DD}}<br />
*Staggers opponent on ground hit<br />
}}<br />
<br />
===<big>Ender</big>===<br />
{{BBCF Move Card<br />
|input=5DDD,Regenerate |versioned=input<br />
|description=<br />
{{clr|D|5DDD}} is the universal Drive ender. Hitting this move is the only way for Celica to heal without spending resources, but towards the end of longer combos the Drive bridge attacks won't have enough untech time to combo into it. In Overdrive, the long spin animation or untechable launch give enough time to cancel into Armure Sorbet to heal and then continue the combo afterwards. The strangely high damage leads to {{clr|D|5DDD}} being one of Celica's highest damage combo starters, making it a rewarding but very telegraphed "crossup" when combined with {{MMC|input=5DD|label={{clr|D|5DD}}}}.<br />
<br />
*Spins opponents in place on ground hit, launches opponents away on air hit<br />
<br />
----<br />
'''Regenerate'''<br />
<br />
Celica's resource-free option to heal. Activates automatically if {{clr|D|5DDD}} hits and isn't otherwise cancelled, and consumes up to 1500 Recovery Cap to heal Celica for the same amount.<br />
<br />
In some situations it's possible to deal acceptable damage while building over 1500 Recovery Cap, allowing a significant heal while retaining the option to use an enhanced special afterwards, but these combos can be extremely finicky. The heal has a long animation, but should always be safe to use since (in a valid combo) {{clr|D|5DDD}} will have enough hitstun/untech for Celica to recover first.<br />
<br />
You will get the most out of this by strategically deciding when to go for a heal, based on whether the extra health or extra damage will be more useful. If you don't want to use the heal, special cancelling from {{clr|D|5DDD}} will avoid automatically cancelling into this, but bear in mind this may still use up your Recovery Cap depending on the special move used; in the corner, whiffing {{MMC|input=236B|label={{clr|B|236B}}}} will let you keep your Recovery Cap and recover slightly faster than the heal animation. Though in most cases, if you aren't intending to heal, there are other combo and ender options that would deal more damage and still allow you to hold some Recovery Cap at the end.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}} {{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
Celica's throw pops opponents up a bit on hit, giving more than enough time to cancel into any special, or to recover and link any normal at least as fast as {{MMC|input=2C|label={{clr|C|2C}}}} for an airborne combo. Back throw is identical to forward throw except Celica turns around at the start of the animation, swapping sides.<br />
<br />
Celica's ability to set up for tick throws is considerably better than most characters; she has a number of slightly negative-on-block attacks with low or less-than-low pushback, such as {{clr|B|2B}} and {{clr|C|2C}}, which be used to keep the opponent close and in range for throw even after several blocked attacks. Celica's throw leads to solid damage regardless of health and screen position and her other mixup options can be quite lacking, making it a key component of her offense, especially while at full health.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
Air throw that wallbounces on hit, but doesn't cause a hard knockdown or immediately bring either character back down to the ground. Combo options are dependent on screen position due to the wallbounce; used midscreen, Celica will have time to land and relaunch with {{MMC|input=6C|label={{clr|C|6C}}}}, but closer to a corner in either direction (airdash >) {{MMC|input=j.D|label={{clr|D|j.D}}}} is a more consistent option. Slightly less rewarding on hit than ground throw on average but not any less useful, being pretty much the only thing Celica can use to air-to-air opponents above her.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
Celica's Counter Assault has similar startup to other CAs, but is incredibly negative on block and far more punishable than the average. The range on it also isn't anything to write home about. It's probably better to try to {{MMC|input=236C|label={{clr|C|236C}}}} out of a gap and RC if it doesn't hit, or simply practice blocking instead of relying on this, but it is still very much functional as a CA despite its higher risk.<br />
*Uses {{clr|D|5D}}'s animation, but slowed down and with even more recovery.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}}}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
Celica's Crush Trigger can be used as a combo tool if at full health and you don't have access to enhanced specials, though in most cases you're probably better off saving the meter for Rapid Cancel. Its range is short enough that it generally doesn't connect unless used after an attack that moves Celica forward or pulls the opponent back to her. {{MMC|input=5DDD|label={{clr|D|5DDD}}}}'s spin or launch is long enough to combo into a charged Crush Trigger as an efficient use of meter, but the pushback is too high for it to reach anywhere outside of the corner.<br />
*On hit, staggers grounded opponents or launches airborne opponents straight up<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Pic Confit</big>===<br />
{{InputBadge|{{clr|A|j.214A}}}}<br />
{{BBCF Move Card<br />
|input=j.214A<br />
|description=<br />
Fast-moving divekick with little to no followup potential. Generally an air combo ender, but fills a unique niche in neutral as well.<br />
<br />
The speed, angle and relative safety of this move make it a surprisingly useful tool for rushing people down, countering grounded pokes or escaping the corner. It's best used with meter to Rapid to start pressure on block, or easily pick up a combo on hit. Without RC it's still generally safe when blocked on the ground (-2 at best), but is often punishable if instant blocked or blocked mid-air well before Celica lands. It will also deliver an easy whiff punish to the opponent if slightly misspaced. On the other hand, a well-spaced counter hit can allow for a meterless pickup with {{clr|A|2A}} into a full combo. Overall, {{clr|A|j.214A}} can be an effective approach option when properly mixed in alongside more standard pokes and jump-ins.<br />
*Soft knockdown against airborne opponents, even on counter hit<br />
*Hard knockdown on ground hit<br />
}}<br />
<br />
===<big>Arc Grillé</big>===<br />
{{InputBadge|{{clr|B|236B}}}}<br />
{{BBCF Move Card<br />
|input=236B<br />
|description=<br />
Simple fireball that floats opponents up on hit. An all-around solid tool for neutral and combos, as well as being a relatively safe way to end a longer blockstring and return to neutral.<br />
<br />
The projectile goes almost the full length of the screen, slowing down as it travels and then popping after coming to a complete stop. The pop still has a hitbox, larger than that of the moving fireball. These aspects together with the somewhat slow startup and extremely large hurtbox for a fireball mean this move is often best used as a long-range poke to catch opponents trying to set up or otherwise play from across the screen, rather than controlling space at mid-range, though it's still fine for that.<br />
<br />
Celica's main combo routes involve enhanced specials, but while at full health this move is actually the most combo-friendly special she has. At close range, it floats grounded opponents high enough to link {{clr|A|5A}}/{{clr|A|2A}} before they touch the ground, or the opponent can be lifted off the ground first with a sweep, such as {{clr|C|3C}} or {{clr|D|2D}}, into another attack to put them high enough to link {{clr|B|5B}} after. It can also be used to cancel out of Drive strings without consuming any built Recovery Cap by healing it off or spending it on another special move.<br />
*Fires from Minerva's current position; Minerva has hurtboxes and can be hit during the whole animation<br />
*Uses Celica's {{clr|C|6C}} animation unless cancelled into from it specifically, where it instead uses her {{clr|C|5C}} animation.<br />
}}<br />
<br />
===<big>Marteau Flan</big>===<br />
{{InputBadge|{{clr|B|214B}}}}<br />
{{BBCF Move Card<br />
|input=214B<br />
|description=<br />
Big, armoured, overhead special.<br />
<br />
Regular Flan is very unsafe on block and does not lead to a combo on a normal grounded hit, making it quite risky for little reward. On the other hand, Enhanced Flan is a combo staple that launches the opponent and leads to strong combos, and is also safe on block. The combination of large range, armour against projectiles, low recovery and high reward on hit can also make the Enhanced version a decent option in neutral, with the main drawback being that it can only be used once (unless in Overdrive). Despite its strengths, it's still vulnerable to foot-attribute moves and throws, so it can lose to {{clr|A|2A}} or throw mash when cancelled into from most normals.<br />
<br />
Both versions can potentially armour through Counter Assaults, or be delayed to beat regular reversals. The regular version often does better for this as it will have its startup (and guard point frames) extended by hitstop, making it less likely to clash with an opponent who has their own invulnerability extended by hitstop. On a grounded counter hit, there is enough time to {{clr|A|2A}} and pick up a combo from regular Flan.<br />
*Can armour through unblockables<br />
*For the '''regular''' version, Celica will take damage equal to 100% of any blocked attack's base damage, but gain 150% of that same value as Recovery Cap.<br />
*Regular Flan can armour through a maximum of 1500 damage total. A hit that would break this threshold will counter hit and deal only the excess damage, and Celica won't generate Recovery Cap for that hit. Enhanced Flan has no damage threshold.<br />
*'''Regular''' version floats opponents slightly, '''Enhanced''' launches opponents much higher<br />
}}<br />
<br />
===<big>Hache Rotir</big>===<br />
{{InputBadge|{{clr|C|236C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=236C,236[C] |versioned=input<br />
|description=<br />
Chargeable, armoured uppercut; Celica's idea of a DP move. Not fully invulnerable, but has frame 1 armour against all blockable attacks instead. Although it technically can armour through throw-attribute moves, most throws aren't blockable so they will still beat this move.<br />
<br />
Like her other armoured specials, Celica takes the full damage of attacks blocked with the regular version, so at low health using this as a reversal may not be an option. Being guard point instead of normal invulnerability means opponents can potentially jump, throw or Rapid cancel on hitting this move's startup and punish it; the Enhanced version makes this less likely since it ignores hitstop while the opponent still experiences the full amount, which also means it can beat safejumps in a way similar to a parry/counter. The Enhanced version is also taller and moves Celica forward more, hitting higher and further.<br />
<br />
A less obvious weakness of this move is that, unless charged, it's air techable and does not provide a knockdown so it generally leads back into neutral rather than allowing Celica to start offense. Charging can be useful for extending the armour frames to mess with certain setups, but extending the startup means it is far less likely to actually punish meaties and frame traps, instead relying more on catching the second hit of an opponent's confirm string when they aren't ready for it. Armouring multiple hits with the regular version may also lead to taking significant damage. The charged version still doesn't consistently provide a knockdown either; on counter hit it launches the opponent extremely high and is once again techable before landing. While it's possible to jump up after them for a short combo into a knockdown on a ground hit, on air hit the opponent may be too high to reach them before they can tech.<br />
<br />
Outside of being a reversal, the charged version can be used in corner combos after throw or an early {{clr|D|5D}}, linking into {{clr|B|5B}}/{{clr|B|6B}} or {{clr|B|2B}} respectively. This is useful while at full health, but vastly outclassed by other combo options otherwise.<br />
*Cannot armour through unblockables<br />
*For the '''regular''' version, Celica will take damage equal to 100% of any blocked attack's base damage, but gain 150% of that same value as Recovery Cap.<br />
*Regular Rotir can armour through a maximum of 2500 damage total. A hit that would break this threshold will counter hit and deal only the excess damage, and Celica won't generate Recovery Cap for that hit. Enhanced Rotir has no damage threshold.<br />
*Launches comically high on counter hit<br />
*''Charged'' version is a Fatal Counter<br />
}}<br />
<br />
===<big>Lance Quiche</big>===<br />
{{InputBadge|{{clr|C|214C}}}}<br />
{{BBCF Move Card<br />
|input=214C,214C Backfire |versioned=name<br />
|description=<br />
An advancing special that is safe on normal block and has armour against projectiles. When enhanced, also produces a backfire behind Minerva that juggles and drags opponents behind Celica.<br />
<br />
Regular Quiche is mainly used to confirm into a knockdown when too far for other options ({{clr|B|5B}} > {{clr|C|5C}} > Quiche) and to go through projectiles. It must be used pre-emptively since the projectile armour doesn't start until frame 10, and it doesn't lead to a combo without Rapid, but used smartly it can prevent opponents from mindlessly throwing projectiles.<br />
<br />
Enhanced Quiche has its projectile armour active earlier and is used often in combos, most notably for the backfire. The backfire can be looped multiple times depending on starter, often being the highest damage route available. The slide on the front hit also allows for meterless combos from Quiche in the corner, as well as providing a solid knockdown at the end of a long combo that enables safejumps or easy roll catches.<br />
<br />
Both versions will have their travel time/distance extended if a projectile is blocked, meaning it's possible to armour through a projectile and hit the opponent at ranges where the move would whiff if they did not use one. Celica's collision box also becomes extremely tall during this move; if the opponent IADs at Celica during this move they will get stuck on Celica's collision box and awkwardly hover in front of her, waiting for an easy whiff punish.<br />
*Can armour through unblockables<br />
*For the '''regular''' version, Celica will take damage equal to 100% of any blocked attack's base damage, but gain 150% of that same value as Recovery Cap.<br />
*Regular Quiche can armour through a maximum of 1500 damage total. A hit that would break this threshold will counter hit and deal only the excess damage, and Celica won't generate Recovery Cap for that hit. Enhanced Quiche has no damage threshold.<br />
*Enters (slightly extended) recovery immediately on hit/block, giving it consistent frame advantage regardless of travel distance<br />
*Regular version gives soft knockdown, enhanced version gives slide knockdown<br />
}}<br />
<br />
==Distortion Drives==<br />
===<big>Armure Sorbet</big>===<br />
{{InputBadge|{{clr|A|632146A}}}}<br />
{{BBCF Move Card<br />
|input=632146A<br />
|description=<br />
The healing super; consumes all of Celica's Recovery Cap to heal an equal amount plus 300 extra HP.<br />
<br />
Armure Sorbet is mostly only good for Overdrive combos aimed specifically towards healing back as much health as possible. The normal version is too long to fit anywhere mid-combo but the Overdrive version is significantly faster, allowing it to recover quickly enough to continue combos when cancelled into from exactly {{MMC|input=5DDD|label={{clr|D|5DDD}}}}. With the right combo routes and a long Overdrive timer, it's possible for Celica to heal back about half her max HP, which is pretty useful. Outside of OD, Celica isn't likely to build up enough Recovery Cap to be worth spending meter on a heal in most situations.<br />
<br />
Since the superflash happens at the end of the move, it has the fortunate property of not telegraphing itself that heavily or spending heat until it heals if used in neutral or in a blockstring. It is still almost definitely a bad idea to do this, but if the opponent is too slow to punish, the superflash can be used to identify any options they've committed to and punish accordingly.<br />
}}<br />
<br />
===<big>Saber Anglaise</big>===<br />
{{InputBadge|{{clr|B|632146B}}}}<br />
{{BBCF Move Card<br />
|input=632146B<br />
|description=<br />
Multi-hitting beam super. Celica's least-used super, due to having long startup with an early superflash, low damage and practically no invuln. Some ways to use it are if you want to get extra damage at the end of a combo by spending meter but can't end the round, since {{MMC|input=632146C|label={{clr|C|632146C}}}} has an extremely weak knockdown and can potentially corner yourself, or to reduce the amount of potential overkill and avoid giving your opponent extra burst gauge back, since {{clr|C|632146C}} cannot end the round until the final hit. Otherwise, it deals more damage and can be combo'd into at more points, outclassing this move in almost every situation.<br />
<br />
Under some rather specific circumstances (character-specific, close to corner, hitting as high as possible), it's possible to combo {{clr|B|632146B}} into {{clr|C|632146C}} as a way to spend 100 meter in a combo, though this still usually isn't even worth doing unless you also use Overdrive.<br />
*796 minimum damage when all hits connect, or 1040 in Overdrive.<br />
}}<br />
<br />
===<big>Casque Velouté</big>===<br />
{{InputBadge|{{clr|C|632146C}}}}<br />
{{BBCF Move Card<br />
|input=632146C<br />
|description=<br />
Fullscreen range, fully invulnerable dash super. Minerva throws Celica into the air, rushes across the screen and performs a series of quick attacks on hit before catching Celica, or continues until offscreen and returns from the top with Celica in hand on block/whiff, swapping sides in both cases.<br />
<br />
Casque is very risky and not very rewarding as a reversal. It has a frame 1 superflash and '''can't be Rapid Cancelled''', but it goes fullscreen so it can be used to contest long-range pressure or zoning. Ideally, hitting with Casque ends the round as the situation after a normal hit is generally unfavourable for Celica; the opponent is able to tech well before Celica recovers, meaning they can freely roll away to go back to pressuring from a distance (now likely without Celica having the meter to super again), or if the opponent quick techs then Celica is ''negative on hit'' at an awkward range. On a counter hit however, the opponent is staggered for slightly longer so Celica will recover first instead.<br />
<br />
{{MMC|input=236C|label={{clr|C|236C}}}} is vulnerable to throws and unblockables, as well as jump/Rapid cancelling upon hitting the guard point, so sometimes this is your only option. The long period of invulnerability on Casque can be useful for beating or escaping certain types of setup, possibly being awkward to punish, but it is still very much beatable if the opponent is aware of the option.<br />
*940 minimum damage, or 1340 in Overdrive.<br />
}}<br />
<br />
==Exceed Accel==<br />
<br />
===<big>Pue Vapeur</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Mechanics#Exceed_Accel|Behaves like a standard Exceed Accel.]]<br />
*298/630 Minimum Damage<br />
Minerva sticks out her electrical plug. If it connects, Minerva proceeds to perform a series of attacks and knocks the opponent back across the screen. Decent horizontal range, but can easily be jumped over, or occasionally low profiled. Just like the rest of Celica's reversal options, it offers no okizeme to speak of, and the effects of Celica's Overdrive do not continue through the hit animation so there's not much reason to use it other than to guarantee Active Flow or, if you're already in it, meterless damage.<br />
}}<br />
<br />
==Astral Heat==<br />
===<big>Atout Rillettes</big>===<br />
{{InputBadge|{{clr|A|222A}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=222A<br />
|description=<br />
It's an Astral. Easy execution. It's quite slow and the hitbox does not extend very high off of the ground, but you can reliably end a combo of any length with it by routing into {{MMC|input=3C|label={{clr|C|3C}}}}/{{MMC|input=6D|label={{clr|D|6D}}}}. Outside of that, you can combo into it from any C (if early enough in a combo) or D button on a grounded opponent, or even from {{MMC|input=j.D|label={{clr|D|j.D}}}} if you confirm an air-to-air.<br />
<br />
There is legitimate reason to occasionally use this as a reversal in situations where the slow startup is less of a concern, since {{clr|C|632146C}}'s frame 1 superflash makes it highly susceptible to kara barrier and it can't be made safe with Rapid Cancel anyway.<br />
}}<br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Celica}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Celica A. Mercury|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Celica_A._Mercury&diff=435540BBCF/Celica A. Mercury2024-01-02T10:37:33Z<p>Manta: /* Overview */ Trying to move to the "Amplified" terminology used in game, Enhancer is a Naoto thing.</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Celica is a '''simple, low-execution''' character with solid pokes, good damage and a varied set of tools. Celica's defining trait is her healing mechanic. Hitting with Drive attacks creates recoverable health, which can be recovered by using one of two healing moves, or spent to enhance special moves. Celica's enhanced specials enable new combo routes, on top of having enhanced properties that give them more utility outside of combos.<br />
<br />
Including a {{MMC|input=2A|label=fast jab}}, far-reaching pokes {{MMC|input=5B|label=on the ground}} and {{MMC|input=j.C|label=in the air}}, a {{MMC|input=6B|label=strong anti-air}}, a {{MMC|input=236B|label=fireball}}, an {{MMC|input=214C|label=anti-fireball attack}}, a {{MMC|input=236C|label=meterless reversal}}, and two {{MMC|input=j.D|label=different}} {{MMC|input=j.214A|label=divekicks}}, Celica has a tool for almost every job. Each of her tools has its own strengths and weaknesses, and identifying the correct option for the situation can take a bit of knowledge and quick decision-making. None of Celica's options individually stand out as particularly strong, but the potential to convert into a full combo from almost all of them can overwhelm the opponent with the sheer number of threatening options to consider.<br />
<br />
What Celica doesn't have is strong mixups, okizeme tools or anything plus on block to force specific responses. Instead, Celica's pressure relies heavily on staggers and frame traps, and utilising the flexibility of her blockstrings to condition opponents, target their specific defensive options and tendencies and once again overwhelm them with decisions.<br />
<br />
At times, Celica can feel like a character with great control over neutral, that is hard to pin down in pressure while having scary pressure of her own. Other times, she can feel like a character that has to constantly guess and take risks to achieve anything, without the health pool to back her up. Overall, Celica is a character that is easy to pick up for a beginner, but rewards mastery and a deep understanding of the game as a whole — in other words, being the better player.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#5A|5A]] (6F)<br/>[[#2A|2A]] (6F)<br />
| reversal = [[#Hache Rotir|236C]] (13F)<br/>[[#Casque Velouté|632146C]] (9F)<br />
| fatalStarter = [[#2C|2C]]<br/>[[#5D|5D]]<br/>[[#Hache Rotir|236[C]]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Minerva<br />
|content=By pressing the D button, Celica can perform combo attacks with her robot partner, Minerva. The chain has a starter, bridge, and a finisher, and Celica can cancel into followup Drive attacks even on whiff, similar to a {{keyword|rekka}}. Drive attacks build Recovery Cap (described below) on hit, and build more for each Drive attack used in the combo; the first Drive attack in a combo builds 100, the second attack builds 150, the third builds 200, the fourth builds 250, and all Drive attacks past that build 300.<br />
<br />
Unlike [[BBCF/Carl|Nirvana]] or [[BBCF/Relius|Ignis]], Minerva is not controlled like a separate character, instead being responsible for Celica's B and C normals. While Minerva is technically her own entity with her own sprites, for most purposes she can just be thought of as part of Celica:<br />
*Minerva closely tracks Celica's movement while idle. Many actions and states, including movements like dashing and jumping, combine Celica and Minerva into one sprite for the duration.<br />
*Minerva has hurtboxes and can be hit while performing attacks; hitting Minerva is treated like hitting Celica.<br />
*Certain moves will move Minerva forward, increasing the effective range of Minerva's attacks that follow, but she will return to her default position during recovery.<br />
However, there are certain (likely unintended) quirks caused by how Minerva works:<br />
*If one of Minerva's attacks clashes, Celica will not experience the {{keyword|hitstop}} of the clash and will not be able to clash cancel.<br />
*The hitstop on Minerva's attacks will not be modified by guard point, leading to situations where Celica is not in hitstop when she should be, or the other way around.<br />
&#32;<br />
|header2= Overdrive: Regelite<br />
|content2=<br />
Celica passively gains both HP and Recovery Cap. She generates 100 Recovery Cap every 20 frames, and restores 2 HP per frame, or 3 HP per frame if she has been in Overdrive for 300 frames (5 seconds) or longer. Both effects are paused if Celica is in hitstun or blockstun. This passive gain of recovery cap means Celica will virtually always have recovery cap available to amplify her special moves, allowing combos that have multiple amplified moves without needing to use drive moves between them to generate more recovery cap. <br />
<br />
Like all Overdrives, Celica's Distortion Drives receive buffs. Notably, Celica's Distortion {{MMC|input=632146A|label=[[#Armure Sorbet|Armure Sorbet]]}} is significantly faster, enabling mid-combo healing.<br />
}}<br />
</div><br />
<div id="home-content" class="home-grid"><br />
{{card|width=6<br />
|header= Unique Ability: Recovery Capacity<br />
|content=<br />
Celica gains Recovery Cap by hitting Drive attacks, passively during Overdrive, or by guard-pointing the opponent's attacks with the special moves {{MMC|input=214B|label=[[#Marteau Flan|Marteau Flan]]}}, {{MMC|input=214C|label=[[#Lance Quiche|Lance Quiche]]}} or {{MMC|input=236C|label=[[#Hache Rotir|Hache Rotir]]}}. This appears as a blue section of her health bar. Celica can convert this blue health to HP by hitting the Drive ender and going into the followup heal, or using Armure Sorbet. Alternatively, Celica will consume her current Recovery Cap to perform amplified versions of the previously mentioned special moves. Amplified specials are performed with ''any'' non-zero amount of Recovery Cap, and will always immediately use ''all'' of it.<br />
<br />
The blue health is not actual HP; it will not stop Celica from losing the round when her HP reaches 0, and is unaffected by Celica taking damage.<br />
<br />
Celica's actual HP and blue health combined cannot exceed her starting health. This means if Celica is already at full health then no Recovery Cap can be generated, preventing her from using amplified specials.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A,5[A],5AA,5A[A] |versioned=input<br />
|description= <br />
A short-range standing jab that can hit crouching characters. Doesn't really have much utility outside of pressure. {{MMC|input=2A|label={{clr|A|2A}}}} has a tiny bit more horizontal reach while being the same speed and having a crouching hurtbox so it's generally better in most situations where a quick, mashable button is wanted. It doesn't hit quite high or far enough to really consider using it as an anti-air, especially since {{MMC|input=6B|label={{clr|B|6B}}}} is already so solid.<br />
<br />
The one interesting property of Celica's {{clr|A|5A}}, which is shared by her {{clr|A|2A}}, is that the button can be held to perform up to 3 additional hits. Holding the button for all 4 hits technically performs two moves, {{clr|A|5[A]}} and {{clr|A|5A[A]}}, and is treated as such for damage proration purposes. Similarly, holding the button for 2 hits performs only {{clr|A|5[A]}} and applies proration once; this is different from pressing the button twice, which would perform {{clr|A|5A}} > {{clr|A|5A}} and prorate twice. This leads to a big difference in combo damage off both of them, though they both function as a two-hit jab confirm.<br />
<br />
*Jump cancellable on hit/block<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|5AA}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
Celica's main grounded poke, having good range and reliable confirms from all but maximum range. {{clr|B|5B}} moves Minerva forward, effectively boosting the range of followup {{clr|B|B}} or {{clr|C|C}} normals by approximately the same distance as its pushback. Used as a far range poke, this allows it to confirm into {{clr|B|5B}} > {{MMC|input=5C|label={{clr|C|5C}}}} > {{MMC|input=214C|label={{clr|C|214C}}}} for a knockdown (or a full combo using Rapid Cancel), but not much else since Celica herself does not move forward. {{clr|B|5B}}'s hitbox is quite thin vertically and is high enough that some attacks or crouching characters can low profile it more easily than other characters' similar pokes.<br />
<br />
{{clr|B|5B}} can also be used as a counter hit punish that still combos into {{MMC|input=6C|label={{clr|C|6C}}}} at ranges where {{clr|C|5C}} will push out too far and {{MMC|input=2C|label={{clr|C|2C}}}} won't reach, or either would be too slow. Occasionally awkward as a normal hit punish as pushback from blocking an attack combined with the pushback of this move hitting can often put Celica too far away to do the preferred start of {{clr|B|5B}} > {{clr|C|2C}} > {{MMC|input=5D|label={{clr|D|5D}}}}.<br />
*Jump cancellable on hit/block<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
A long-range, decently-active heavy button with no special properties.<br />
<br />
Most of the time, {{clr|C|5C}} is just combo fodder. In many situations it is outclassed by similar buttons; it lacks viable confirm options afterwards, making {{clr|B|5B}} generally safer and more consistent as a poke, and is not quite as good of a counter hit punish starter as {{clr|C|2C}}. On the other hand, while slower than {{clr|B|5B}}, a wider hitbox vertically and an extra active frame can make it better at catching jumps or crouching moves, especially when used as a counterpoke. While not giving Fatal Counter like {{clr|C|2C}}, being 1 frame faster and having more horizontal range while still leading to comparable damage will come up every now and then, a notable example being after instant blocking an Exceed Accel.<br />
*Jump cancellable on hit only<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A,2[A],2AA,2A[A] |versioned=input<br />
|description=<br />
The crouching version of {{clr|A|5A}}; slightly longer range but otherwise almost identical.<br />
<br />
{{clr|A|5A}} could be considered slightly better for pressure since it's jump cancellable, while {{clr|A|2A}} is generally better for mashing for its range and, more importantly, being one of the few 6-frame startup crouching buttons in the game. This is very relevant since {{MMC|input=2C|label={{clr|C|2C}}}} is -1 on block and vacuums, meaning resetting pressure with {{clr|A|2A}} can be expected to at worst trade against the notable portion of the cast whose fastest option to hit crouching opponents is 7-frame startup; depending on the matchup, the trade could also lead to a favourable spacing.<br />
<br />
{{clr|A|2A}} also hits low enough to OTG, so it is generally the button Celica will want to use to catch rolls or quick tech as well.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|2AA}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
A two-hit low with good range and extremely low pushback, even less than Celica's jabs. Also moves Minerva slightly forward, not as far as {{clr|B|5B}}, but a tiny bit more than it pushes opponents back.<br />
<br />
{{clr|B|2B}} is a staple part of Celica's blockstring pressure because of its low pushback while still having a plethora of options available afterwards; there's very little to lose from pressing it while having plenty to gain. On top of being a two-hit low that might inadvertently catch some inputs, it's a natural 1-frame trap into {{clr|C|2C}}, which is one of her best combo starters, and is cancellable on either hit to potentially mess with a defender's input timings further.<br />
<br />
In neutral, the low hurtbox, decent range and long active time can make it a good poke or better counterpoke against grounded approaches, with the low pushback and multiple hits helping it more reliably confirm into a full combo even from the edge of its range.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
A shorter-range but lower-recovery heavy button that pulls opponents towards Celica. Fatal Counters, and is Celica's best counter-hit punish starter.<br />
<br />
{{clr|C|2C}} is one of the cornerstones of Celica's pressure. It's great for resetting pressure because of its vacuum while also being only -1 on block and still having multiple threatening frame trap options behind it. A low-pushback string like {{clr|A|2A}} > {{clr|B|2B}} > {{clr|C|2C}} is easily loopable without needing to microdash, and a good way to encourage opponents to choose more proactive defensive options without putting yourself at too much risk. The high reward on hit also helps discourage opponents from challenging before seeing this button, opening them up to being mixed up or reset at more, earlier points as well.<br />
<br />
In confirming combos, {{clr|C|5C}} does slightly more damage, but {{clr|C|2C}} will often still be preferred for the vacuum to ensure you remain in range for {{MMC|input=5D|label={{clr|D|5D}}}}. On air hits, {{clr|C|2C}} pulls opponents in more and lifts them higher than normal; {{clr|C|5C}} and {{clr|C|2C}} serve specific roles in combos and are somewhat interchangeable, being used in combination with careful delays to control the opponent's position and set up specific combo routes like Backfire loops or fireball links from different situations.<br />
*Jump cancellable on hit only<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
At 24 frames start-up, -8 on block, no meterless cancel options, and inconsistent conversions outside of the corner, {{clr|A|6A}} is not a great overhead. On counter hit the opponent isn't pushed as far away, making midscreen combo conversions more reliable, though no invuln and a large gap when cancelling into this move means Celica is more likely to be the one getting counter-hit. You can make first overhead hit whiff, allowing only the low to hit instead, though hitting only the low does not allow for a combo without Rapid or counter hit. Celica's hurtbox is very low to the ground during the landing hit, making it possible to time a meaty {{clr|A|6A}} to low profile certain reversals, though the precise timing combined with the nature of the game's tech system make this rather impractical even against characters with no alternative reversals.<br />
<br />
Despite its shortcomings, it's still a standing overhead that leads into a full combo in the corner even while at full health (which is more than can be said about regular {{clr|B|214B}}) so it is worth using occasionally, especially with the meter to Rapid Cancel. {{clr|A|6A}}(1) > RC > {{MMC|input=j.B|label={{clr|B|j.B}}}} creates a {{keyword|50/50}} that's easy to confirm and leads to good damage. The {{clr|B|j.B}} can also immediately set up another 50/50 between jump cancel > {{clr|B|j.B}} or land > {{clr|B|2B}}.<br />
*First hit knocks down<br />
*Second hit knocks down on air hit, staggers on ground hit<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
With a good hitbox, great head invuln and good cancel options, {{clr|B|6B}} is one of Celica's best tools and a strong contender for most reliable anti-air in the game, both in terms of when it can be used and confirming on hit or block. Combined with a quick dash to potentially adjust spacings, it can reliably contest even some of the longest or most disjointed of air attacks, and is vulnerable mainly only to being baited by changes in air trajectory. Due to being on the B button (instead of the A button like most other standing anti-airs), inputting 4/6{{clr|A|A}}+{{clr|B|B}} will {{keyword|option select}} an anti-air in one direction while Barrier blocking in the other.<br />
<br />
{{clr|B|6B}} > {{clr|C|2C}} is a simple confirm into a combo on both ground and air/counter hits, which is also very safe on block (or plus on air block). {{clr|B|6B}} also moves Minerva slightly forward, less than {{clr|B|2B}}, but this helps confirms connect properly even when catching an extended hurtbox.<br />
<br />
{{clr|B|6B}} also sees a lot of usage in combos thanks to the utility of the ground slam, and can be easily included in blockstrings to create additional space or set up IAD pressure resets in conjunction with {{clr|B|5B}}.<br />
*Slams the opponent into the ground for a ground bounce on air and/or counter hit<br />
*Jump cancellable on hit/block<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
A slow launcher that leads to high damage combos. {{clr|C|6C}} is generally used as combo fodder; it can combo from enhanced Flan, {{clr|C|5C}}/{{clr|C|2C}} on crouching opponents, or counter hit {{clr|B|5B}}/{{clr|C|5C}}/{{clr|C|2C}}. Maximum damage usually involves routing into this move as early in the combo as possible, but since it uses bonus proration it's not ideal to loop it.<br />
<br />
{{clr|C|6C}} can also be used in pressure as a frame trap, mainly as a threat to deter your opponent from pressing buttons or attempting to jump out after {{clr|C|2C}}; it's easy to confirm a hit and is pretty safe on block, but it lacks good cancel options afterwards to condition opponents not to take their turn. Because it pulls opponents towards Celica, more strongly than {{clr|C|2C}}, it will quite often leave them in range to press their faster buttons.<br />
*Jump cancellable on hit only<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
An unremarkable sweep. Average range, high recovery and no low-profile hurtbox mean this is mostly just a combo tool for stable combo enders, or for floating grounded opponents when at full health; it scales damage unusually poorly, and so should generally be avoided early in combos if possible. Has utility as a tight low and/or frame trap option after {{clr|B|2B}} has been used, but is Celica's most unsafe normal barring her Drives and only goes into Drives and specials, so it should be used with caution.<br />
*Counter hit causes hard knockdown as with most sweeps<br />
*Uses Celica's {{clr|C|2C}} animation unless cancelled into from it specifically, where it instead uses her {{clr|B|2B}} animation<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A,j.[A] |versioned=input<br />
|description=<br />
The air jab; much like how {{clr|A|2A}} is {{clr|A|5A}} but crouching, {{clr|A|j.A}} is {{clr|A|5A}} but airborne. Its similarly poor range makes it rather weak compared to other {{clr|A|j.A}}'s. While it can be held for an extra hit like its grounded siblings, unlike them it can't be held for more, so it doesn't even have special utility as a wall of active frames. Best utilised in close range air-to-air situations, and can convert into a ground combo by quickly confirming into {{clr|B|j.B}} > {{clr|C|j.C}} > {{MMC|input=j.D|label={{clr|D|j.D}}}}, or a knockdown with {{MMC|input=j.214A|label={{clr|A|j.214A}}}} from any other confirm.<br />
*Jump cancellable on hit/block<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
Moderately fast, primarily vertical air button. Generally preferred jump-in or IAD button as it's Celica's lowest-reaching air button, and can go into {{clr|C|j.C}} afterwards for extra overhead hits and better frame advantage on landing. It doesn't quite hit low enough to hit all characters crouching when performed as soon as possible out of an IAD, but does hit low enough to hit most standing characters while rising, so it can be used for {{keyword|f-shiki}} overhead mixups (but generally can't combo except by doing rising {{clr|B|j.B}} > Rapid > {{clr|B|j.B}}).<br />
*Jump cancellable on hit/block<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
A mostly horizontal multi-hit air poke. Basically an air footsies tool; useful as a far-reaching air-to-air, or can be used while falling from a jump as a low recovery poke near ground level. Not disjointed, and extends hurtboxes for slightly longer than the attack is active, so it can be prone to trading with or losing to other well-spaced or disjointed air attacks. Can be used as a far-range jump-in, but must be timed late to hit crouching opponents since it lacks any significant downward range; rather than being a reliable jump-in, it can be used to mix up between a far {{clr|C|j.C}} and an empty jump to bait out and whiff punish anti-airs.<br />
*Long untech time on Counter Hit, potentially allowing Celica to land and link into ground moves for higher damage conversions<br />
*Jump cancellable on hit/block<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}<br />
}}<br />
<br />
==Drive Moves==<br />
Celica's Drive chain consists of three attacks: a starter, a bridge and the common ender. Any Drive starter can go into any of the bridge attacks, which can all go into the ender. Each Drive attack can go into the next in a specific delayed window, regardless of hit, block or whiff. The only exception is the heal, which activates only if the ender hits. Each individual Drive move is affected by [[BBCF/Damage#Same_Move_Proration|Same Move Proration]].<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Drive Series Flowchart" data-collapsetext="Hide Drive Series Flowchart"><br/><br />
<div style="text-align: center;">Drive starters:</div><br />
<gallery mode="packed"><br />
File:BBCF Celica 5D.png|center|200px|thumb|{{clr|D|5D}}<br />
File:BBCF Celica 2D.png|center|200px|thumb|{{clr|D|2D}}<br />
File:BBCF Celica 6D.png|center|200px|thumb|{{clr|D|6D}}<br />
File:BBCF Celica jD.png|center|200px|thumb|{{clr|D|j.D}}<br />
</gallery><br />
<div style="text-align: center;">The above drive moves can cancel into:</div><br />
<gallery mode="packed"><br />
File:BBCF Celica 5DD.png|center|200px|thumb|{{clr|D|5DD}}<br />
File:BBCF Celica 2DD.png|center|200px|thumb|{{clr|D|2DD}}<br />
File:BBCF Celica 6DD.png|center|200px|thumb|{{clr|D|6DD}}<br />
File:BBCF Celica 236B.png|center|200px|thumb|All Specials/Distortions (on hit/block only)<br />
</gallery><br />
<div style="text-align: center;">The above drive moves can cancel into:</div><br />
<gallery mode="packed"><br />
File:BBCF Celica 5DDD.png|center|200px|thumb|{{clr|D|5DDD}}<br />
File:BBCF Celica 236B.png|center|200px|thumb|All Specials/Distortions (on hit/block only)<br />
</gallery><br />
<div style="text-align: center;">{{clr|D|5DDD}} can cancel into:</div><br />
<gallery mode="packed"><br />
File:BBCF Celica Heal.png|center|200px|thumb|Drive Heal (Automatic on hit)<br />
File:BBCF Celica 236B.png|center|200px|thumb|All Specials/Distortions (on hit/block only)<br />
</gallery><br />
</div><br />
<br/><br />
<br />
===<big>Starter</big>===<br />
{{BBCF Move Card<br />
|input=5D,2D,6D,j.D |versioned=input<br />
|description=<br />
'''{{clr|D|5D}}'''<br />
<br />
{{clr|D|5D}} is Celica's fastest and shortest range Drive attack. It is mainly used in combos for its bizarrely long amount of hitstun, allowing it to combo into slower attacks like enhanced {{MMC|input=214B|label={{clr|B|214B}}}} for the launch, or as part of backfire loops. It can also be used as a risky but rewarding frame trap after C normals by delaying it significantly, to potentially trip up opponents who are used to defending against more immediate gatlings and cancels.<br />
<br />
{{clr|D|5D}} has a number of other interesting but not particularly relevant properties: it's a Fatal Counter, but it's a worse CH starter than {{clr|B|5B}}; it's somewhat disjointed, but it's shorter and slower than {{clr|B|5B}}; it vacuums grounded opponents very slightly, but it has no cancel options that would need it. However, these properties plus the long hitstun strangely align to make {{clr|D|5D}} more rewarding if it trades with an opponent's button rather than winning clean; trading with a standard level 3 attack (which will generally have similar startup to this) puts Celica at +18 against standing opponents, allowing a trade combo into {{clr|C|5C}} > {{clr|C|6C}} because of the Fatal hitstun.<br />
<br />
<br />
----<br />
'''{{clr|D|2D}}'''<br />
<br />
An extra sweep. {{clr|D|2D}} hits low and is quite slow, almost always leaving a gap when used on block. It moves forward and has fairly long range, but doesn't reach its full range until the later active frames so it often fails to combo or frame trap properly at the edge of its range. Combined with very poor proration values, it sees very little use in combos outside of niche scenarios and minor damage optimisations when ending in super. After a combo, it can be used to cross-under neutral/emergency tech due to its forward movement, despite not actually having a low profile hurtbox.<br />
<br />
Outside of combos and pressure, it could be argued that it has some utility as a long-range whiff-cancellable counterpoke that pulls Celica's hurtbox back very slightly on startup, but it's unlikely to ever be the best option in a given situation due to being incredibly slow and unsafe.<br />
*Floats on hit<br />
*Hard knockdown on Counter Hit<br />
<br />
<br />
----<br />
'''{{clr|D|6D}}'''<br />
<br />
{{clr|D|6D}} has Celica do a small hop forward. It can be used to hop over and punish things like slides or long-range sweeps with a good read, but more importantly it's a staple combo ender for its knockdown on air hit giving solid okizeme midscreen and letting you end a combo holding Recovery Cap. It also forces crouching on ground hit, but this cannot be capitalised on without spending meter or Overdrive.<br />
<br />
Strangely, Celica is very slightly airborne for the first few frames of {{clr|D|6D}}'s recovery, making it cancellable into {{MMC|input=j.214A|label={{clr|A|j.214A}}}} (at a slightly delayed timing) in addition to grounded special moves. This cancel can be used to end combos, or easily set up a low divekick > RC 50/50 from a blockstring.<br />
<br />
<br />
----<br />
'''{{clr|D|j.D}}'''<br />
<br />
A mostly vertical dive attack that can hit cross-up. {{clr|D|j.D}} overrides Celica's aerial momentum, so it can be used to punish anti-air attempts or create ambiguous cross-ups. It's also a key conversion tool for combos starting from anti-air {{clr|B|6B}} or stray air-to-airs as it will bring both characters to the ground to stabilise and continue the combo.<br />
<br />
If it hits cross-up, followup Drive attacks will autocorrect towards the opponent but specials will not, leading to different combo or mixup options. Since the landing hit occurs on the second frame after landing, if the first hit connects it is possible to cancel into grounded specials on landing before the second hit is active. {{clr|D|j.D}} applies damage proration on both hits, so cancelling before the second hit can lead to higher damage in certain situations.<br />
*First hit knocks down on air hit<br />
*Landing hit knocks down and groundbounces<br />
<br />
}}<br />
<br />
===<big>Bridge</big>===<br />
{{BBCF Move Card<br />
|input=5DD,2DD,6DD |versioned=input<br />
|description=<br />
'''{{clr|D|5DD}}'''<br />
<br />
The Celicar. {{clr|D|5DD}} deals the most damage of the secondary Drive attacks. It covers a long distance and has a decent amount of projectile invulnerability, so it can be used to attempt to dodge or counter a punish when whiffing a Drive. Whiffing Drives in neutral is generally not recommended due to their immense recovery; {{MMC|input=214C|label={{clr|C|214C}}}} is a faster and safer anti-projectile option.<br />
<br />
It can also pass through opponents from the last hit onwards, but can't steal the corner. Opponents close to the corner can be pushed into it by this move, making the sideswap somewhat ambiguous. The move can also be Rapid Cancelled around or after the last hit to create a left/right mixup. Because {{clr|D|5DD}} switches sides midscreen, in combos {{clr|D|6DD}} may be preferred for corner carry depending on screen position.<br />
*Spinning hitstun on ground hit<br />
----<br />
'''{{clr|D|2DD}}'''<br />
<br />
An extra extra sweep. Technically a two-hit move, but the first hit is behind Celica and the Drive chains autocorrect between attacks; in most cases, only the second hit is relevant and effective startup is 11 frames.<br />
<br />
{{clr|D|2DD}} has the shortest range of the Drive bridge attacks, and also sees little use in combos outside of niche scenarios and minor optimisations. It will almost always leave a gap if used on block, and its main utility is in existing to maintain a high/low mixup threat after one Drive attack.<br />
*Floats on hit<br />
*Hard knockdown on Counter Hit<br />
----<br />
'''{{clr|D|6DD}} '''<br />
<br />
A giant arm-swing. The first hit is on Celica's fists and has very short range as well as shorter hit and blockstun, but the later active frames of the second hit swing around to hit above and slightly behind Celica, so it's usually the best choice for covering punish attempts when whiffing Drives at close range for some reason.<br />
<br />
{{clr|D|6DD}} is generally preferred over {{clr|D|5DD}} when near but not in the corner. It's also used in fireball loop combos that try to build as much Recovery Cap as possible, as it hits the highest of the three Drive bridge attacks.<br />
*Can also be performed as {{clr|D|4DD}}<br />
*Staggers opponent on ground hit<br />
}}<br />
<br />
===<big>Ender</big>===<br />
{{BBCF Move Card<br />
|input=5DDD,Regenerate |versioned=input<br />
|description=<br />
{{clr|D|5DDD}} is the universal Drive ender. Hitting this move is the only way for Celica to heal without spending resources, but towards the end of longer combos the Drive bridge attacks won't have enough untech time to combo into it. In Overdrive, the long spin animation or untechable launch give enough time to cancel into Armure Sorbet to heal and then continue the combo afterwards. The strangely high damage leads to {{clr|D|5DDD}} being one of Celica's highest damage combo starters, making it a rewarding but very telegraphed "crossup" when combined with {{MMC|input=5DD|label={{clr|D|5DD}}}}.<br />
<br />
*Spins opponents in place on ground hit, launches opponents away on air hit<br />
<br />
----<br />
'''Regenerate'''<br />
<br />
Celica's resource-free option to heal. Activates automatically if {{clr|D|5DDD}} hits and isn't otherwise cancelled, and consumes up to 1500 Recovery Cap to heal Celica for the same amount.<br />
<br />
In some situations it's possible to deal acceptable damage while building over 1500 Recovery Cap, allowing a significant heal while retaining the option to use an enhanced special afterwards, but these combos can be extremely finicky. The heal has a long animation, but should always be safe to use since (in a valid combo) {{clr|D|5DDD}} will have enough hitstun/untech for Celica to recover first.<br />
<br />
You will get the most out of this by strategically deciding when to go for a heal, based on whether the extra health or extra damage will be more useful. If you don't want to use the heal, special cancelling from {{clr|D|5DDD}} will avoid automatically cancelling into this, but bear in mind this may still use up your Recovery Cap depending on the special move used; in the corner, whiffing {{MMC|input=236B|label={{clr|B|236B}}}} will let you keep your Recovery Cap and recover slightly faster than the heal animation. Though in most cases, if you aren't intending to heal, there are other combo and ender options that would deal more damage and still allow you to hold some Recovery Cap at the end.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}} {{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
Celica's throw pops opponents up a bit on hit, giving more than enough time to cancel into any special, or to recover and link any normal at least as fast as {{MMC|input=2C|label={{clr|C|2C}}}} for an airborne combo. Back throw is identical to forward throw except Celica turns around at the start of the animation, swapping sides.<br />
<br />
Celica's ability to set up for tick throws is considerably better than most characters; she has a number of slightly negative-on-block attacks with low or less-than-low pushback, such as {{clr|B|2B}} and {{clr|C|2C}}, which be used to keep the opponent close and in range for throw even after several blocked attacks. Celica's throw leads to solid damage regardless of health and screen position and her other mixup options can be quite lacking, making it a key component of her offense, especially while at full health.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
Air throw that wallbounces on hit, but doesn't cause a hard knockdown or immediately bring either character back down to the ground. Combo options are dependent on screen position due to the wallbounce; used midscreen, Celica will have time to land and relaunch with {{MMC|input=6C|label={{clr|C|6C}}}}, but closer to a corner in either direction (airdash >) {{MMC|input=j.D|label={{clr|D|j.D}}}} is a more consistent option. Slightly less rewarding on hit than ground throw on average but not any less useful, being pretty much the only thing Celica can use to air-to-air opponents above her.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
Celica's Counter Assault has similar startup to other CAs, but is incredibly negative on block and far more punishable than the average. The range on it also isn't anything to write home about. It's probably better to try to {{MMC|input=236C|label={{clr|C|236C}}}} out of a gap and RC if it doesn't hit, or simply practice blocking instead of relying on this, but it is still very much functional as a CA despite its higher risk.<br />
*Uses {{clr|D|5D}}'s animation, but slowed down and with even more recovery.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}}}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
Celica's Crush Trigger can be used as a combo tool if at full health and you don't have access to enhanced specials, though in most cases you're probably better off saving the meter for Rapid Cancel. Its range is short enough that it generally doesn't connect unless used after an attack that moves Celica forward or pulls the opponent back to her. {{MMC|input=5DDD|label={{clr|D|5DDD}}}}'s spin or launch is long enough to combo into a charged Crush Trigger as an efficient use of meter, but the pushback is too high for it to reach anywhere outside of the corner.<br />
*On hit, staggers grounded opponents or launches airborne opponents straight up<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Pic Confit</big>===<br />
{{InputBadge|{{clr|A|j.214A}}}}<br />
{{BBCF Move Card<br />
|input=j.214A<br />
|description=<br />
Fast-moving divekick with little to no followup potential. Generally an air combo ender, but fills a unique niche in neutral as well.<br />
<br />
The speed, angle and relative safety of this move make it a surprisingly useful tool for rushing people down, countering grounded pokes or escaping the corner. It's best used with meter to Rapid to start pressure on block, or easily pick up a combo on hit. Without RC it's still generally safe when blocked on the ground (-2 at best), but is often punishable if instant blocked or blocked mid-air well before Celica lands. It will also deliver an easy whiff punish to the opponent if slightly misspaced. On the other hand, a well-spaced counter hit can allow for a meterless pickup with {{clr|A|2A}} into a full combo. Overall, {{clr|A|j.214A}} can be an effective approach option when properly mixed in alongside more standard pokes and jump-ins.<br />
*Soft knockdown against airborne opponents, even on counter hit<br />
*Hard knockdown on ground hit<br />
}}<br />
<br />
===<big>Arc Grillé</big>===<br />
{{InputBadge|{{clr|B|236B}}}}<br />
{{BBCF Move Card<br />
|input=236B<br />
|description=<br />
Simple fireball that floats opponents up on hit. An all-around solid tool for neutral and combos, as well as being a relatively safe way to end a longer blockstring and return to neutral.<br />
<br />
The projectile goes almost the full length of the screen, slowing down as it travels and then popping after coming to a complete stop. The pop still has a hitbox, larger than that of the moving fireball. These aspects together with the somewhat slow startup and extremely large hurtbox for a fireball mean this move is often best used as a long-range poke to catch opponents trying to set up or otherwise play from across the screen, rather than controlling space at mid-range, though it's still fine for that.<br />
<br />
Celica's main combo routes involve enhanced specials, but while at full health this move is actually the most combo-friendly special she has. At close range, it floats grounded opponents high enough to link {{clr|A|5A}}/{{clr|A|2A}} before they touch the ground, or the opponent can be lifted off the ground first with a sweep, such as {{clr|C|3C}} or {{clr|D|2D}}, into another attack to put them high enough to link {{clr|B|5B}} after. It can also be used to cancel out of Drive strings without consuming any built Recovery Cap by healing it off or spending it on another special move.<br />
*Fires from Minerva's current position; Minerva has hurtboxes and can be hit during the whole animation<br />
*Uses Celica's {{clr|C|6C}} animation unless cancelled into from it specifically, where it instead uses her {{clr|C|5C}} animation.<br />
}}<br />
<br />
===<big>Marteau Flan</big>===<br />
{{InputBadge|{{clr|B|214B}}}}<br />
{{BBCF Move Card<br />
|input=214B<br />
|description=<br />
Big, armoured, overhead special.<br />
<br />
Regular Flan is very unsafe on block and does not lead to a combo on a normal grounded hit, making it quite risky for little reward. On the other hand, Enhanced Flan is a combo staple that launches the opponent and leads to strong combos, and is also safe on block. The combination of large range, armour against projectiles, low recovery and high reward on hit can also make the Enhanced version a decent option in neutral, with the main drawback being that it can only be used once (unless in Overdrive). Despite its strengths, it's still vulnerable to foot-attribute moves and throws, so it can lose to {{clr|A|2A}} or throw mash when cancelled into from most normals.<br />
<br />
Both versions can potentially armour through Counter Assaults, or be delayed to beat regular reversals. The regular version often does better for this as it will have its startup (and guard point frames) extended by hitstop, making it less likely to clash with an opponent who has their own invulnerability extended by hitstop. On a grounded counter hit, there is enough time to {{clr|A|2A}} and pick up a combo from regular Flan.<br />
*Can armour through unblockables<br />
*For the '''regular''' version, Celica will take damage equal to 100% of any blocked attack's base damage, but gain 150% of that same value as Recovery Cap.<br />
*Regular Flan can armour through a maximum of 1500 damage total. A hit that would break this threshold will counter hit and deal only the excess damage, and Celica won't generate Recovery Cap for that hit. Enhanced Flan has no damage threshold.<br />
*'''Regular''' version floats opponents slightly, '''Enhanced''' launches opponents much higher<br />
}}<br />
<br />
===<big>Hache Rotir</big>===<br />
{{InputBadge|{{clr|C|236C}} (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=236C,236[C] |versioned=input<br />
|description=<br />
Chargeable, armoured uppercut; Celica's idea of a DP move. Not fully invulnerable, but has frame 1 armour against all blockable attacks instead. Although it technically can armour through throw-attribute moves, most throws aren't blockable so they will still beat this move.<br />
<br />
Like her other armoured specials, Celica takes the full damage of attacks blocked with the regular version, so at low health using this as a reversal may not be an option. Being guard point instead of normal invulnerability means opponents can potentially jump, throw or Rapid cancel on hitting this move's startup and punish it; the Enhanced version makes this less likely since it ignores hitstop while the opponent still experiences the full amount, which also means it can beat safejumps in a way similar to a parry/counter. The Enhanced version is also taller and moves Celica forward more, hitting higher and further.<br />
<br />
A less obvious weakness of this move is that, unless charged, it's air techable and does not provide a knockdown so it generally leads back into neutral rather than allowing Celica to start offense. Charging can be useful for extending the armour frames to mess with certain setups, but extending the startup means it is far less likely to actually punish meaties and frame traps, instead relying more on catching the second hit of an opponent's confirm string when they aren't ready for it. Armouring multiple hits with the regular version may also lead to taking significant damage. The charged version still doesn't consistently provide a knockdown either; on counter hit it launches the opponent extremely high and is once again techable before landing. While it's possible to jump up after them for a short combo into a knockdown on a ground hit, on air hit the opponent may be too high to reach them before they can tech.<br />
<br />
Outside of being a reversal, the charged version can be used in corner combos after throw or an early {{clr|D|5D}}, linking into {{clr|B|5B}}/{{clr|B|6B}} or {{clr|B|2B}} respectively. This is useful while at full health, but vastly outclassed by other combo options otherwise.<br />
*Cannot armour through unblockables<br />
*For the '''regular''' version, Celica will take damage equal to 100% of any blocked attack's base damage, but gain 150% of that same value as Recovery Cap.<br />
*Regular Rotir can armour through a maximum of 2500 damage total. A hit that would break this threshold will counter hit and deal only the excess damage, and Celica won't generate Recovery Cap for that hit. Enhanced Rotir has no damage threshold.<br />
*Launches comically high on counter hit<br />
*''Charged'' version is a Fatal Counter<br />
}}<br />
<br />
===<big>Lance Quiche</big>===<br />
{{InputBadge|{{clr|C|214C}}}}<br />
{{BBCF Move Card<br />
|input=214C,214C Backfire |versioned=name<br />
|description=<br />
An advancing special that is safe on normal block and has armour against projectiles. When enhanced, also produces a backfire behind Minerva that juggles and drags opponents behind Celica.<br />
<br />
Regular Quiche is mainly used to confirm into a knockdown when too far for other options ({{clr|B|5B}} > {{clr|C|5C}} > Quiche) and to go through projectiles. It must be used pre-emptively since the projectile armour doesn't start until frame 10, and it doesn't lead to a combo without Rapid, but used smartly it can prevent opponents from mindlessly throwing projectiles.<br />
<br />
Enhanced Quiche has its projectile armour active earlier and is used often in combos, most notably for the backfire. The backfire can be looped multiple times depending on starter, often being the highest damage route available. The slide on the front hit also allows for meterless combos from Quiche in the corner, as well as providing a solid knockdown at the end of a long combo that enables safejumps or easy roll catches.<br />
<br />
Both versions will have their travel time/distance extended if a projectile is blocked, meaning it's possible to armour through a projectile and hit the opponent at ranges where the move would whiff if they did not use one. Celica's collision box also becomes extremely tall during this move; if the opponent IADs at Celica during this move they will get stuck on Celica's collision box and awkwardly hover in front of her, waiting for an easy whiff punish.<br />
*Can armour through unblockables<br />
*For the '''regular''' version, Celica will take damage equal to 100% of any blocked attack's base damage, but gain 150% of that same value as Recovery Cap.<br />
*Regular Quiche can armour through a maximum of 1500 damage total. A hit that would break this threshold will counter hit and deal only the excess damage, and Celica won't generate Recovery Cap for that hit. Enhanced Quiche has no damage threshold.<br />
*Enters (slightly extended) recovery immediately on hit/block, giving it consistent frame advantage regardless of travel distance<br />
*Regular version gives soft knockdown, enhanced version gives slide knockdown<br />
}}<br />
<br />
==Distortion Drives==<br />
===<big>Armure Sorbet</big>===<br />
{{InputBadge|{{clr|A|632146A}}}}<br />
{{BBCF Move Card<br />
|input=632146A<br />
|description=<br />
The healing super; consumes all of Celica's Recovery Cap to heal an equal amount plus 300 extra HP.<br />
<br />
Armure Sorbet is mostly only good for Overdrive combos aimed specifically towards healing back as much health as possible. The normal version is too long to fit anywhere mid-combo but the Overdrive version is significantly faster, allowing it to recover quickly enough to continue combos when cancelled into from exactly {{MMC|input=5DDD|label={{clr|D|5DDD}}}}. With the right combo routes and a long Overdrive timer, it's possible for Celica to heal back about half her max HP, which is pretty useful. Outside of OD, Celica isn't likely to build up enough Recovery Cap to be worth spending meter on a heal in most situations.<br />
<br />
Since the superflash happens at the end of the move, it has the fortunate property of not telegraphing itself that heavily or spending heat until it heals if used in neutral or in a blockstring. It is still almost definitely a bad idea to do this, but if the opponent is too slow to punish, the superflash can be used to identify any options they've committed to and punish accordingly.<br />
}}<br />
<br />
===<big>Saber Anglaise</big>===<br />
{{InputBadge|{{clr|B|632146B}}}}<br />
{{BBCF Move Card<br />
|input=632146B<br />
|description=<br />
Multi-hitting beam super. Celica's least-used super, due to having long startup with an early superflash, low damage and practically no invuln. Some ways to use it are if you want to get extra damage at the end of a combo by spending meter but can't end the round, since {{MMC|input=632146C|label={{clr|C|632146C}}}} has an extremely weak knockdown and can potentially corner yourself, or to reduce the amount of potential overkill and avoid giving your opponent extra burst gauge back, since {{clr|C|632146C}} cannot end the round until the final hit. Otherwise, it deals more damage and can be combo'd into at more points, outclassing this move in almost every situation.<br />
<br />
Under some rather specific circumstances (character-specific, close to corner, hitting as high as possible), it's possible to combo {{clr|B|632146B}} into {{clr|C|632146C}} as a way to spend 100 meter in a combo, though this still usually isn't even worth doing unless you also use Overdrive.<br />
*796 minimum damage when all hits connect, or 1040 in Overdrive.<br />
}}<br />
<br />
===<big>Casque Velouté</big>===<br />
{{InputBadge|{{clr|C|632146C}}}}<br />
{{BBCF Move Card<br />
|input=632146C<br />
|description=<br />
Fullscreen range, fully invulnerable dash super. Minerva throws Celica into the air, rushes across the screen and performs a series of quick attacks on hit before catching Celica, or continues until offscreen and returns from the top with Celica in hand on block/whiff, swapping sides in both cases.<br />
<br />
Casque is very risky and not very rewarding as a reversal. It has a frame 1 superflash and '''can't be Rapid Cancelled''', but it goes fullscreen so it can be used to contest long-range pressure or zoning. Ideally, hitting with Casque ends the round as the situation after a normal hit is generally unfavourable for Celica; the opponent is able to tech well before Celica recovers, meaning they can freely roll away to go back to pressuring from a distance (now likely without Celica having the meter to super again), or if the opponent quick techs then Celica is ''negative on hit'' at an awkward range. On a counter hit however, the opponent is staggered for slightly longer so Celica will recover first instead.<br />
<br />
{{MMC|input=236C|label={{clr|C|236C}}}} is vulnerable to throws and unblockables, as well as jump/Rapid cancelling upon hitting the guard point, so sometimes this is your only option. The long period of invulnerability on Casque can be useful for beating or escaping certain types of setup, possibly being awkward to punish, but it is still very much beatable if the opponent is aware of the option.<br />
*940 minimum damage, or 1340 in Overdrive.<br />
}}<br />
<br />
==Exceed Accel==<br />
<br />
===<big>Pue Vapeur</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Mechanics#Exceed_Accel|Behaves like a standard Exceed Accel.]]<br />
*298/630 Minimum Damage<br />
Minerva sticks out her electrical plug. If it connects, Minerva proceeds to perform a series of attacks and knocks the opponent back across the screen. Decent horizontal range, but can easily be jumped over, or occasionally low profiled. Just like the rest of Celica's reversal options, it offers no okizeme to speak of, and the effects of Celica's Overdrive do not continue through the hit animation so there's not much reason to use it other than to guarantee Active Flow or, if you're already in it, meterless damage.<br />
}}<br />
<br />
==Astral Heat==<br />
===<big>Atout Rillettes</big>===<br />
{{InputBadge|{{clr|A|222A}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=222A<br />
|description=<br />
It's an Astral. Easy execution. It's quite slow and the hitbox does not extend very high off of the ground, but you can reliably end a combo of any length with it by routing into {{MMC|input=3C|label={{clr|C|3C}}}}/{{MMC|input=6D|label={{clr|D|6D}}}}. Outside of that, you can combo into it from any C (if early enough in a combo) or D button on a grounded opponent, or even from {{MMC|input=j.D|label={{clr|D|j.D}}}} if you confirm an air-to-air.<br />
<br />
There is legitimate reason to rarely use this as a reversal in situations where the slow startup is less of a concern, since {{clr|C|632146C}}'s frame 1 superflash makes it highly susceptible to kara barrier and it can't be made safe with Rapid Cancel anyway.<br />
}}<br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Celica}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Celica A. Mercury|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Noel_Vermillion&diff=435539BBCF/Noel Vermillion2024-01-02T10:31:47Z<p>Manta: /* Valkyrie Veil */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=<br />
Noel is a rushdown character that makes up for her short range with fast dashes and invulnerable options with her drive that can be used for hard reads. Once close to her opponent, Noel boasts a variety of good pressure normals like her {{clr|A|5A}} that hits on crouching opponents, a self-cancelable {{clr|B|2B}} and a {{clr|C|2C}} that is + on block, as well as a varied array of jump cancelable normals, that can lead to a mixup using a Drive Land Cancel (DLC). Her unique drive, although risky, allows for Noel to call out certain moves like reversals while keeping her offense, and in the right scenarios allows her to turn a defensive position into an offensive one.<br />
<br />
While Noel is an easy character to get into at first, it is very easy to hit a progress wall due to the unorthodox nature of her tools, odd confirms, character-specific combos and bad habits that can be gained out of the miss-use of drive, therefore it's important to not play Noel like a standard rushdown character.<br />
<br />
Despite this, Noel hosts a large variety of combos and offense through creative use of her drive, and her fluid movement is perfect for players who are looking for a fast character with unorthodox tools that require them to be creative on how they approach the game.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#5A|5A]] (6F)<br/>[[#2A|2A]] (6F)<br />
| reversal = [[#Zero Gun: Fenrir|632146D]] (6F)<br/>[[#Valkyrie Veil|236236C]] (Catch 8~55F) (Astral)<br />
| fatalStarter = [[#3C|3C]]<br/>[[#5D|5D]]<br/>[[#d.5A|d.5A]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Chain Revolver<br />
|content=<br />
Noel's Drives function in two different ways. Upon pressing the D button, Noel uses a Drive attack that is basically just a normal attack. Afterwards however, Noel's normal moves are effectively replaced with a different set of normal moves until she returns to neutral again.<br />
<br />
* Noel may cancel any chain revolver move into any other chain revolver move, even if it misses entirely, with the exception that she may not repeat any move twice in a row.<br />
* Noel is limited to 4 normal commands after the initial drive starter. Attempts to perform more will be ignored, but she may still perform a special cancel at this point.<br />
* If chain revolver ends without a special or distortion cancel, Noel performs a short reload animation before being able to perform any other commands again.<br />
*During Chain Revolver, Noel can cancel into any special and distortion drive move she previously had access to, as well as 3 special moves exclusive this state: Spring Raid, Bloom Trigger, and Assault Through.<br />
* Noel is in a counterhit state throughout, including during her reload animation.<br />
* Only the opening drive move may be overdrive cancelled.<br />
* Since Rapid cancels instantly return a character to neutral, they also immediately end the Chain Revolver state.<br />
<br />
Generally speaking, Noel's drive allows for very flexible pressure strings, as there is no fixed order to what moves she uses and a long cancel window to stagger moves out if desired. However given her lengthy recovery if she is forced to reload and that all special cancels are negative on block, ultimately Noel needs to either take risks during drive pressure or lose the initiative if her pressure is successfully defended.<br />
<br />
In notation, since they use the same inputs, moves performed during Chain Revolver are denoted by a lowercase "d". e.g. {{clr|C|5C}} is her normal attack, but d{{clr|C|5C}} is the move performed during chain revolver.<br />
|header2= Overdrive: Chain Quasar<br />
|content2=<br />
Activating Noel's Overdrive has numerous positive effects:<br />
<br />
*The usual improved damage to all Distortion Drives that every character gets.<br />
*Faster startup speed for drive moves and no reload animation if Noel doesn't input anything, making her drive moves considerably safer on block, (Although not always entirely safe).<br />
*Bloom Trigger ({{clr|D|d.236D}}) hits more than twice.<br />
*Assault Through ({{clr|D|d.214D}}) has faster startup and short invisibility before going active.<br />
*Spring Raid ({{clr|D|d.623D}}) has increased untech time allowing for combos.<br />
*Thor ({{clr|D|j.236236D}}) allows Noel to recover in the air after the missiles fire.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
{{FrameChartKey}}<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 10<br />
}}<br />
Noel's staple pressure starter. Can hit crouching opponents.<br />
<br />
Good button to start {{keyword|stagger pressure}} and set up {{keyword|tick throw}}s. This normal is especially useful against those who are trying to keep you out with {{keyword|barrier block}}, as the low pushback and decent frame data allows for stagger pressure with micro dashes. Despite the short range, this normal has a large enough vertical hitbox to roll catch everyone in the corner with the exception of {{Character Label|BBCF|Es|label=Es}}, {{Character Label|BBCF|Hibiki|label=Hibiki}}, and {{Character Label|BBCF|Jubei|label=Jubei}}.<br />
<br />
* Cancels into itself up to 3 times, even on whiff.<br />
* Jump and throw cancellable on hit or block.<br />
<br />
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 5<br />
|recovery = 14<br />
}}<br />
Noel's main poke used for spacing and {{keyword|neutral}}. Can be easily {{keyword|low profile}}'d.<br />
<br />
Noel will want to use this along with {{clr|C|5C}} in neutral to confirm mid to max range hits into Chamber Shot, or {{clr|C|3C}} on crouching opponents. At closer ranges it can be confirmed into {{clr|A|6A}} and on counter hit it also combos into {{clr|C|3C}} and {{clr|D|5D}}. {{color|B|5B}} being only -2 on block while also having a large cancel window and a wide variety of options on block means that it is also decent for {{keyword|stagger pressure}}.<br />
<br />
* Jump and throw cancellable on hit or block.<br />
* Whiffs at max range on some crouching characters.<br />
<br />
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 19<br />
}}<br />
A large poke with deceptive reach. {{color|C|5C}} is Noel's primary tool to punish with a counter hit.<br />
<br />
Overall, {{clr|C|5C}} is your go to punish starter in most situations, which can lead to very damaging combos potentially up to 8K depending on conditions met and resources at your disposal. On a normal hit it will combo into {{clr|C|3C}} on crouching opponents. On a counter hit it also leads into damaging combos through {{clr|D|5D}}, {{clr|B|6B}} > {{clr|D|5D}}, or {{clr|A|214A}}.<br />
<br />
It can be used in neutral as the hitboxes on {{color|C|5C}} are better and larger than {{color|B|5B}}. It is however slower, so Noel must space herself out appropriately to use it. Note that it also does not have significant vertical reach above her so it can also be easily jumped over. Be warned that the muzzle flash visual effect is random, leading this move to be visually deceptive as it may give off the impression that {{clr|C|5C}} is larger than it really is.<br />
<br />
* Jump cancellable on hit. Throw cancellable on hit or block.<br />
* Flare clashes with projectiles.<br />
* Can now sometimes miss if it hits offscreen in corners or if certain characters are within a very close proximity to Noel during the animation. (Inside of the space between Noel and Noel's muzzle flash)<br />
<br />
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 10<br />
}}<br />
Noel's crouching jab and her most versatile button.<br />
<br />
{{clr|A|2A}} having natural {{keyword|frame trap}}s into both {{color|C|5C}} and {{color|C|2C}} for high reward while also having the ability to throw cancel means that this button is excellent as a pressure starter and for {{keyword|stagger pressure}}. It is also a decent defensive button, as being one of the faster {{clr|A|2A}}s with 6F startup and having longer range than {{clr|A|5A}} lets Noel have the ability to challenge pressure that most characters wouldn't be able to otherwise. The only major downside with this button is that the hurtbox is much larger than the hitbox, which can often cause Noel to trade unfavorably with other characters.<br />
<br />
* Cancels into itself 3 times.<br />
* Throw cancellable on hit or block. <br />
* Faster than average {{clr|A|2A}}.<br />
<br />
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|A|5A}}, {{clr|A|2A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 12<br />
}}<br />
A low hitting jab. Effectively a second {{color|A|2A}}.<br />
<br />
This move is slightly longer than {{clr|A|2A}}, but a tad shorter than {{clr|B|5B}} which makes it decent low attack, and is best used as combo or {{keyword|block string}} filler for {{keyword|frame trap}}s. It also sees some use in {{keyword|neutral}} and against certain character's reversals on wakeup like {{Character Label|BBCF|Azrael|label=Azrael's}} {{MiniMoveCard|game=BBCF|chara=Azrael|input=623B|label=Panzer Strike}} or {{Character Label|BBCF|Makoto_Nanaya|label=Makoto's}} {{MiniMoveCard|game=BBCF|chara=Makoto Nanaya|input=623C|label=Corona Upper}} since it makes Noel's hurtbox relatively short and allow her to {{keyword|low profile}}. Can be repeated twice per string.<br />
<br />
Being able to whiff cancel and having relatively low recovery allows Noel to also bait out twitch reactions in a similar manner to {{clr|A|5A}} but with a much better reward and less risk. For example, {{clr|B|5B}} > {{clr|B|2B}}(w) on block comes in at -4, but it allows Noel to make her pressure much more threatening and less linear with proper reads and conditioning.<br />
<br />
* Limit 2 uses per gatling sequence.<br />
* Throw cancellable on hit or block.<br />
* Whiff cancellable into itself.<br />
<br />
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
A slow low that hits twice and is plus on block. Noel's main crouching {{keyword|hit confirm}} and roll catch button in the corner.<br />
<br />
{{color|C|2C}} itself is mostly used for {{keyword|block string}}s for {{keyword|frame trap}}s or combo filler. If used early in a block string, it can be very strong due to it having +1 frame advantage, but due to its pushback it is often hard to capitalize on. Thankfully since BBCF2.0, {{clr|C|2C}} has enough {{keyword|hitstun}} to always combo into {{clr|C|3C}} on a crouching hit as long as Noel didn't press too many buttons before.<br />
<br />
This button also acts as one of the ways Noel can catch roll attempts in the corner. One of the main setups to do this is to end a combo with with {{clr|C|j.214C}} > {{clr|C|j.2C}} and then do {{clr|C|2C}} > {{clr|A|2A}}. Ideally, {{clr|C|2C}} will catch forward rolls and on neutral tech {{clr|A|2A}} will let Noel {{keyword|meaty}} her opponent.<br />
<br />
Interestingly enough, if the opponent instant blocks the first hit of {{clr|C|2C}}, the the game will visually indicate that the second hit of {{clr|C|2C}} was automatically instant blocked due to there being no gap in between both hits. However, unless the opponent manually inputs an instant block on the second hit, Noel will still maintain her +1 frame advantage despite the game showing that she should be negative instead of plus.<br />
<br />
* Clashes with projectiles.<br />
* Second hit must be manually {{keyword|instant block}}'d for frame advantage to decrease.<br />
<br />
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|C|5C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 26<br />
}}<br />
Noel's sad excuse for an anti-air.<br />
<br />
While {{clr|A|6A}}'s head invulnerability kicks in early, it only lasts for one frame during its active frames meaning that Noel has to be on point to properly anti-air her opponent with this move. The weak head invulnerability combined with {{clr|A|6A}}'s poor hitboxes often means that Noel can't challenge common disjointed jump ins from other characters such as {{Character Label|BBCF|Ragna|label=Ragna's}} {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=j.C|label={{clr|C|j.C}}}}, {{Character Label|BBCF|Jin|label=Jin's}} {{MiniMoveCard|game=BBCF|chara=Jin Kisaragi|input=j.C|label={{clr|C|j.C}}}}, {{Character Label|BBCF|Nine|label=Nine's}} {{MiniMoveCard|game=BBCF|chara=Nine the Phantom|input=j.2C|label={{clr|C|j.2C}}}} and so on without heavy risk. To add on top of that, the recovery of this move significant and exposes Noel to common anti-air baits such as delayed double jumping. If Noel does not land {{clr|A|6A}} on the opponent whether it be due bad spacing, having the wrong read, or even just being unlucky with the hitboxes, it is very likely that she will get whiff punished. <br />
<br />
On the other hand, it's not a good idea to neglect this move, since if used well it can be an asset. At the end of the day it is still her most reliable anti-air and can work often given enough practice using it. It is also a decent move to use on block in pressure due to having a wide variety of options on block such as jump cancelling, {{clr|B|5B}}, {{clr|C|5C}}, or {{clr|C|2C}}. Notably, Noel can {{keyword|reverse beat}} from both {{clr|B|5B}} and {{clr|B|2B}} to do strings such as {{clr|B|5B}} > {{clr|A|6A}} > {{clr|C|2C}} to throw the opponent off. It isn't that bad as a {{keyword|hit confirm}} either, as it is her main way to combo standing opponents midscreen.<br />
<br />
* Frames 6-11 head invulnerable.<br />
* Jump and throw cancellable on hit or block.<br />
* Launches on hit.<br />
<br />
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 26<br />
|active = 5<br />
|recovery = 18<br />
}}<br />
Noel's only standing overhead outside of drive. Pretty average as overheads go and is telegraphed, but has above average scaling compared to other characters', leading to good meterless damage. Noel can also gatling into {{clr|B|6B}} from a large amount of normals which can make it harder for the opponent to react to. <br />
<br />
If blocked, Noel will have to play RPS to continue her pressure: going into drives will enable further mixups, {{clr|B|6B}} → {{clr|D|5D}} is the quickest, though it has a 7f gap that can be mashed. Her other drives have larger gaps, although the invul will kick in by the time the opponent can press, making it much riskier for them to do so. <br />
<br />
Other ways to discourage mashing is cancelling into {{clr|C|3C}} which naturally frametraps and has good reward with its fatal property, although it's not recommended without RC due to heavy frame disadvantage. Another cancel option is {{clr|C|236C}} which is gapless on normal block, and can be delayed to frametrap. Relatively safe if Noel was pushed out beforehand, but can also be punished if at close range.<br />
<br />
*Advances Noel forward; useful for kara throws.<br />
*Forces crouching on hit.<br />
*Hard knockdown on air hit.<br />
<br />
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 8<br />
|inactive2= 9<br />
|active3 = 4<br />
|recovery = 25<br />
}}<br />
A two hit move that acts as Noel's main combo filler and as an alternative {{keyword|reversal|2}} punish.<br />
<br />
Noel will mainly use this move only to link parts of her combos together both in midscreen and corner. In certain cases, it may be preferable to use this move as a reversal punish over {{clr|C|5C}} when the opponent uses reversals where they end up crouching such as {{Character Label|BBCF|Jin Kisaragi|label=Jin's}} {{MiniMoveCard|game=BBCF|chara=Jin Kisaragi|input=623C|label=Rehhyou}}. In these cases, use counter hit {{clr|C|6C}} > {{clr|A|214A}} or counter hit {{clr|C|6C}} > {{clr|B|6B}} > {{clr|D|5D}} for a damaging punish. Overall, {{clr|C|6C}} is Noel's secondary go to punish starter behind {{clr|C|5C}} in the event she needs a standing confirm.<br />
<br />
It is possible to delay cancel the second hit into {{color|C|2C}} or throw as a gimmick to open her opponents up similar to older versions of the game but the window to do so now is very small.<br />
<br />
* Forces standing on counter hit.<br />
* Second hit of {{clr|C|6C}} can't hit crouching.<br />
* Second hit is jump cancellable on block or hit.<br />
* Throw cancellable on block or hit.<br />
<br />
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 3<br />
|recovery = 32<br />
}}<br />
A committal sweep that moves Noel forward. Usually only seen in combos.<br />
<br />
Only used to hit confirm on crouching opponents. Its normally best to use this with {{keyword|rapid cancel}} to help back it up since its very unsafe on block and guarantees a free punish for the opponent otherwise. It is possible to combo counter hit {{clr|B|5B}} and counter hit {{clr|C|5C}} into {{clr|C|3C}}, though there are better options for both.<br />
<br />
If Noel has committed to a dash, it can be used as high risk alternative to {{clr|D|6D}} in neutral to {{keyword|low profile}} certain projectiles that don't reach all the way to the ground such as {{Character Label|BBCF|Lambda-11|label=Lambda's}} {{MiniMoveCard|game=BBCF|chara=Lambda-11|input=5D|label={{clr|D|5D}}}}, {{Character Label|BBCF|Nu-13|label=Nu's}} {{MiniMoveCard|game=BBCF|chara=Nu-13|input=5D|label={{clr|D|5D}}}}, or {{Character Label|BBCF|Tsubaki Yayoi|label=Tsubaki's}} {{MiniMoveCard|game=BBCF|chara=Tsubaki Yayoi|input=421D|label=Lux Macto}}. Compared to {{clr|D|6D}}, {{clr|C|3C}}'s startup is much faster but if not properly applied, it is almost certain that Noel will eat a whiff punish.<br />
<br />
* Begins to low-profile f1, then further on f10-18.<br />
* Only possible to cancel into {{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=22B|label={{clr|B|22B}}}} or {{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=22C|label={{clr|C|22C}}}} on hit.<br />
* {{keyword|Fatal Counter}}s.<br />
}}<br />
<br />
===<big> {{clr|A|j.A}} </big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 2<br />
|recovery = 9<br />
}}<br />
A short jab in the air that hits below Noel. Her main up close air-to-air tool. <br />
<br />
Decent at baiting {{keyword|Throw Reject Miss}} in the air. Due to its speed, it can be used as an alternative {{keyword|abare}} anti-air while rising to challenge opponents directly above her or to preemptively catch jumping attacks that {{clr|A|6A}} would not be able to reach. It's also the best jump-in overhead Noel has in terms of hitbox, though its damage potential is weak. The downward hitbox also allows Noel to use it for jump-in {{keyword|F-Shiki}} mix ups.<br />
<br />
* Jump and throw cancellable on hit or block.<br />
* Cancels into itself infinitely on hit or block.<br />
<br />
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|C|j.2C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 17<br />
}}<br />
A horizontal swipe that hits in front of Noel in the air. Has a back hitbox that enables {{keyword|crossup}} mixups when jumping in on her opponent from up close.<br />
<br />
It can be used preemptively while rising as an {{keyword|abare}} to beat out or trade with some air normals when spaced well enough as it is her most disjointed air normal. Additionally, the ability to {{keyword|reverse beat}} into {{clr|A|j.A}} enables Noel to keep her opponent blocking if {{clr|B|j.B}} is blocked and allows for baiting an air {{keyword|throw reject miss}}. The only real problem is that when used this way, the continued momentum makes it tricky to convert the hit into a full combo. Generally, this move sees more use to add stability in air to ground routes in some combos in the corner leading into {{clr|D|j.D}} or into her {{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=j.214C|label=Revolver Blast}} knockdown.<br />
<br />
As a jump in, {{clr|B|j.B}} is okay but {{clr|C|j.C}} tends to be better despite being able to be blocked mid. The reason for this is that {{clr|B|j.B}}'s hitboxes do not reach that far down vertically so Noel will often have to delay {{clr|B|j.B}} long enough for her to fall on to the opponent which gives them more time to react. If the overhead is desired, it is more common to see Noel first jump with {{clr|C|j.C}} then reverse beat into {{clr|B|j.B}} on block to get a weak {{keyword|F-Shiki}} overhead since {{clr|C|j.C}} itself is not. It is also used occasionally to set up a [[/Strategy#Drive_Landing_Cancel|Drive Landing Cancel]] into {{clr|B|d.6B}} on the way down offensively for a very fast overhead attempt if it is blocked.<br />
<br />
* Jump and throw cancellable on hit or block.<br />
* Reverse beats into {{clr|A|j.A}}.<br />
<br />
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|C|j.2C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{color|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
A slow multi-hit normal with disjoints that hits mid. Noel's strongest air normal.<br />
<br />
The hitbox on {{color|C|j.C}} is relatively decent and when spaced well it can be used to combat her opponents in the air. Like {{color|B|j.B}} it can be used preemptively to meet opponents with a considerably sized hitbox on the way up but it tends to be a bit on the slower side so it can be beaten when used reactively. If Noel lands a counter hit, the {{keyword|untechable time}} is large enough for Noel to land and use {{color|C|5C}} to continue the combo.<br />
<br />
It is also Noel's main normal to jump in with. Note that it is not an {{keyword|overhead}} so it is often the case that Noel will want to {{keyword|reverse beat}} into either {{color|A|j.A}} or {{color|B|j.B}} to hit them overhead. Often used in conjunction with [[/Strategy#Drive_Landing_Cancel|Drive Landing Cancel]] into {{color|B|d.6B}} for an overhead on the way down.<br />
<br />
*Reverse beats into {{clr|A|{{clr|A|j.A}}}} or {{clr|B|{{clr|B|j.B}}}}.<br />
<br />
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|A|j.A}}, {{color|B|j.B}}, {{clr|C|j.2C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 3<br />
|recovery = 24<br />
|specialRecovery = 4<br />
}}<br />
A diagonal hitting gun flare in the air. A staple part of Noel's corner combos and niche {{keyword|neutral}} tool.<br />
<br />
Overall, {{clr|C|j.2C}} doesn't really see much use outside of corner combos. It is a key component of her corner {{keyword|BnB}} as it allows her to route into her combo enders. It also sees use in her more optimized routes, usually near the beginning of a combo after {{color|C|5C}} as it leads into some of Noel's highest damaging confirms.<br />
<br />
In neutral, Noel can use this as a unusual spacing tool when combined with an air dash or a second jump after it recovers in the air for some tricky footwork. Another way to use it is to preemptively go into it while falling down onto the opponent to simulate a jump in attempt. {{clr|C|j.2C}}'s recoil effect after it recovers helps halt her position in the air for a moment which can be used as a way to dodge an opponent's initial anti air attempt. After that, she can continue falling or air dash back in for a potential punish after. <br />
<br />
* Bounces against the wall in the corner, allowing for {{clr|C|j.2C}} > air dash > {{clr|C|j.2C}}<br />
* Causes a {{keyword|soft knockdown}} state on hit.<br />
* Floats the opponent on hit against a ground opponent.<br />
* 110% Bonus Proration<br />
<br />
[[/Frame Data#Revolver_Action_Table|Gatling Options:]] {{clr|D|j.D}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 23<br />
|active = 4<br />
|recovery = 37<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 4<br />
|recovery = 18<br />
}}<br />
Noel's only drive starter with no invincibility. Also her fastest drive move to start drive {{keyword|pressure}}.<br />
<br />
{{color|D|5D}} is Noel's main way to enter drive without leaving a massive gap during her pressure. Note however that while it is her fastest way to enter drive, there will always be at least a five frame gap between any previous button and this one, and if known it can be abused in the opponent's favor. It also serves as a niche {{keyword|okizeme}} tool in certain setups. When used against a knocked down opponent in the corner, it will catch all rolls for a decent amount of damage.<br />
<br />
Additionally, it {{keyword|fatal counter}}s and is her main way to punish the opponent outside of {{color|C|5C}} and {{color|C|6C}}. It will force the opponent to stand up and then fall into a crumple state which allows Noel to route into a significant amount of damage. The only major downside is that it is clunky to use as a punish due to its significant {{keyword|startup}}.<br />
<br />
In Overdrive, {{color|D|5D}} becomes faster. This allows Noel to make most pressure strings leading into {{color|D|5D}} gapless and allows Noel to combo {{clr|C|5C}} into {{clr|D|5D}} on standing hit.<br />
<br />
Also note that the muzzle flare effect is random just like {{color|C|5C}}.<br />
* Fatal Counters.<br />
* Forces standing on counter hit.<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 26<br />
|active = 9<br />
|recovery = 2<br />
|specialRecovery = 34<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 26<br />
|active = 9<br />
|recovery = 2<br />
|specialRecovery = 15<br />
}}<br />
A slow forward moving hop with foot invulnerability. An alternative drive {{keyword|pressure}} starter usually only seen in combos.<br />
<br />
Because {{color|D|2D}} moves forward a decent amount, Noel can be use it as an alternative to {{color|D|5D}} to re-enter back into range to start drive pressure after being being push backed on block. With meter, Noel can also use this move to force a {{keyword|50/50}} by using {{keyword|rapid cancel}} into either a high with {{color|B|d.6B}} using [[/Strategy#Drive_Landing_Cancel|Drive Landing Cancel]] or a low with {{color|B|2B}}. The tradeoff with this is that {{color|D|2D}} is a lot slower than {{color|D|5D}}, which leaves a bigger gap for Noel's opponent to either jump out of pressure or even challenge her for attempting to enter drive. Note that since it has head property, Noel's opponents can use {{keyword|anti-air}}s or even throw out large pokes to stop Noel in her tracks.<br />
<br />
Due to its large foot invulnerability and the ability to move forward a decent amount, it sometimes sees use in {{keyword|neutral}} or as an {{keyword|abare}} tool against opponents who use a lot of lows. In some very rare cases, it can also be used to clash with projectiles. More generally however, Noel will find herself using the other version of this move, {{color|D|d.2D}} with {{color|B|d.5B}} for corner combos that end in a {{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=j.214C|label=Revolver Blast}} knockdown. <br />
* Frame 4-till landing frames foot invulnerable.<br />
* Forces crouching on hit.<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 39<br />
|active = 2<br />
|recovery = 44<br />
|frcStart = 26<br />
|frcEnd = 38<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 39<br />
|active = 2<br />
|recovery = 25<br />
|frcStart = 26<br />
|frcEnd = 38<br />
}}<br />
A slow sweep with body and projectile invulnerability that moves Noel forward. A situational tool with a variety of uses.<br />
<br />
Although it's a bit on the slow side, Noel can use {{color|D|6D}} to dodge a considerable amount of projectile or body based attacks while covering ground. This makes {{clr|D|6D}} an effective tool in certain situations against {{keyword|zoner}}s and the body and projectile invulnerability on the move also makes it as a situationally useful counter poke in {{keyword|neutral}}.<br />
<br />
It is also one of the three choices for Noel to start drive {{keyword|pressure}}. However, this one is the weakest out of the three due it being the slowest to the point where the opponent is able to easily {{keyword|fuzzy jump}} the gap. {{color|D|5D}} is generally better for both catching fuzzy jumps due to having a decent horizontal hitbox and catching {{keyword|mash}}ing with it having the fastest startup. {{color|D|2D}} also is generally the better button to close the gap if Noel desires to initiate drive pressure up close due to it also being situationally decent at catching fuzzy jump.<br />
<br />
Due to its invulnerability, Noel can also utilize {{color|D|6D}} as a reversal to call out bad pressure, but {{color|D|4D}} usually ends up being the better button for this purpose. It losing out invulnerability two frames before it becomes active usually means that very active or well timed buttons can beat {{color|D|6D}}.<br />
<br />
* Frame 4-2F before active body and projectile invulnerable.<br />
* Forces knockdown state on hit.<br />
}}<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
{{BBCF Move Card<br />
|input=4D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 7<br />
|recovery = 37<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 7<br />
|recovery = 12<br />
}}<br />
<br />
* Frame 1-31 body and projectile invulnerable<br />
* Forces standing on hit.<br />
<br />
{{clr|D|4D}} is Noel's main reversal option. Nerfed compared to older versions of Blazblue, but still useful. You can use this reversal option at its best by using an option select to help along with proper reads and judgment calls (1 > 4+AB~{{clr|D|D}}~1) to dodge some body attacks and overheads. Can be used offensively to bait most DPs, reversals, Exceed Accel, and Counter Assaults. Can also be used to hit opponents who jump during their pressure, but must be done while the opponent is still rising.<br />
}}<br />
<br />
===<big>{{clr|D|{{clr|D|j.D}}}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 9<br />
|specialRecovery = 31<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 9<br />
|specialRecovery = 12<br />
}}<br />
*Can't cancel into air specials<br />
**Can cancel into ground moves upon landing<br />
*Increased forward momentum in OD<br />
*Knocks down on hit<br />
*If performed very low to the ground, Noel will land almost immediately, cancelling this move, but leaving Noel in the Chain Revolver state. This allows her to quickly transition into other Chain Revolver moves with little warning such as d.6B.<br />
<br />
A fantastic jump in move. With Body invul that starts early and lasts for 12 frames, combined with lengthy actives, Noel’s {{clr|D|j.D}} can and will beat most anti airs in the game. It's a great button for establishing respect as the threat of it can make opponents relucatant to challenge her doing jump resets mid-pressure as to beat it requires risky callouts. <br />
<br />
On block, it can't be cancelled until she lands on the ground which leaves quite a sizeable gap where the opponent can counter attack. Although, unless Noel was very high in the air, she has time to go into Drives and play further mindgames with the invul RPS. With 50 meter, the risk-reward turns significantly into her favor as she can do {{clr|D|623D}} that's fully invul and leads to a combo on hit, or RC on reaction if blocked.<br />
<br />
For combos, the knockdown is good for air to ground routes. In most cases, it's used near the beginning or end of corner combos that use the {{clr|C|j.2C}} → air dash → {{clr|C|j.2C}} route that transitions into {{clr|D|j.D}} right afterwards. Trying to go into {{clr|D|j.D}} after a certain amount of hits will cause it to whiff in a lot of combos after {{clr|C|j.C}}(1) or on a short starter / prorated combo.<br />
}}<br />
<br />
===<big>{{clr|A|d.5A}}</big>===<br />
{{BBCF Move Card<br />
|input=d.5A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 2<br />
|recovery = 39<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 2<br />
|recovery = 20<br />
}}<br />
* Fatal Counters<br />
The quickest drive followup in Noel's arsenal, normally used to keep an opponent blocking while transitioning into High/Low mixup. Be careful when attempting to transition into {{clr|D|d.6D}} from {{clr|A|d.5A}}. It will cause {{clr|D|d.6D}} to inadvertently perform the slow cross up variation when up close, unless you delay the {{clr|D|d.6D}} input.<br />
}}<br />
<br />
===<big>{{clr|A|d.6A}} or {{clr|A|d.4A}}</big>===<br />
{{BBCF Move Card<br />
|input=d.6A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 2<br />
|inactive2= 3<br />
|active3 = 2<br />
|recovery = 35<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 2<br />
|inactive2= 3<br />
|active3 = 2<br />
|recovery = 16<br />
}}<br />
Used to float opponents for drive combos, but can also be used like {{clr|A|d.5A}}, though it is a bit slower and is harder to poke afterwards due to more blockstun. It is more consistent at getting out non cross up {{clr|D|d.5D}} for a high low mix up with {{clr|B|d.6B}} after {{clr|D|5D}} and {{clr|D|6D}} drive starters.<br />
}}<br />
<br />
<br />
===<big>{{clr|B|d.5B}}</big>===<br />
{{BBCF Move Card<br />
|input=d.5B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|inactive2= 2<br />
|active3 = 3<br />
|recovery = 33<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|inactive2= 2<br />
|active3 = 3<br />
|recovery = 14<br />
}}<br />
Used only as a combo filler, or to create space during a drive blockstring. You can also attempt to use this as a pseudo poke gesture in certain blockstrings or in neutral via {{clr|D|5D}} > {{clr|B|d.5B}} > Optic Barrel / Bloom Trigger / Chamber shot. Also is an essential part of Noel's Overdrive combos, both at midscreen and in the corner as its untech time allows for links to optimal routes such as {{clr|B|d.6B}} > {{clr|B|d.5B}} > {{clr|B|665B}} > {{clr|C|5C}} midscreen or {{clr|B|d.5B}} > TK OD Thor in the corner.<br />
}}<br />
<br />
===<big>{{clr|B|d.6B}} or {{clr|B|d.4B}}</big>===<br />
{{BBCF Move Card<br />
|input=d.6B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 3<br />
|recovery = 44<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
*110% Bonus Proration added<br />
Noel's Drive Overhead, it's extremely fast and is half of Noel's High/Low drive mixup. It is also commonly used with "Drive Landing Cancellation" tactics to help open up her opponents on the way down from her air normals.<br />
}}<br />
<br />
<br />
===<big>{{clr|C|d.5C}}</big>===<br />
{{BBCF Move Card<br />
|input=d.5C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 2<br />
|inactive2= 2<br />
|active3 = 2<br />
|recovery = 52<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 2<br />
|inactive2= 2<br />
|active3 = 2<br />
|recovery = 33<br />
}}<br />
Noel takes a step forward and a deceptively small gun flare erupts from Bolverk. Only used as combo filler.<br />
<br />
{{color|C|d.5C}} is usually only seen in combos due to having the largest the second largest base damage and decent {{keyword|proration}} out of all of Noel's drive normals. Also sees some situational use as a {{keyword|block string}} filler due to it having low push back.<br />
<br />
}}<br />
<br />
===<big>{{clr|C|d.6C}} or {{clr|C|d.4C}}</big>===<br />
{{BBCF Move Card<br />
|input=d.6C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 23<br />
|active = 36<br />
|recovery = 26<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 23<br />
|active = 36<br />
|recovery = 7<br />
}}<br />
Used only as combo/blockstring filler. Has a ridiculous amount of blockstun, which makes it able to true blocktring into any of her other drive normals. The absurd blockstun also allows her to Crush Trigger with only about a 3 frame gap. You can use this move to attempt a pressure reset in drive by allowing the reload frames to occur and follow up with {{clr|A|5A}} or {{clr|A|2A}} since the reload frames are much faster.<br />
}}<br />
<br />
===<big>{{clr|D|d.5D}}</big>===<br />
{{BBCF Move Card<br />
|input=d.5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 6<br />
|recovery = 35<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
The follow up version of {{clr|D|5D}}, there's no real difference between the two moves.<br />
}}<br />
<br />
<br />
===<big>{{clr|D|d.2D}}</big>===<br />
{{BBCF Move Card<br />
|input=d.2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 26<br />
|active = 9<br />
|recovery = 2<br />
|specialRecovery = 34<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 26<br />
|active = 9<br />
|recovery = 2<br />
|specialRecovery = 15<br />
}}<br />
*Frame 4 - till landing Foot Invul.<br />
<br/><br />
The follow up version of {{clr|D|2D}}. Pretty much the same as the {{clr|D|2D}} starter, other than the fact that it can be distortion and air special cancelled on hit or block, unlike {{clr|D|2D}}.<br />
}}<br />
<br />
<br />
===<big>{{clr|D|d.6D}}</big>===<br />
{{BBCF Move Card<br />
|input=d.6D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 34<br />
|active = 2<br />
|recovery = 44<br />
|frcStart = 24<br />
|frcEnd = 33<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 34<br />
|active = 2<br />
|recovery = 25<br />
|frcStart = 24<br />
|frcEnd = 33<br />
}}<br />
The follow up version of {{clr|D|6D}}. Doesn't have a long dash with and startup that varies with distance like the starter version. Instead, it has a shorter fixed startup normally, or has an added dash through the opponent when used up close, turning it into a crossup. This is more useful when you become familiar with the {{clr|D|j.D}} landing cancel, allowing you to perform a surprise crossup.<br />
<br />
{{clr|D|d.6D}} is a low drive hit that has a slower startup compared to {{clr|B|d.6B}}, meaning that opponents need to know to block Noel's Drive pressure high by default and switch to low on reaction to this move (or crouch under {{clr|A|214A}}, since she has no faster low options in Drive.<br />
}}<br />
<br />
===<big>{{clr|D|d.4D}}</big>===<br />
{{BBCF Move Card<br />
|input=d.4D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 4<br />
|recovery = 49<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
*5-28F Body & Projectile Invul.<br />
<br/><br />
Used mainly to help bait certain DPs during drive pressure. As combo filler, it produces a higher elevation launch after {{clr|D|6D}}, {{clr|D|d.6D}}, or a {{clr|B|d.5B}} in the corner. <br />
}}<br />
<br />
<br />
===<big>Bloom Trigger</big>===<br />
{{InputBadge|{{clr|D|d.236D}}}}<br />
{{BBCF Move Card<br />
|input=d.236D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 2<br />
|inactive2= 7<br />
|active3 = 4<br />
|recovery = 32<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 2<br />
|inactive2= 7<br />
|active3 = 8<br />
|recovery = 28<br />
}}<br />
*Wallbounces midscreeen & in the corner<br />
*First hit causes stagger, 2nd hit causes blowback effect<br />
<br />
Noel's normal drive ender for midscreen combos. On the offensive, this is usually used to help push back an opponent on block to make enough space to escape back into neutral, but is punishable on Instant Block. It can also decently set up a safe jump attempt as a follow up midscreen by IAD into {{clr|C|j.C}} as long as the opponent neutral techs into this situation. However, the opponent can roll tech out of the safe jump attempt, which Noel cannot answer to outside of just chasing them afterwards.<br />
<br />
In overdrive Bloom Trigger is usable in corner combos with a prerequisite of a little bit of height to your juggle.<br />
The overdrive version adds more hits to Bloom Trigger.<br />
}}<br />
<br />
<br />
===<big>Assault Through</big>===<br />
{{InputBadge|{{clr|D|d.214D}}}}<br />
{{BBCF Move Card<br />
|input=d.214D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 31<br />
|active = 7<br />
|recovery = 16<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 28<br />
|active = 7<br />
|recovery = 16<br />
}}<br />
*1-18F Fully Invul.<br />
*Causes blowback ground slide effect on air normal hit<br />
*Causes blowback wallbounce effect on Counter Hit<br />
<br/><br />
Assault Through is a drive special that is occasionally used as a method to produce corner push in midscreen to corner combos, help put the opponent back in the corner in specific corner combos, and lastly help setup {{clr|B|22B}} corner oki as it provides a hard sliding knockdown state for the setup. It can be used as a weak crossup, though it gives you no real advantage on hit or on block. On CH it wallbounces leading to a decent combo. This move is mainly used to punish opponents who are attempting to punish Noel whiffing drive outside of combo use, the goal is for this to counter hit overall.<br />
<br />
Assault Through in overdrive causes a wall bounce on air hit, and allows a standing combo on normal hit. The invuln frames of the overdrive version also cause Noel's sprite to disappear, making it a little harder to block as a crossup, though not much.<br />
}}<br />
<br />
<br />
===<big>Type III: Spring Raid</big>===<br />
{{InputBadge|{{clr|D|d.623D}}}}<br />
{{BBCF Move Card<br />
|input=d.623D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 7<br />
|recovery = 20<br />
|specialRecovery= 12<br />
}}<br />
*1-10F Fully Invuln. <br />
*Can be used in combos meterless & without counter hit<br />
<br />
Spring Raid is mostly used in corner combos to help maximize Noel's corner damage overall. Can be used in combos midscreen as well but is less prominently used there as opposed to the corner. It is also a somewhat decent way to potentially CH then opponent from trying to hit you on the way down from something like {{clr|D|j.D}} but its risky so be careful not to find yourself in this situation often. Can also be used as an answer to when your opponent activates their overdrive or some slow reversal during your drive pressure, but it's a big risk. Remember you can still whiff-cancel into this.<br />
<br />
The overdrive version of Spring Raid launches the opponent higher than usual allowing for follow ups with {{clr|C|5C}}, {{clr|C|6C}}, or {{clr|D|5D}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 23<br />
}}<br />
* 100% minimum damage (1500)<br />
<br />
Standard throw. At midscreen you must cancel the first hit into {{clr|A|214A}} to combo from it.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 23<br />
}}<br />
* 100% minimum damage<br />
<br />
Standard throw. At midscreen you must cancel the first hit into {{clr|A|214A}} to combo from it.<br />
}}<br />
<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|{{clr|B|j.B}}}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 23<br />
|specialRecovery= 3<br />
}}<br />
* 100% minimum damage<br />
<br />
<br />
Standard air throw, can be followed up with {{clr|B|5B}} and {{clr|B|2B}} after landing. If done too high though, {{clr|B|5B}} and {{clr|B|2B}} will not combo. At some heights you can use {{clr|D|j.D}}, but at super jump height you must use {{clr|C|j.C}} to pick up from the ground.<br />
}}<br />
<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 6<br />
|recovery = 30<br />
}}<br />
* Frames 1-20 Fully Invul.<br />
* 180F Heat Gauge Cooldown.<br />
<br />
Unusually long reaching Counter Assault that uses her {{clr|B|d.5B}} animation to blow the opponent away.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small><br />
|startup = 20<br />
|active = 1<br />
|recovery = 25<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Max Charge</small><br />
|startup = 61<br />
|active = 1<br />
|recovery = 25<br />
|frcStart = 30<br />
|frcEnd = 60<br />
}}<br />
* Possible to charge.<br />
* 180F Heat Gauge Cooldown.<br />
<br />
Outside of causing Guard Crush, it's rarely used by Noel because there are not many places to fit it in effectively. In combos, the charged variation is also rare outside of 5K confirms off of CH {{clr|C|5C}} on crouching and CH {{clr|C|6C}} (both in corner). For the most part it's better to save your meter for more important things. It can occasionally be used as a method of exiting drive pressure without being at frame disadvantage or using {{clr|C|d.6C}}.<br />
}}<br />
<br />
===<big>Dash Cancel</big>===<br />
{{InputBadge|66 after specific moves}}<br />
{{BBCF Move Card<br />
|input=66<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 22<br />
}}<br />
*Used instead of Noels's normal forward dash whenever you input 66 during moves that allow dash cancels.<br />
*Only possible after {{clr|C|22C}} on hit or {{clr|A|236A}}{{clr|B|/B}} on hit, block, or whiff.<br />
<br />
An important part of Noel's pressure and combos, allowing various moves to be followed up. However, be aware that this is not like a regular dash. Noel will run for a fixed duration during which she '''can be counterhit''' and '''is unable to do anything''' until the end of the dash, meaning there are instances where using this mindlessly during pressure will get you severely punished.<br />
}}<br />
<br />
<br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Type XI: Optic Barrel</big>===<br />
{{InputBadge|{{clr|A|236A}}}} or {{InputBadge|{{clr|B|236B}}}}<br />
{{BBCF Move Card<br />
|input=236A,236B |versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 4<br />
|recovery = 21<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 29<br />
|active = 4<br />
|recovery = 19<br />
}}<br />
Noel "fires her gun", creating an explosion a set distance away from her. {{clr|A|236A}} hits about half a screen away, missing behind normal-size characters at round start distance {{clr|B|236B}} hits at basically the maximum distance both characters can be from each other.<br />
<br />
Both versions are dash cancellable on hit, block or whiff at the same time, but the {{clr|B|B}} version hits slightly later. Earliest possible dash cancel from {{clr|A|236A}} is -1 on block, allowing {{clr|A|2A}} to at worst trade against characters whose fastest buttons to hit crouching characters are 7-frame startup.<br />
<br />
Neither version of Optic Barrel causes a knockdown on a ground hit, nor do they have enough hitstun to start a combo. The goal is to hit them in the air, which will cause a knockdown.<br />
}}<br />
<br />
===<big>Type XVII: Chamber Shot</big>===<br />
{{InputBadge|{{clr|C|236C}}}}<br />
{{BBCF Move Card<br />
|input=236C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 6<br />
|recovery = 23<br />
}}<br />
*Causes a launch effect similar to Noel's {{clr|A|6A}} on hit<br />
<br />
Combos off of {{clr|C|5C}} and {{clr|C|2C}} for a basic knockdown. Noel's best choice for midscreen short confirms in which going into drive conversions into Bloom Trigger isn't an option. Chamber Shot serves as Noel's secondary combo ender and also as a combo extender for corner confirms which is typically followed up with {{clr|B|5B}} or a dashing {{clr|A|2A}}. You can also use Chamber Shot as a poke gesture in neutral and a somewhat unconventionally situational anti air if spaced and timed right against some IAD jump ins as it does have a sizable hitbox.<br />
}}<br />
<br />
===<big>Type XIII: Revolver Blast </big>===<br />
{{InputBadge|{{clr|C|j.214C}}}}<br />
{{BBCF Move Card<br />
|input=j.214C,j.214C~2C |versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 15<br />
|specialRecovery = 8<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 3<br />
|specialRecovery = 8<br />
}}<br />
Noel's air ender to end air combos. Essential to Noel's corner combos (i.e. {{clr|B|d.5B}} > {{clr|D|d.2D}}) to increase overall combo damage. Midscreen it isn't that great of an ender as the opponent is able to just roll out after due to recovery and spacing after the follow up attack {{clr|C|j.2C}}. Due to this its mainly just used in corner combos. Noel's air ender to end air combos. Can also be used to create a big hitbox around her during it's animation to potentially hit incoming opponents who approach her by Tiger Kneeing its input close to the ground. The multiple hits can also be used situationally to clash kill multihit projectiles.<br />
*Knockdown distance after {{clr|C|j.2C}} follow up is closer to Noel midscreen<br />
** Follow up has a hard knockdown opposed to default {{clr|C|j.2C}}<br />
}}<br />
<br />
===<big>Type IX: Muzzle Flitter </big>===<br />
{{InputBadge|{{clr|A|214A}}}}<br />
{{BBCF Move Card<br />
|input=214A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 26<br />
|active = 6<br />
|recovery = 9<br />
|specialRecovery = 16<br />
}}<br />
* Combo throw, can hit enemies in hitstun without incurring purple exclaimation marks.<br />
* Can only grab standing opponents<br />
<br />
A Command Grab that can be combo'd into and out of. Can only hit standing opponents, and will whiff on crouching or jumping opponents. Can be combo'd into with normal throw, Fatal {{clr|D|5D}}, CH {{clr|C|5C}}/{{clr|C|6C}}/{{clr|D|d.4D}}, {{clr|C|d.6C}}, {{clr|D|d.4D}} during a Fatal combo, or {{clr|D|d.236D}}(1) > Rapid. Overall its not that good as its risky to do considering it puts Noel in Counter Hit state on whiff guaranteeing a punish for the opponent. It is primarily used to variate mix ups between {{clr|B|d.6B}} and {{clr|D|d.6D}} where MF can substitute for the {{clr|B|d.6B}} to catch high blocking opponents.<br />
}}<br />
<br />
<br />
===<big>Type VI: Flash Suppressor </big>===<br />
{{InputBadge|{{clr|B|22B}} or {{clr|C|22C}} on downed opponent}}<br />
{{BBCF Move Card<br />
|input=22B,22C |versioned=input<br />
|description=<br />
*200% Heat Gain<br />
*Both versions can only be used if the opponent has already been knocked down once in the combo.<br />
----<br />
'''{{clr|B|22B}}'''<br />
*Hold B for more shots<br />
{{clr|B|22B}} is used as a combo extender in some cases. Is also used as a combo ender to set up Noel's {{clr|B|22B}} oki, since it gives a hard knockdown. Can be chained into the {{clr|C|C}} version by hitting {{clr|C|C}} while holding down {{clr|B|B}}, which is useful when a faster startup or different timing is required in a combo.<br />
<br />
Can be held as long as shots keep hitting, but Noel will continue to be pushed back until it starts whiffing, and the move can no longer be extended after a total of 5 shots fail to hit. Scales damage with every hit, so unless using it as an ender there is little reason to let it go that long anyway.<br />
<br />
----<br />
'''{{clr|C|22C}}'''<br />
*Dash cancellable<br />
*Ground bounces<br />
{{clr|C|22C}} is used as a combo filler after {{clr|C|3C}}, {{clr|D|6D}}, {{clr|D|d.6D}} or any general knockdown to continue a combo.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Zero Gun: Fenrir </big>===<br />
{{InputBadge|{{clr|D|632146D}}}}<br />
{{BBCF Move Card<br />
|input=632146D Clean Hit,632146D on Block |versioned=input<br />
|description=<br />
Noel rams her gun forward, sprays a stream of bullets while gradually aiming upwards and, if the initial gun ram hit, finishes off with a final shot with big damage. Comes out extremely quickly overall.<br />
<br />
Noel's main reversal super. It's extremely fast and the guardpoint is negligible as the hitstop is one-sided— opponents can rarely RC it, let alone jump upback. It's more reliable than CA or {{clr|D|4D}}, but is punishable on block.<br />
<br />
Fenrir is also used to tack on damage at the end of combos, Ideally you want to to have the gun ram of the move to hit as it adds way more damage but sometimes, if you ''really'' need to squeeze out that extra bit, you can use it fullscreen for the bullets.<br />
<br />
}}<br />
<br />
===<big>Bullet Storm > Zero Gun: Thor </big>===<br />
{{InputBadge|{{clr|D|j.236236D}}}}<br />
{{BBCF Move Card<br />
|input=j.236236D<br />
|description=<br />
Noel Pauses in midair, fires a stream of bullets from both pistols diagonally downwards before launching a rocket.<br />
<br />
Overall, Thor is a super that is normally used to either stack a lot of damage upfront for a strong 4- 5k combo (mostly in corners), midscreen counter hit OD combos that use OD Thor for up to 5K, or to tack on damage to close out a round. It is also sometimes used to counter anti air attempts in some situations but is risky depending on the opponent's character. You can combo Thor into Fenrir as a double super ender for corner combos.<br />
<br />
* 1-4F Fully Invul.<br />
* Invincibility disappears after super flash<br />
* 15% minimum damage (Normal: 710 OD: 895)<br />
* 180F Heat Gauge Cooldown<br />
* Last hit is airdash cancellable in Overdrive<br />
<!--An earlier version mentioned tiger kneeing this off of a jump cancel, but that sounds impractical and rarely used?--> <br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Zero Gun: Sleipnir</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*296/618 Minimum Damage<br />
*Good Pushback<br />
*Repositions both Noel & opponent about 1/3rd of the stage (Half stage instead if Noel is in corner)<br />
*Positions Noel & opponent about the same distance as Optic Barrel A version range from each other afterwards.<br />
<br />
Noel's only true meterless reversal. Puts Noel and the opponent at about midscreen.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Valkyrie Veil</big>===<br />
{{InputBadge|{{clr|C|236236C}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=236236C<br />
|description=<br />
<br />
Counter Astral. Somewhat awkward input to use on reaction to anything but very obvious attacks, so you'll be using this to call out attacks in advance, particularly reversals, if you want to use this at all. Be aware that, unlike Hakumen's Astral, this won't actually catch anything in the first 7 frames, since the attack will just pass through the normal invulnerability, making it a poor choice to use on wakeup against meaty attacks. Any move that's still active past those 7 frames will still trigger the astral and the guard point has a surprisingly long duration that can catch some punishes but don't expect miracles.<br />
}}<br />
<br />
===<big>Valkyrie Veil (Classic Noel)</big>===<br />
{{InputBadge|{{clr|C|214214C}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=214214C<br />
|description=<br />
Classic Noel Only: Noel's astral has full invul, so it can be used as a reversal, however it completely disables her collision box. This means certain moves (Invulnerable moves with forward momentum) will pass right through her over to the other side, thus making the actual Astral whiff. In most cases, if you're attempting to use this as a reversal, you're more likely to catch with her counter astral although this option is safer. No longer links of juggle {{clr|C|6C}}. Can juggle off {{clr|C|d.6C}} but standing hit {{clr|C|d.6C}} may cause the opponent to pass through your character and whiff. Guaranteed off first hit of throw, juggle {{clr|B|d.5B}} in corner. Very limited combo options off mid-screen.<br />
}}<br />
<br />
<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
<tabber><br />
Default =<br />
{{BBCFColors|Size=120|Character=Noel}}<br />
<br style="clear:both;"/><br />
|-|<br />
Classic =<br />
{{BBCFColors|Size=120|Character=Classic_Noel}}<br />
<br style="clear:both;"/><br />
</tabber><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Noel Vermillion|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Jubei&diff=435533BBCF/Jubei2024-01-02T09:26:08Z<p>Manta: /* Run Through Opponent */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Jubei is a '''highly mobile''' rushdown character with an install mode that vastly changes his offense. He has '''great mixups''' such as an instant overhead, unblockables, crossups, and several lows. He also has good oki, especially in the form of his fireball. Jubei's mobility and small size emphasize a slippery playstyle where Jubei picks his spots to start his offense. This is backed by Jubei's great air normals. <br />
<br />
Unfortunately, Jubei suffers from a '''poor defense'''. He has no reversals outside of system mechanics, and his Counter Assault is very average. Additionally, he has a unique mechanic where he is put into in extended hitstun anytime he is hit while standing. Good use of system mechanics are required as a baseline on defense or Jubei will eat a painful combo. Thankfully he also has fast normals and a great backdash to evade or challenge his opponents. Jubei is a good character for players seeking high mobility and mixups.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#5A|5A]] (6F)<br />
| reversal = None<br />
| fatalStarter = [[#6B|6B Attack]]<br/>[[#6C|6C]]<br/>[[#Form ONE: Shadow Wolf|236B]]<br/>[[#Form FOUR: Black Panther|632146C]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Shiranui / Shiranui: Steel<br />
|content=Jubei's Drive, '''Shiranui''', is similar to Taokaka's in that, upon use, he performs a fast dash at his opponent and slashes them on the way past. This attack will always place Jubei on the opposite side of his opponent on a successful hit. Hitting with a Drive marks his opponent with a black crosshair for a few seconds, known as the Shiranui Mark. While the Shiranui Mark is active, using his Distortion Drives will teleport Jubei behind his opponent before starting the attack, in addition to causing the move to deal bonus damage.<br />
<br />
After activating [[#Immovable Object:_Lotus|Immovable Object: Lotus]], Jubei's Drive is replaced with an upgraded version called '''Shiranui: Steel''' (Shiranui: Hagane).<br />
<br />
*Pressing D in this state will put Jubei in a state where he hovers in place briefly. <br />
*Pressing a direction and one of the attack buttons in this state will lay out 4 waypoint markers in a pattern based on the direction and button pressed. Jubei will then perform a teleport dash attack between each one in order.<br />
*This install is a one-off trade per round: once activated, it cannot be deactivated and never expires.<br />
<br />
Since it can cross up and offers excellent mobility, enabling this upgraded drive as soon as possible is a common tactic for Jubei players. However, experienced Jubei players should weigh the costs of giving up Jubei's default Drive, which has its own advantages.<br />
<br />
|header2=Overdrive: Five Circles of Nirvana (Rakan: Gorinkō)<br />
|content2=Jubei's Drive moves are enhanced in simple, but useful ways.<br />
* Drive moves have faster startup.<br />
* Non-upgraded Drives trigger the second hit on block as well as on hit, making them safe on block and adding the Shiranui Mark.<br />
* Single-use limit on upgraded Drive attacks removed.<br />
** If Jubei cancels into his OD and he's used his Drive already, he must hit the ground first before the limit is removed.<br />
* Improved damage to Distortion Drives in line with other characters.<br />
}}<br />
</div><br />
<div id="home-content" class="home-grid"><br />
{{card|width=6<br />
|header=Unique Ability: Being Small<br />
|content=Jubei is particularly small and able to simply not get hit by a lot of attacks:<br />
<br />
*Some opponent's 5As may whiff if he is standing, doing {{clr|A|5A}}, crouching and/or doing {{clr|A|2A}}; therefore requiring those characters to use often slightly slower {{clr|A|2A}} or {{clr|B|5B}} attacks<br />
*Jubei's running animation places him exceptionally low to the ground, and can run underneath a surprising number of moves.<br />
*Jubei's crouch only slightly reduces his hurtbox size compared to his standing hurtbox which is already small. The only indication that Jubei is crouching is that his stance is visually different.<br />
<br />
However, '''all hits against him while he is standing gain 2 frames of additional hitstun''', just like hitting a crouching opponent (air and crouching hits work as normal). This has some unique problems, namely that attacks that normally force standing, such as freezing and crumple stun, can allow opponents to perform combos with the extended hitstun that they cannot do to anyone else in the cast. (However Crumple and freeze hitstun *themselves* are not directly affected and last as long as usual)<br />
<br />
Do not confuse this extra hitstun with Jubei ''actually'' being in a crouching state when standing, therefore:<br />
<br />
*Jubei must still block overhead and low attacks as normal.<br />
*Moves that are hard coded to miss crouching enemies, such as Taokaka's command throw Distortion Drive, can still hit Jubei while he is standing.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
*Hits crouching<br />
*Jump cancelable on hit and on block<br />
*Due to Jubei's small size you can low profile certain attacks and mash this move<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
*Moves Jubei forward before doing the strike.<br />
*Jump cancelable on hit and on block<br />
<br />
A decent short-ranged poke that moves Jubei slightly forward. While the horizontal reach looks lacking, because Jubei moves forward the range for it is actually fairly good considering it's fast and jump-cancelable. <br />
<br />
Due to how slow and generally poor Jubei's anti-air options are, the ability of this to somewhat function as one is not something to brush off.<br />
<br />
This normal also functions as Jubei's main kara cancel normal<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
*Jump cancelable on both hits<br />
*Moves Jubei forward<br />
Jubei moves forward as he slashes down and then up. While the horizontal hitbox is not the best, the forward movement allows Jubei to comfortably gatling into {{clr|C|5C}} relatively far away. <br />
<br />
The first slash reaches further than the second, making it so that from further ranges the first will connect while the second hit will whiff. This is particularly noteworthy as {{clr|C|5C}} is the only gatling option from max-range {{clr|B|5B}} that reliably connects.<br />
<br />
On counter, the first hit launches, allowing combos like 5C(2) {{clr|C|632146C}} anywhere.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
*If mashed 3 times, the third hit will only have two active frames<br />
Generally preferred over {{clr|A|5A}} when Jubei has the advantage since it has longer range for one frame more startup. Bear in mind that this is a Foot attribute move even if it doesn't need to be blocked low, so certain moves will go right over it.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
*Mid range low poke that is plus on block, so it's great for blockstrings and pressure<br />
Jubei's go-to poke for many situations. While it has good range, there are few options to confirm into from max range. If trying to take advantage of its plus frames however, it is better used close to the opponent as it pushes opponents back without moving Jubei forward.<br />
<br />
With its speed and range, it can work as a nice poke to surprise opponents when used from command dash. As Jubei's crossup dash leaves him a fair distance away from his opponent, this is also one of the better options to go for.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
*Anti-air<br />
*Causes float on hit<br />
*Jump cancelable on hit and on block<br />
*Leaves Jubei airborne, allowing cancels into {{clr|D|j.236D}}/{{clr|D|j.214D}}<br />
Jubei extends one foot off the ground and slashes upwards with sword in mouth. For an anti-air, it's rather bad: The hitbox has poor vertical and horizontal reach that does not make up for the heavily delayed head invul. On top of that, he's considered airborne, so jumping out of it consumes an air option. Good in combos, especially in install for several extensions.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A,6A Attack |versioned=input<br />
|description= <br />
*Guard Point Counter move. <br />
*Catches Head, Body and Foot strikes unless they are a low or an overhead.<br />
*On successful catch, follows up with an elbow smash that can be blocked. Crumples on grounded enemies, wall bounces airborne opponents.<br />
*If the follow up attack hits the opponent, Jubei instantly builds 22 Heat meter on normal hit, 24 on counter hit.<br />
*Since this parry is Guard Point, opponents may still Rapid Cancel to block the follow up attack. They may also jump cancel, but the follow up attack must be barrier blocked and may still catch them. <br />
*50% P1 and Very Short starter makes this move lead to mediocre damage.<br />
<br />
Similar to Hakumen's drive moves but with a much more limited set of moves it can actually catch. Use it to call out people autopiloting pokes and pressure strings. Since you can cancel into this from a number of different normal attacks, you can also use this to catch players mashing reversal attacks during your pressure. That said, this is definitely not a move to throw out randomly due to its short guard point duration and the sheer number of moves that just go around it.<br />
<br />
Though the follow up attack itself is +1 on block, you can still cancel to specials on block. Notably {{clr|C|632146C}} will be a frame trap for a Fatal Counter to catch people who do not know you are safe and trying to {{clr|A|5A}} you, and it is also the most reliable combo starter. If the follow up attack happened to be instant blocked they would need a 6F {{clr|A|5A}} to trade, and the hit state on this attack will allow you to recover sooner. You can also hold it for a sneaky unblockable too if they do not mash. Special cancelling to {{clr|B|236B}} is a true block string into a low attack, that can also be converted into a combo off {{clr|A|6A}} if you have 50 heat to spend on {{clr|A|360A}} or a Rapid Cancel of your own.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B,6B Attack |versioned=input<br />
|description= <br />
*Counter move. Only catches strike property moves that also ''must'' be blocked low.<br />
*Fatal Counter<br />
*90% P1 - Leads to much better damage than {{clr|A|6A}}<br />
Potentially much more rewarding than {{clr|A|6A}} but has an absurdly strict requirement on what moves it will actually trigger against (For instance, Susanoo's {{clr|A|2A}} won't trigger it since it doesn't need to be blocked low). Pretty much only useful for calling out specific long ranged or slow lows from certain characters who have them (Such as slide kick 3Cs), avoid using otherwise since you're just handing your opponent a free counter hit.<br />
<br />
If you do catch a move, Jubei will perform a highly damaging two part followup that launches his opponent and can be jump cancelled to follow up with, leading to very good damage.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
*Forces crouching state on hit<br />
*Deals high hitstun<br />
<br />
Jubei performs a small somersault and using his tail slashes down hard with his sword. An above average standing overhead despite the mediocre startup, given the lengthy low/throw invulnerability while still being safe on block and leading to decent damage if it lands.<br />
While it reaches fairly far horizontally, its vertical hitbox is, at best, inconsistent. {{clr|C|6C}} actually can hit opponents fairly high in the air, but it can also miss even when opponents clearly appear within its graphical range. <br />
<br />
With its 110% bonus proration, you should always look for ways to fit this move into your combos, such as after {{clr|B|236B}}>{{clr|A|360A}} in the corner and after OD cancels.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
*Can be jump-canceled on both hits<br />
*First hit has decent vertical reach<br />
*Second hit is a low<br />
Jubei quickly slashes upwards, takes a long step forward, and then takes a large swipe at the opponent's legs. Somewhat for combo-filler, somewhat for mixup. The first hit has decent vertical reach which is helpful in combos, but does not really cover areas that {{clr|C|2C}} cannot as an antiair. While the second hit is a low, the first is not so the opponent has ample time to block it.<br />
<br />
The first slash has poor horizontal reach while the second, due to its far forward movement, actually reaches quite far. However, as there's no gatling options from {{clr|C|3C}} and the first hit has such poor range, there's not much practical use for it outside of filler or perhaps surprising the opponent with the reach from the second hit.<br />
<br />
{{clr|C|3C}}(1)'s high hitstun is useful for stabilizing certain combos, though its bad proration typically means you wont get much damage after using it.<br />
<br />
Second hit launches slightly, allowing you to combo into and pick up after {{clr|A|236A}} in the corner without being in Lotus.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
*Used for instant overheads<br />
*Fastest aerial with decent range and easy confirms<br />
*Jump-cancelable on block<br />
*Cancels into itself on hit<br />
Jubei alternates downward kicks with both of his feet. With its fast startup and immediate downwards hitbox, this is the go-to when attacking a grounded opponent from the air. With the speedy startup and spread active frames, {{clr|A|j.A}} can easily be mashed into itself when performed high enough.<br />
<br />
As jumping from dash provides Jubei a slightly more shallow jump arc, it can be used as an instant overhead on crouching opponents. Since crouching hurtboxes vary, when {{clr|A|j.A}} is used as an instant overhead several characters will be hit by only the first hit of {{clr|A|j.A}} (requiring {{clr|A|236A}} angled downwards to confirm off of) while on some both hits will completely whiff.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
*Both hits can hit both sides<br />
*Good air-to-air<br />
*Jump-cancelable on block<br />
*CH on second hit causes untech until opponent hits the ground<br />
Jubei kicks forward and quickly spins into an upwards kick. Used for air-to-air situations as it has a good horizontal hitbox and it's slightly faster than {{clr|C|j.C}}. Both hits can crossup but because of their lacking downwards hitbox, precise spacing and timing is required.<br />
<br />
Jubei's strongest air normal if in range for it as it has fast startup and good reach on both hits. While the first is already a solid air-to-air, the second reaches surprisingly high vertically and has about the same horizontal range as the first, allowing him to cover several angles. As both hits can hit both sides and are jump-cancelable, they make for a flexible, solid normal.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
*Decent air-to-air and air-to-ground<br />
*Jump-cancelable on block<br />
Has good horizontal and downwards reach so it works well air-to-air and air-to-ground. Slower than both {{clr|A|j.A}} and {{clr|B|j.B}} so it is best used when the longer reach is needed. Does not reach directly under very well so use it late into your jump or use {{clr|A|j.A}} for such situations.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
*Hits both sides<br />
*Fast air poke with decent range<br />
*Not jump-cancelable on block<br />
Has a fairly wide hitbox that also hits in a straight line under Jubei. Can crossup or be used in air-to-air situations but as it cannot gatling into other aerials it's difficult to confirm into. On grounded opponents, comboing off of it when done around the peak of Jubei's jump is finnicky as it does not have very much hitstun and, if not done close, Jubei lacks moves with fast enough startup and range to confirm into.<br />
<br />
While not the best for confirms, its speed matches {{clr|B|j.B}}'s and it has even more horizontal reach than {{clr|C|j.C}} while also having a decent downwards hitbox, making it Jubei's best air poke in terms of range. However, as it cannot be jump-canceled on block and it is difficult to confirm off of higher in the air, it can be hard to do more than simply poke with it.<br />
<br />
A good analogue to this move would be Hibiki's {{clr|C|j.C}} as their function and hitbox is very similar. The biggest difference between the two however is in their active frames (3 versus 6). As a result of this and other differences, Hibiki's {{clr|C|j.C}} is a strong general use tool while Jubei's {{clr|C|j.2C}} is more of a situationally useful crossup and air poke due to its relatively fast startup and range. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D,5D OD |versioned=input<br />
|description=<br />
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.<br />
*Special-cancelable on hit once Jubei's sword gleams<br />
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed<br />
*Drags the opponent towards Jubei on block and on hit<br />
<br />
Jubei rushes past his opponent and then does an attack in passing. A good way to quickly side-switch on hit as well as on block if careful. Since the attack goes active after Jubei has moved and there is no invulnerability, he can be stuffed or even thrown as he moves past (he is considered grounded throughout this move). Your opponent will be unlikely to do this on reaction, but be wary of throwing it out around moves with lots of active frames.<br />
<br />
Depending on if {{clr|D|5D}} hits or is blocked, the length that {{clr|D|5D}} travels varies. On hit, Jubei will travel a fixed distance from the opposite side of the opponent allowing for consistent followups, while on block he will travel a fixed distance from his original location. While negative on block, when used at a close or middling distance, Jubei will end up far enough away from his opponent that punishing him is impossible outside of specific fast, long-ranged options.<br />
<br />
With meter {{clr|D|5D}} can serve as a way to close distance on a far grounded opponent or to continue pressure. When rapid-canceled, with precise timing Jubei can end up next to his opponent on either side which can be tricky to react to. However, due to its long active frames, immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings. <br />
<br />
You can also use Jubei's {{clr|D|5D}} to dodge fast EA ([ABCD] for immediate EA) attempts. Done well, Jubei will cancel his previous attack and pass through his opponent during their EA animation.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D,j.D OD |versioned=input<br />
|description=<br />
*Dive attack that goes all of the way to the ground from any height.<br />
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.<br />
*Special-cancelable on hit once Jubei's sword gleams<br />
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed<br />
<br />
Travels at a fairly steep angle compared to {{clr|D|j.6D}}, meaning it's unlikely to connect with your opponent unless they are close horizontally. On hit, Jubei will travel a fixed distance from the opposite side of the opponent allowing for consistent followups while on block he generally lands directly behind his opponent. As it is unsafe and always leaves Jubei right next to his opponent, this is a much better option when Jubei has meter.<br />
<br />
With meter, Jubei has complete control over ending up in front or behind his opponent by either rapid-canceling immediately before or after he rushes through. When used relatively far horizontally, Jubei may land in front of opponent. <br />
<br />
When following up on block with a rapid cancel, due to {{clr|D|j.D}}'s long active frames immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings.<br />
}}<br />
<br />
===<big>{{clr|D|j.6D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.6D,j.6D OD |versioned=input<br />
|description=<br />
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.<br />
*Special-cancelable on hit once Jubei's sword gleams<br />
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed<br />
<br />
Travels further horizontally than {{clr|D|j.D}}, making it a fairly fast way to close in on your opponent. As it is unsafe and generally leaves Jubei right next to his opponent, this is a much better option when Jubei has meter. However, when used at an angle where it will rush through the opponent at around their head height, Jubei will land fairly far away. This allows Jubei to escape corners in certain situations and is similar to a poke that is easy to confirm into, with the cost (or reward) of positioning on block.<br />
<br />
With meter, Jubei has some control over ending up in front or behind his opponent, generally by rapid-canceling immediately before or after he rushes through, but due to the many possible horizontal and vertical distances this can be used from, it is not always feasible to control which side he lands on. <br />
<br />
When following up on block with a rapid cancel, due to {{clr|D|j.6D}}'s long active frames immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Upgraded Drive Moves==<br />
===<big>Shiranui: Hagane</big>===<br />
{{InputBadge|{{clr|D|D}}~X after Fudō: Sharenjin (Air OK)}}<br />
{{BBCF Move Card<br />
|input=Install D<br />
|description=<br />
After using Fudō: Sharenjin, all drive moves are replaced with these for the remainder of the round. Each version lays down 4 waypoints on screen in a specific order and Jubei does a teleport dash attack between each one. If these hit his opponent, they will be sent flying in the same direction of the attack, causing each of the 4 attacks to combo together in most cases. To use, press D and then immediately press the specified direction and button to use the listed attack pattern. <br />
*Hold up/down when selecting a path and the path will angle in that direction.<br />
*Button and direction can be held for easier execution, only the D-version has to be timed/mashed.<br />
*Grounded versions of this Drive behave the same as the air versions except that ground versions can only be angled upwards. <br />
*Not pressing any button will result in Jubei using the standard {{clr|D|5D}} version instead.<br />
*Any hit from any version inflicts the Shiranui Mark. <br />
*Unless Jubei is in Overdrive, he must touch the ground before being able to use his Drive again.<br />
*During Overdrive, the move becomes special cancellable on hit or block after the last hit.<br />
*If a waypoint laid by this move ends up off the sides of the screen, it will be placed at the edge of the screen at the same height it would normally be. Similarly if a waypoint would be placed under the floor, it is instead placed at ground level at the same horizontal position it would normally be.<br />
<br />
In terms of actual usage, these drive moves see use inside combos to give good damage while affording a certain amount of control over where your opponent ends up, or carrying the opponent to the corner from anywhere on the screen. Notably, {{clr|C|2C}}, {{clr|C|3C(1)}} and {{clr|B|j.B}} can combo into this. Generally the A versions gets used the most for consistency. It's also one way to gain additional height in your air combo to maximise how much damage your distortion drive will do.<br />
<br />
Outside of combos, the more fiddly A and B patterns are used to form a crossup, since both patterns look very similar but with their middle two waypoints swapped. A keen eyed opponent can see the order the waypoints appears and react accordingly, however, and it can be easily stuffed by projectiles limiting its usage in certain matchups. It can also be used to get higher into the air to stall for time combined with his other aerial options.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*Grounds the opponent<br />
Grounds the opponent for a lengthy amount of time allowing Jubei to pick them off the ground with a variety of options.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*Grounds the opponent<br />
*Switches sides<br />
Jubei uppercuts the opponent to the opposite side and grounds them for a lengthy amount of time, allowing him to pick them off the ground with a variety of options. Essentially the exact same as forward throw with the main difference being side-swap.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*Pretty standard air throw.<br />
*Brings opponent and Jubei to the ground before dealing damage, allowing for consistent followups.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*Can be useful to disrupt blockstrings and get {{clr|C|236C}} out before they realize they've lost momentum.<br />
*Uses Jubei's {{clr|B|5B}} animation. Because Jubei slides forward an opponent baiting this by jump cancelling forward may land a bit far away or swap places into the corner.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*Causes hard knockdown on air hit<br />
Jubei lunges forward and slashes with his two swords. Moves Jubei forward after he recovers.<br />
<br />
Somewhat pointless for crushing guards given that {{clr|C|632146[C]}} exists which costs no heat and will even penetrate barrier guard. Jubei also has lots of other ways to crack open a defensive character.<br />
<br />
While you are best served using your meter to activate install in most match ups, you may consider spending a quick level 1 charge of this in during {{clr|B|236B}}~{{clr|C|236C}} oki pressure in the corner<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Fissuring Slash (Rekkōzan)</big>===<br />
{{InputBadge|{{clr|A|236A}} (Air OK)}} or {{InputBadge|{{clr|A|236236A}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236A / j.236A,236236A / j.236236A |versioned=input<br />
|description= <br />
*The air versions can shift Jubei up or down by holding any up or down direction during the attack. Otherwise they work the same.<br />
*Punishable on instant block<br />
*{{clr|A|236A}} is a series of 3 hit swipes, best for pushing to the corner, corner combos, or small conversions off {{clr|A|j.A}} instant overhead<br />
*{{clr|A|236236A}} is a series of 5 swipes, with the last hit being in the air that spikes opponent down. A good combo finisher for more damage and meter. Can be used to set up mid-screen okizeme since the land close to Jubei<br />
*When in install, this move gets upgraded and changes drastically! Please see below section for the specifics on the Install Fissuring Slash)<br />
<br />
Jubei slashes forwards with his claws for three strikes. The last slash blows the opponent back. The {{clr|A|236236A}} version has Jubei slashing 5 times and slamming the opponent down.<br />
<br />
Before you activate install, this move is mostly used in combos as it is very unsafe on block. Should you use this in pressure or neutral it can land some quick unexpected hits due to the size of the hit boxes. Learn to catch roll techs after ending combos with {{clr|A|236236A}} to keep the pressure up and build heat so you can install and use the better version of this move.<br />
<br />
}}<br />
<br />
===<big>Install Fissuring Slash (Rekkōzan) and Additional Attacks</big>===<br />
{{InputBadge|{{clr|A|236A}} then A for each Additional Attack (Air OK)}}<br />
{{BBCF Move Card<br />
|input=Install 236A,236AA / j.236AA,236AAA / j.236AAA,236AAAA / j.236AAAA,236AAAAA / j.236AAAAA |versioned=input<br />
|description=<br />
*Can be followed up for a total of 5 attacks on hit, block, and whiff.<br />
*Pressing A will followup with another swipe.<br />
*Pressing B during the first 3 followups will cancel into Fissuring Impact. Jubei can only followup with one other attack afterwards.<br />
*The first 4 attacks can be cancelled into the following specials. These specials will end the rekka: <br />
**{{clr|B|4B}} will cancel into Demon Fox<br />
**{{clr|B|6B}} will cancel into Shadow Wolf<br />
**{{clr|C|5C}} will cancel into Wild Lion<br />
**{{clr|C|646C}} will cancel into Black Panther<br />
**{{clr|D|6D}}/{{clr|D|4D}} will cancel into Divine Form. You can use this to cross through opponents, reset pressure, retreat, or avoid reversals<br />
*The air version can be shifted up and down like the non-install version.<br />
*The 5th and final attack is similar to the non-install {{clr|A|236A}} final attack<br />
*Air version startup is comparable to jump normals and in some cases is your best air to air attack.<br />
<br />
Jubei slashes forward up to 5 times. For the 5th swipe, Jubei jumps similarly to the last hit of the regular {{clr|A|236A}}. <br />
<br />
During install, Fissuring Slash ("Rekkōzan") becomes a true rekka series. Jubei can vary the amount of Additional Attack slashes that occur during Fissuring Slash, choose between multiple followups that can create mix ups, or cancel to his command air dashes even while grounded to create space or do low to the ground cross ups. Jubei's pressure game here should not be underestimated and you can quickly smother an opponent with fast unpredictable pressure.<br />
<br />
While the individual slashes are minus on block, Jubei can easily choose how many swipes to go for and can deter mashing with his other Fissuring Slash followups, conditioning opponents to fear his options from it. If the opponent respects these options and avoids mashing, Jubei can opt to stop doing followups off Install Fissuring Slash's Additional Attacks and then reset pressure entirely! <br />
<br />
Also, the hit boxes on this attack are pretty good at covering Jubei due to how low to the ground he gets if you decide to try this attack in neutral. It's especially important to threaten this attack as an air to air due to the quick startup. Also, the higher up you hit someone with the 5th attack, the more chance you can cause them to fly into the corner for the wall bounce, allowing you to land and link a {{clr|B|5B}} or dash {{clr|B|2B}} for an easy combo conversion!<br />
<br />
As a final important use, this can be used to stall in the air by holding upward. Only the last attack has landing recovery.<br />
<br />
Read the special move sections below for information on their "Fissuring Slash" versions.<br />
}}<br />
<br />
===<big>Fissuring Impact</big>===<br />
{{InputBadge|{{clr|B|5B}} after Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236A~5B / j.236A~5B<br />
|description=<br />
*Swipes the opponent upwards off the ground<br />
*Leaves Jubei in an airborne state<br />
*Available only in Immovable Object: Lotus<br />
*Not special cancelable with {{clr|D|j.236D}}/{{clr|D|j.214D}}<br />
Jubei jumps while slashing upwards into the air. This move is only available when Immovable Object: Lotus has been activated and functions like a launcher. After this attack, the next attack will always end the rekka sequence. Fissuring Impact cannot cancel into {{clr|C|236C}}, {{clr|D|j.236D}}/{{clr|D|j.214D}}, and the A followup will always be the final slash of the rekka.<br />
<br />
{{clr|B|236B}} (shortcut {{clr|B|6B}}) is a particularly strong option after Launch as it is a frame trap that can yield a fatal counter. As Jubei's options after Launch do not offer much mixup potential and are all negative on block, opponents comfortable with Jubei options afterwards might not feel pressured to mash after seeing it.<br />
}}<br />
<br />
===<big>Form ONE: Shadow Wolf</big>===<br />
{{InputBadge|{{clr|B|236B}}}} or {{InputBadge|{{clr|B|6B}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236B,236A~6B |versioned=input<br />
|description=<br />
*Hits low<br />
*Very respectable range<br />
*If performed in the air from Fissuring Slash, Jubei will fall to the ground first before performing the move.<br />
*Fatal Counter with a very high damage reward<br />
*On hit, cancels into {{clr|C|236C}} for Oki.<br />
*Can cancel to Install Super on hit or block to either hit confirm into good damage or create a strong mixup<br />
<br />
Jubei uses both of his swords to slash vertically and horizontally at his opponent's feet, knocking them down on hit. It is used often as an ender in combos to set up oki, as special canceling into {{clr|C|236C}} saves time that makes up for {{clr|C|236C}}'s high startup.<br />
<br />
Has the potential to fatal counter so it is an option to deter mashing, but outside of install Jubei lacks options to encourage it in the first place. Still, if the opponent is particularly mash-heavy, or if you feel the opponent is trying to up back out of a long pressure string, delaying this at points they are expected to mash can yield high reward.<br />
<br />
While a low, as Jubei's overhead options later in strings are a little lacking and {{clr|B|236B}} itself is unsafe - though very difficult to punish at further ranges - it is perhaps more suited to ensuring opponents respect Jubei's pressure than it is as a mixup tool. <br />
<br />
When used from Fissuring Slash's and its Additional Attacks, it can be delayed long enough to frame trap opponents with pretty much a 1F timing window, but it can also be used directly after Fissuring Slash > Launch for this purpose. From Fissuring Slash > Launch, between this and delayed {{clr|B|4B}}, Jubei has a high/low mixup that yields a combo with meter or counter hit.<br />
<br />
Jubei is at least +13 after an immediate {{clr|B|236B}}>{{clr|A|360A}} cancel, giving you true blockstrings after and ample opportunity to diversify your pressure by doing dash {{clr|B|2B}}, or dash {{clr|A|j.A}} as a quick instant overhead.<br />
}}<br />
<br />
===<big> Form TWO: Demon Fox</big>===<br />
{{InputBadge|{{clr|B|214B}} (Air OK)}} or {{InputBadge|{{clr|B|4B}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214B,j.214B,236A~4B |versioned=input<br />
|description=<br />
*Overhead<br />
*Generally only combos off counterhit or with meter<br />
*Decent ender for air combos<br />
*Jumps over lows<br />
Jubei jumps into the air and slashes overhead in a backwards arc. Generally, without counterhit or a rapid cancel comboing off of this is not possible. However, on hit it can distortion cancel into {{clr|A|360A}}, allowing Jubei to both combo and power up off a safe opener. On block, going for {{clr|A|360A}} after leaves a 5 frame gap that many characters cannot exploit.<br />
<br />
When used close and on a crouching opponent, Jubei can side-switch with the opponent. As this only works when opponents are crouching, this serves no purpose as a crossup but can be useful for positioning.<br />
<br />
While {{clr|C|j.214C}} is a better ender for air combos due to better frame advantage and damage, {{clr|B|j.214B}} lands more reliably and avoids the possibility of side-switch.<br />
<br />
If {{clr|B|j.214B}} hits high enough on an opponent, Jubei can link this attack with {{clr|B|5B}} to pick up and continue a combo.<br />
<br />
During the upgraded Fissuring Slash, it is an effective tool to stop opponents from trying to mash out of your strings. When used from Launch it can be delayed long enough to frame trap opponents. When used from Fissuring Slash's Additional Attacks however, it must be immediately canceled into. From Launch, between this and {{clr|B|6B}}, Jubei has a high/low mixup that yields a combo with meter or counter hit.<br />
<br />
Demon Fox on the ground can be punished by Instant Blocking and using a 6 frame move, as it is -3. <br />
}}<br />
<br />
===<big>Form THREE: Wild Lion</big>===<br />
{{InputBadge|{{clr|C|214C}} (Air OK)}} or {{InputBadge|{{clr|C|C}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214C / j.214C,236A~C |versioned=input<br />
|description=<br />
*Combo ender<br />
*All hits are mid<br />
*Go-to ender for air combos<br />
*Leaves Jubei fairly airborne allowing him to go over lows<br />
*Gains increased horizontal distance when used after command dash<br />
<br />
Jubei jumps in a forward arc, slashing in a flurry all around him and ending with a long slash once grounded. If performed in the air, Jubei doesn't launch upwards noticably. Strictly a combo tool due to how unsafe it is.<br />
<br />
{{clr|C|j.214C}} is Jubei's go-to ender for air combos as it offers greater frame advantage, damage, and potential side-switch. It is a little finnicky however as it is somewhat poor at hitting opponents above Jubei which can cause disastrous whiffs in unexpected situations. Whiffing (and side-switch) is generally avoidable by getting into the habit of super jumping into the preceding air chain as {{clr|C|j.214C}} consistently hits when above or at an even level with opponents.<br />
<br />
When done close to the opponent, Jubei's delayed attacks after his jump functions as a crossup. If done further away however, Jubei is more likely to stay on the same side. As all hits are mids and this move is extremely unsafe, this should be avoided.<br />
<br />
If used off of Jubei's 44 > 6 dash, it travels a little farther than fullscreen. It is not ideal as a means of approach, but it can catch people off guard and force Jubei's way in. Keep in mind that only the backdash has invuln and that it is quite minus on block and on whiff.<br />
}}<br />
<br />
===<big> Form FOUR: Black Panther</big>===<br />
{{InputBadge|{{clr|C|632146C}}}} or {{InputBadge|{{clr|C|646C}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=632146C,236A~646C,j.236A~646C |versioned=input<br />
|description=<br />
*Fatal Counters<br />
*If performed in the air from Fissuring Slash, Jubei will fall to the ground first before performing the move.<br />
*Becomes truly unblockable if charged for 30 frames<br />
**Guard breaks even if opponent barrier blocks<br />
**Has a just-frame if released at 30 frames. The Just-frame is comboable<br />
**Does not combo outside of just-frame and counter hit<br />
Jubei readies his swords behind his back in a cross and slashes rapidly as he front flips in place. With its lengthy startup and short horizontal range, this serves mostly as combo filler for his more damaging combos though it can be a hard, rewarding callout on delayed mashing as it rewards fatal counter.<br />
<br />
In combos, this move functions as a launcher in low height air juggles, generally after crouching/air hit hit {{clr|C|5C}}, air hit {{clr|C|3C}}(1) or Fissuring Impact. When grounded, comboing into it usually requires a crouching opponent, and using a N-starter into {{clr|C|5C}} > {{clr|C|632146C}} or {{clr|C|5C}}(1 > {{clr|C|632146C}} if you use an A-starter. <br />
<br />
As the charged version has very long startup and fairly short range, it is unlikely to ever be useful during Jubei's pressure. This move does, however, have a just-frame release property; if you release the C button after charging approximately 30 frames (exactly when the ground shakes) the recovery of the charged version is lessened to that of the uncharged variant, allowing meterless combos from an unblockable attack! This makes it useful in corner okizeme situations from the {{clr|B|236B}} > {{clr|C|236C}} ender.<br />
}}<br />
<br />
===<big>Rising Justice</big>===<br />
{{InputBadge|{{clr|C|236C}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236C / j.236C |versioned=input<br />
|description=<br />
*Fires a large projectile that bounces along the ground slowly at a fairly large height, slightly above the height Jubei was at when he launched it. <br />
*Lasts for 300F<br />
*Does not travel off the screen but instead just bounces in place against the wall.<br />
*Leaves Jubei in counterhit state during its lengthy startup<br />
*Disappears if Jubei is hit.<br />
<br />
A key oki tool for Jubei, used at the end of his combos to force a block so that he can use his powerful mixup tools to continue pressure and keep momentum going. Has a rather bad startup however so using it at neutral is only really helpful at long range to cover an approach, using this up close is often suicide.<br />
}}<br />
<br />
===<big>Divine Form</big>===<br />
{{InputBadge|{{clr|D|j.236D}}/{{clr|D|j.214D}}}} or {{InputBadge|{{clr|D|6D}}/{{clr|D|4D}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=j.236D,236A~6D,j.214D,236A~4D |versioned=input<br />
|description=<br />
*Can be used off certain grounded options that put Jubei in the air<br />
*Can be special canceled into off of any aerial on hit and block<br />
*Does not count as one of Jubei's jumps<br />
*Leaves Jubei in counterhit state until finished<br />
*Can pass through opponents<br />
Essentially an aurdash in special move form that can also be used on thr ground, Divine Forn ofers Jubei some precise horizontal mobility in the air. Can be used before or after a double jump though only one can be used per jump. Can also be used off of any air normals on hit or block, giving his jump-cancelable normals greater pressure options.<br />
<br />
Does not grant invulnerability and leaves Jubei in counterhit until completed so {{clr|D|j.236D}} should be used with some caution during pressure or in neutral. If {{clr|D|j.236D}} crosses over the opponent, aerial attacks autocorrect for slow but sure crossups.<br />
<br />
As moves like {{clr|C|2C}} and enhanced {{clr|A|236A}} leave Jubei airborne on block and hit, they can be reliably canceled for greater pressure ({{clr|D|j.236D}}) or safety ({{clr|D|j.214D}}).<br />
<br />
When the opponent is completely cornered, if they respect Jubei's pressure {{clr|D|j.236D}} becomes a stronger pressure option. When {{clr|D|j.236D}} is done high into Jubei's jump arc (generally requiring a standing opponent) it will not crossup, while any lower and it will always crossup. <br />
}}<br />
<br />
===<big>Quick Dash</big>===<br />
{{InputBadge|6, on landing from backdash}}<br />
{{BBCF Move Card<br />
|input=44~6<br />
|description=<br />
Unique forward dash when cancelling from backdash that's '''considerably''' faster than his normal dash. Activates if you're holding 6 on the frame Jubei touches the ground from backdash. It doesn't have to be timed, but there is no window to perform it later.<br />
<br />
From frame 9 onwards, Jubei can cancel into any attack, jump or Barrier Block (but cannot block normally). Like regular dashing, cancelling into Barrier will maintain his momentum, sliding him forward to effectively and safely advance. Similarly, the momentum can be instantly cancelled by doing a throw and kara cancelling into Barrier. Several of Jubei's attacks also retain momentum: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|B|2B}}, {{clr|C|3C}}, {{clr|B|214B}}, or {{clr|C|214C}}. These attacks will slide or even launch Jubei across the screen while attacking.<br />
<br />
Quick dashing counts as a dash for adjusting Jubei's jump heights so, combined with Quick dash momentum, Jubei can jump incredible distances. Jubei can even be tricky by super jumping backwards first, looking like a normal straight up jump, and then double jumping forward with that momentum.<br />
<br />
*Including the initial backdash frames, Jubei is actionable after 26F, 1 frame slower than just backdash by itself.<br />
}}<br />
<br />
===<big>Run Through Opponent</big>===<br />
{{InputBadge|Automatic while running near opponent}}<br />
{{BBCF Move Card<br />
|input=Run Through Opponent<br />
|description=If Jubei has been running for over 7 frames, Jubei will dodge past his opponent and turn around with a fixed animation. Doing so ends the run with Jubei facing the opposite direction.<br />
<br />
The ability to run through his opponent adds another layer to Jubei's offense, giving him the ability to cross up even cornered opponents without leaving the ground.<br />
<br />
*Can only be triggered from a normal run, not the quick command dash after a backdash<br />
*Will not trigger if you're holding 3 to run instead of 6<br />
*Can trigger on airborne opponents, but they must also be below 100,000 in game units off the ground, which is extremely low. It's quite possible to collide with a player who is airborne but not trigger the side switch.<br />
}}<br />
<br />
===<big>Running Jump</big>===<br />
{{InputBadge|Any jump while running or during 44~6}}<br />
{{BBCF Move Card<br />
|input=66~9<br />
|description=<br />
If Jubei jumps or superjumps while running or out of his quick dash, his jump heights are adjusted; his normal jump is lower while his super jump is even higher. The lowered jump height allows for more immediate jumping normals to connect against grounded opponents, including enabling instant overheads with {{clr|A|j.A}}, while the heightened super jump allows Jubei to cover exceptionally long distances in combination with his dash momentum, letting him chase or run from opponents more effectively.<br />
}}<br />
<br />
==Distortion Drives==<br />
===<big>Twin Guardians: Mourning Shore</big>===<br />
{{InputBadge|{{clr|D|j.236236D}}}}<br />
{{BBCF Move Card<br />
|input=j.236236D,j.236236D Mark |versioned=input<br />
|description=<br />
*Mid part of the attack loops continuously until reaching the ground, therefore the higher up you start this move, the more damage it will do. <br />
*If opponent is marked, Jubei teleports above and behind his opponent before attacking, ensuring it connects.<br />
*Completely invulnerable from the start until recovery, but very punishable on block.<br />
*Minimum damage (Marked): 200, 40*n, 500 (250, 40*n, 500)<br />
*OD minimum damage (Marked): 200, 40*n, 160*5 (250, 40*n, 160*5)<br />
Jubei's air combo ender of choice leading to decent damage, also can be used as a full screen punish if your opponent is marked and mucking around in the air because of its very fast startup, but this is very risky. Definitely not a move to just throw out at neutral.<br />
}}<br />
<br />
===<big>Thousand Hands: Roaring Pillar</big>===<br />
{{InputBadge|{{clr|D|236236D}}}}<br />
{{BBCF Move Card<br />
|input=236236D,236236D Mark |versioned=input<br />
|description=<br />
*General purpose ground distortion to add more damage to combos and to do very long range punishes. But it only has some projectile invulnerability, so it's not a reversal.<br />
*If opponent is marked, Jubei appears behind opponent before attacking, even if they're in the air, and deals slightly more damage. Useful for combos that leave your opponent too far to connect the attack normally.<br />
*Minimum damage (Marked): 800(900) OD: 1120(1220) <br />
Due to the superflash ocurring after Jubei teleporting, this should not be used as a way to do a crossup since they'll just block it. If the opponent commits to a move with lengthy startup this can work to punish them no matter the distance due to its reasonably quick startup and Shiranui mark making it always connect.<br />
}}<br />
<br />
===<big>Immovable Object: Lotus</big>===<br />
{{InputBadge|{{clr|A|360A}}}}<br />
{{BBCF Move Card<br />
|input=360A<br />
|description=<br />
Jubei's trademark install. Can only be activated once per round, and remains active for the rest of the round with no way to disable it. Once Lotus is active, Jubei's offense changes greatly. Jubei's Drive (explained above) changes greatly, and Fissuring Slash becomes a rekka series. During the rekka, Jubei can cancel into all of his specials except for Rising Justice. Cancelling into a special will immediately end the rekka. Each special move has a simpler input during the rekka.<br />
<br />
Jubei can cancel into Lotus from more situations than most Distortions. Except for Rising Justice, Jubei can cancel into this distortion from any special move on block and on hit as long as he is grounded. This means that specials like {{clr|B|236B}} and {{clr|B|214B}} can cancel into Lotus on block, essentially extending Jubei's pressure. On top of extending pressure, he can use it to stay safe, hit confirm and extend a combo, or just pop it in neutral.<br />
<br />
In some matchups it's not ideal to go into Install State. If you want to use it as a cancel you're better off using RC instead, unless a specific install combo will kill.<br />
<br />
*Jubei can act 2 frames before the superflash ends; recovery pre-flash is 4 frames, but if the install is not interrupted then Jubei can act 2 frames before the opponent starts moving again, making the effective recovery 2 frames.<br />
*This makes it a much more powerful "pause and assess" move than even overdrive, the 2 frames of advantage also means you can get 6A and 6B to be active in time for any attack that didn't hit you out of startup.<br />
}}<br />
<br />
==Exceed Accel==<br />
===<big>Miroku: Spherical Illusion</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*280/638 Minimum Damage<br />
<br />
On startup, Jubei performs a pommel strike on the opponent with his sword scabbard. If it hits, Jubei will slam his opponent into the wall and slash them with his swords and claws. Puts Jubei in Active Flow if he hasn't already been in it already. In Active Flow, Jubei does another powerful spinning slash with his claws. Has full invul and minimum damage, but is unsafe on block and cannot be rapid-cancelled. Basically the same as most Exceel Accels, just one of the better ones for corner carry. Without Active Flow, this leaves the opponent at miscreen. In active flow, EA leaves him close enough to call out delay wakeups with {{clr|B|5B}}. The short range means that it can be baited without much trouble.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Asura: Thunderbird Rising</big>===<br />
{{InputBadge|{{clr|C|6321463214C}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=6321463214C<br />
|description=<br />
*Borrowing the power of his late brother's eye, Jubei paralyzes his opponent and reveals their true form before tearing them apart in a flurry of elegant swordplay and savage claw swipes with a ferocity befitting one known as "The Strongest Being on the Planet".<br />
While the range on this move is quite short, being the immediate area around Jubei's sprite, it is surprisingly very easy to combo into due in part to how close all of Jubei's attacks keep him to the opponent.<br />
<br />
'''Combos From'''<br />
*{{clr|C|5C}} (both hits)<br />
*{{clr|C|3C}}<br />
*{{clr|C|632146C}} (Just frame, air hit, and CH)<br />
*{{clr|C|2C}} (CH)<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Jubei}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Jubei|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Jubei&diff=435532BBCF/Jubei2024-01-02T09:23:13Z<p>Manta: /* Run Through Opponent */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Jubei is a '''highly mobile''' rushdown character with an install mode that vastly changes his offense. He has '''great mixups''' such as an instant overhead, unblockables, crossups, and several lows. He also has good oki, especially in the form of his fireball. Jubei's mobility and small size emphasize a slippery playstyle where Jubei picks his spots to start his offense. This is backed by Jubei's great air normals. <br />
<br />
Unfortunately, Jubei suffers from a '''poor defense'''. He has no reversals outside of system mechanics, and his Counter Assault is very average. Additionally, he has a unique mechanic where he is put into in extended hitstun anytime he is hit while standing. Good use of system mechanics are required as a baseline on defense or Jubei will eat a painful combo. Thankfully he also has fast normals and a great backdash to evade or challenge his opponents. Jubei is a good character for players seeking high mobility and mixups.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#5A|5A]] (6F)<br />
| reversal = None<br />
| fatalStarter = [[#6B|6B Attack]]<br/>[[#6C|6C]]<br/>[[#Form ONE: Shadow Wolf|236B]]<br/>[[#Form FOUR: Black Panther|632146C]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Shiranui / Shiranui: Steel<br />
|content=Jubei's Drive, '''Shiranui''', is similar to Taokaka's in that, upon use, he performs a fast dash at his opponent and slashes them on the way past. This attack will always place Jubei on the opposite side of his opponent on a successful hit. Hitting with a Drive marks his opponent with a black crosshair for a few seconds, known as the Shiranui Mark. While the Shiranui Mark is active, using his Distortion Drives will teleport Jubei behind his opponent before starting the attack, in addition to causing the move to deal bonus damage.<br />
<br />
After activating [[#Immovable Object:_Lotus|Immovable Object: Lotus]], Jubei's Drive is replaced with an upgraded version called '''Shiranui: Steel''' (Shiranui: Hagane).<br />
<br />
*Pressing D in this state will put Jubei in a state where he hovers in place briefly. <br />
*Pressing a direction and one of the attack buttons in this state will lay out 4 waypoint markers in a pattern based on the direction and button pressed. Jubei will then perform a teleport dash attack between each one in order.<br />
*This install is a one-off trade per round: once activated, it cannot be deactivated and never expires.<br />
<br />
Since it can cross up and offers excellent mobility, enabling this upgraded drive as soon as possible is a common tactic for Jubei players. However, experienced Jubei players should weigh the costs of giving up Jubei's default Drive, which has its own advantages.<br />
<br />
|header2=Overdrive: Five Circles of Nirvana (Rakan: Gorinkō)<br />
|content2=Jubei's Drive moves are enhanced in simple, but useful ways.<br />
* Drive moves have faster startup.<br />
* Non-upgraded Drives trigger the second hit on block as well as on hit, making them safe on block and adding the Shiranui Mark.<br />
* Single-use limit on upgraded Drive attacks removed.<br />
** If Jubei cancels into his OD and he's used his Drive already, he must hit the ground first before the limit is removed.<br />
* Improved damage to Distortion Drives in line with other characters.<br />
}}<br />
</div><br />
<div id="home-content" class="home-grid"><br />
{{card|width=6<br />
|header=Unique Ability: Being Small<br />
|content=Jubei is particularly small and able to simply not get hit by a lot of attacks:<br />
<br />
*Some opponent's 5As may whiff if he is standing, doing {{clr|A|5A}}, crouching and/or doing {{clr|A|2A}}; therefore requiring those characters to use often slightly slower {{clr|A|2A}} or {{clr|B|5B}} attacks<br />
*Jubei's running animation places him exceptionally low to the ground, and can run underneath a surprising number of moves.<br />
*Jubei's crouch only slightly reduces his hurtbox size compared to his standing hurtbox which is already small. The only indication that Jubei is crouching is that his stance is visually different.<br />
<br />
However, '''all hits against him while he is standing gain 2 frames of additional hitstun''', just like hitting a crouching opponent (air and crouching hits work as normal). This has some unique problems, namely that attacks that normally force standing, such as freezing and crumple stun, can allow opponents to perform combos with the extended hitstun that they cannot do to anyone else in the cast. (However Crumple and freeze hitstun *themselves* are not directly affected and last as long as usual)<br />
<br />
Do not confuse this extra hitstun with Jubei ''actually'' being in a crouching state when standing, therefore:<br />
<br />
*Jubei must still block overhead and low attacks as normal.<br />
*Moves that are hard coded to miss crouching enemies, such as Taokaka's command throw Distortion Drive, can still hit Jubei while he is standing.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
*Hits crouching<br />
*Jump cancelable on hit and on block<br />
*Due to Jubei's small size you can low profile certain attacks and mash this move<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
*Moves Jubei forward before doing the strike.<br />
*Jump cancelable on hit and on block<br />
<br />
A decent short-ranged poke that moves Jubei slightly forward. While the horizontal reach looks lacking, because Jubei moves forward the range for it is actually fairly good considering it's fast and jump-cancelable. <br />
<br />
Due to how slow and generally poor Jubei's anti-air options are, the ability of this to somewhat function as one is not something to brush off.<br />
<br />
This normal also functions as Jubei's main kara cancel normal<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
*Jump cancelable on both hits<br />
*Moves Jubei forward<br />
Jubei moves forward as he slashes down and then up. While the horizontal hitbox is not the best, the forward movement allows Jubei to comfortably gatling into {{clr|C|5C}} relatively far away. <br />
<br />
The first slash reaches further than the second, making it so that from further ranges the first will connect while the second hit will whiff. This is particularly noteworthy as {{clr|C|5C}} is the only gatling option from max-range {{clr|B|5B}} that reliably connects.<br />
<br />
On counter, the first hit launches, allowing combos like 5C(2) {{clr|C|632146C}} anywhere.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
*If mashed 3 times, the third hit will only have two active frames<br />
Generally preferred over {{clr|A|5A}} when Jubei has the advantage since it has longer range for one frame more startup. Bear in mind that this is a Foot attribute move even if it doesn't need to be blocked low, so certain moves will go right over it.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
*Mid range low poke that is plus on block, so it's great for blockstrings and pressure<br />
Jubei's go-to poke for many situations. While it has good range, there are few options to confirm into from max range. If trying to take advantage of its plus frames however, it is better used close to the opponent as it pushes opponents back without moving Jubei forward.<br />
<br />
With its speed and range, it can work as a nice poke to surprise opponents when used from command dash. As Jubei's crossup dash leaves him a fair distance away from his opponent, this is also one of the better options to go for.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
*Anti-air<br />
*Causes float on hit<br />
*Jump cancelable on hit and on block<br />
*Leaves Jubei airborne, allowing cancels into {{clr|D|j.236D}}/{{clr|D|j.214D}}<br />
Jubei extends one foot off the ground and slashes upwards with sword in mouth. For an anti-air, it's rather bad: The hitbox has poor vertical and horizontal reach that does not make up for the heavily delayed head invul. On top of that, he's considered airborne, so jumping out of it consumes an air option. Good in combos, especially in install for several extensions.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A,6A Attack |versioned=input<br />
|description= <br />
*Guard Point Counter move. <br />
*Catches Head, Body and Foot strikes unless they are a low or an overhead.<br />
*On successful catch, follows up with an elbow smash that can be blocked. Crumples on grounded enemies, wall bounces airborne opponents.<br />
*If the follow up attack hits the opponent, Jubei instantly builds 22 Heat meter on normal hit, 24 on counter hit.<br />
*Since this parry is Guard Point, opponents may still Rapid Cancel to block the follow up attack. They may also jump cancel, but the follow up attack must be barrier blocked and may still catch them. <br />
*50% P1 and Very Short starter makes this move lead to mediocre damage.<br />
<br />
Similar to Hakumen's drive moves but with a much more limited set of moves it can actually catch. Use it to call out people autopiloting pokes and pressure strings. Since you can cancel into this from a number of different normal attacks, you can also use this to catch players mashing reversal attacks during your pressure. That said, this is definitely not a move to throw out randomly due to its short guard point duration and the sheer number of moves that just go around it.<br />
<br />
Though the follow up attack itself is +1 on block, you can still cancel to specials on block. Notably {{clr|C|632146C}} will be a frame trap for a Fatal Counter to catch people who do not know you are safe and trying to {{clr|A|5A}} you, and it is also the most reliable combo starter. If the follow up attack happened to be instant blocked they would need a 6F {{clr|A|5A}} to trade, and the hit state on this attack will allow you to recover sooner. You can also hold it for a sneaky unblockable too if they do not mash. Special cancelling to {{clr|B|236B}} is a true block string into a low attack, that can also be converted into a combo off {{clr|A|6A}} if you have 50 heat to spend on {{clr|A|360A}} or a Rapid Cancel of your own.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B,6B Attack |versioned=input<br />
|description= <br />
*Counter move. Only catches strike property moves that also ''must'' be blocked low.<br />
*Fatal Counter<br />
*90% P1 - Leads to much better damage than {{clr|A|6A}}<br />
Potentially much more rewarding than {{clr|A|6A}} but has an absurdly strict requirement on what moves it will actually trigger against (For instance, Susanoo's {{clr|A|2A}} won't trigger it since it doesn't need to be blocked low). Pretty much only useful for calling out specific long ranged or slow lows from certain characters who have them (Such as slide kick 3Cs), avoid using otherwise since you're just handing your opponent a free counter hit.<br />
<br />
If you do catch a move, Jubei will perform a highly damaging two part followup that launches his opponent and can be jump cancelled to follow up with, leading to very good damage.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
*Forces crouching state on hit<br />
*Deals high hitstun<br />
<br />
Jubei performs a small somersault and using his tail slashes down hard with his sword. An above average standing overhead despite the mediocre startup, given the lengthy low/throw invulnerability while still being safe on block and leading to decent damage if it lands.<br />
While it reaches fairly far horizontally, its vertical hitbox is, at best, inconsistent. {{clr|C|6C}} actually can hit opponents fairly high in the air, but it can also miss even when opponents clearly appear within its graphical range. <br />
<br />
With its 110% bonus proration, you should always look for ways to fit this move into your combos, such as after {{clr|B|236B}}>{{clr|A|360A}} in the corner and after OD cancels.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
*Can be jump-canceled on both hits<br />
*First hit has decent vertical reach<br />
*Second hit is a low<br />
Jubei quickly slashes upwards, takes a long step forward, and then takes a large swipe at the opponent's legs. Somewhat for combo-filler, somewhat for mixup. The first hit has decent vertical reach which is helpful in combos, but does not really cover areas that {{clr|C|2C}} cannot as an antiair. While the second hit is a low, the first is not so the opponent has ample time to block it.<br />
<br />
The first slash has poor horizontal reach while the second, due to its far forward movement, actually reaches quite far. However, as there's no gatling options from {{clr|C|3C}} and the first hit has such poor range, there's not much practical use for it outside of filler or perhaps surprising the opponent with the reach from the second hit.<br />
<br />
{{clr|C|3C}}(1)'s high hitstun is useful for stabilizing certain combos, though its bad proration typically means you wont get much damage after using it.<br />
<br />
Second hit launches slightly, allowing you to combo into and pick up after {{clr|A|236A}} in the corner without being in Lotus.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
*Used for instant overheads<br />
*Fastest aerial with decent range and easy confirms<br />
*Jump-cancelable on block<br />
*Cancels into itself on hit<br />
Jubei alternates downward kicks with both of his feet. With its fast startup and immediate downwards hitbox, this is the go-to when attacking a grounded opponent from the air. With the speedy startup and spread active frames, {{clr|A|j.A}} can easily be mashed into itself when performed high enough.<br />
<br />
As jumping from dash provides Jubei a slightly more shallow jump arc, it can be used as an instant overhead on crouching opponents. Since crouching hurtboxes vary, when {{clr|A|j.A}} is used as an instant overhead several characters will be hit by only the first hit of {{clr|A|j.A}} (requiring {{clr|A|236A}} angled downwards to confirm off of) while on some both hits will completely whiff.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
*Both hits can hit both sides<br />
*Good air-to-air<br />
*Jump-cancelable on block<br />
*CH on second hit causes untech until opponent hits the ground<br />
Jubei kicks forward and quickly spins into an upwards kick. Used for air-to-air situations as it has a good horizontal hitbox and it's slightly faster than {{clr|C|j.C}}. Both hits can crossup but because of their lacking downwards hitbox, precise spacing and timing is required.<br />
<br />
Jubei's strongest air normal if in range for it as it has fast startup and good reach on both hits. While the first is already a solid air-to-air, the second reaches surprisingly high vertically and has about the same horizontal range as the first, allowing him to cover several angles. As both hits can hit both sides and are jump-cancelable, they make for a flexible, solid normal.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
*Decent air-to-air and air-to-ground<br />
*Jump-cancelable on block<br />
Has good horizontal and downwards reach so it works well air-to-air and air-to-ground. Slower than both {{clr|A|j.A}} and {{clr|B|j.B}} so it is best used when the longer reach is needed. Does not reach directly under very well so use it late into your jump or use {{clr|A|j.A}} for such situations.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
*Hits both sides<br />
*Fast air poke with decent range<br />
*Not jump-cancelable on block<br />
Has a fairly wide hitbox that also hits in a straight line under Jubei. Can crossup or be used in air-to-air situations but as it cannot gatling into other aerials it's difficult to confirm into. On grounded opponents, comboing off of it when done around the peak of Jubei's jump is finnicky as it does not have very much hitstun and, if not done close, Jubei lacks moves with fast enough startup and range to confirm into.<br />
<br />
While not the best for confirms, its speed matches {{clr|B|j.B}}'s and it has even more horizontal reach than {{clr|C|j.C}} while also having a decent downwards hitbox, making it Jubei's best air poke in terms of range. However, as it cannot be jump-canceled on block and it is difficult to confirm off of higher in the air, it can be hard to do more than simply poke with it.<br />
<br />
A good analogue to this move would be Hibiki's {{clr|C|j.C}} as their function and hitbox is very similar. The biggest difference between the two however is in their active frames (3 versus 6). As a result of this and other differences, Hibiki's {{clr|C|j.C}} is a strong general use tool while Jubei's {{clr|C|j.2C}} is more of a situationally useful crossup and air poke due to its relatively fast startup and range. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D,5D OD |versioned=input<br />
|description=<br />
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.<br />
*Special-cancelable on hit once Jubei's sword gleams<br />
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed<br />
*Drags the opponent towards Jubei on block and on hit<br />
<br />
Jubei rushes past his opponent and then does an attack in passing. A good way to quickly side-switch on hit as well as on block if careful. Since the attack goes active after Jubei has moved and there is no invulnerability, he can be stuffed or even thrown as he moves past (he is considered grounded throughout this move). Your opponent will be unlikely to do this on reaction, but be wary of throwing it out around moves with lots of active frames.<br />
<br />
Depending on if {{clr|D|5D}} hits or is blocked, the length that {{clr|D|5D}} travels varies. On hit, Jubei will travel a fixed distance from the opposite side of the opponent allowing for consistent followups, while on block he will travel a fixed distance from his original location. While negative on block, when used at a close or middling distance, Jubei will end up far enough away from his opponent that punishing him is impossible outside of specific fast, long-ranged options.<br />
<br />
With meter {{clr|D|5D}} can serve as a way to close distance on a far grounded opponent or to continue pressure. When rapid-canceled, with precise timing Jubei can end up next to his opponent on either side which can be tricky to react to. However, due to its long active frames, immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings. <br />
<br />
You can also use Jubei's {{clr|D|5D}} to dodge fast EA ([ABCD] for immediate EA) attempts. Done well, Jubei will cancel his previous attack and pass through his opponent during their EA animation.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D,j.D OD |versioned=input<br />
|description=<br />
*Dive attack that goes all of the way to the ground from any height.<br />
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.<br />
*Special-cancelable on hit once Jubei's sword gleams<br />
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed<br />
<br />
Travels at a fairly steep angle compared to {{clr|D|j.6D}}, meaning it's unlikely to connect with your opponent unless they are close horizontally. On hit, Jubei will travel a fixed distance from the opposite side of the opponent allowing for consistent followups while on block he generally lands directly behind his opponent. As it is unsafe and always leaves Jubei right next to his opponent, this is a much better option when Jubei has meter.<br />
<br />
With meter, Jubei has complete control over ending up in front or behind his opponent by either rapid-canceling immediately before or after he rushes through. When used relatively far horizontally, Jubei may land in front of opponent. <br />
<br />
When following up on block with a rapid cancel, due to {{clr|D|j.D}}'s long active frames immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings.<br />
}}<br />
<br />
===<big>{{clr|D|j.6D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.6D,j.6D OD |versioned=input<br />
|description=<br />
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.<br />
*Special-cancelable on hit once Jubei's sword gleams<br />
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed<br />
<br />
Travels further horizontally than {{clr|D|j.D}}, making it a fairly fast way to close in on your opponent. As it is unsafe and generally leaves Jubei right next to his opponent, this is a much better option when Jubei has meter. However, when used at an angle where it will rush through the opponent at around their head height, Jubei will land fairly far away. This allows Jubei to escape corners in certain situations and is similar to a poke that is easy to confirm into, with the cost (or reward) of positioning on block.<br />
<br />
With meter, Jubei has some control over ending up in front or behind his opponent, generally by rapid-canceling immediately before or after he rushes through, but due to the many possible horizontal and vertical distances this can be used from, it is not always feasible to control which side he lands on. <br />
<br />
When following up on block with a rapid cancel, due to {{clr|D|j.6D}}'s long active frames immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Upgraded Drive Moves==<br />
===<big>Shiranui: Hagane</big>===<br />
{{InputBadge|{{clr|D|D}}~X after Fudō: Sharenjin (Air OK)}}<br />
{{BBCF Move Card<br />
|input=Install D<br />
|description=<br />
After using Fudō: Sharenjin, all drive moves are replaced with these for the remainder of the round. Each version lays down 4 waypoints on screen in a specific order and Jubei does a teleport dash attack between each one. If these hit his opponent, they will be sent flying in the same direction of the attack, causing each of the 4 attacks to combo together in most cases. To use, press D and then immediately press the specified direction and button to use the listed attack pattern. <br />
*Hold up/down when selecting a path and the path will angle in that direction.<br />
*Button and direction can be held for easier execution, only the D-version has to be timed/mashed.<br />
*Grounded versions of this Drive behave the same as the air versions except that ground versions can only be angled upwards. <br />
*Not pressing any button will result in Jubei using the standard {{clr|D|5D}} version instead.<br />
*Any hit from any version inflicts the Shiranui Mark. <br />
*Unless Jubei is in Overdrive, he must touch the ground before being able to use his Drive again.<br />
*During Overdrive, the move becomes special cancellable on hit or block after the last hit.<br />
*If a waypoint laid by this move ends up off the sides of the screen, it will be placed at the edge of the screen at the same height it would normally be. Similarly if a waypoint would be placed under the floor, it is instead placed at ground level at the same horizontal position it would normally be.<br />
<br />
In terms of actual usage, these drive moves see use inside combos to give good damage while affording a certain amount of control over where your opponent ends up, or carrying the opponent to the corner from anywhere on the screen. Notably, {{clr|C|2C}}, {{clr|C|3C(1)}} and {{clr|B|j.B}} can combo into this. Generally the A versions gets used the most for consistency. It's also one way to gain additional height in your air combo to maximise how much damage your distortion drive will do.<br />
<br />
Outside of combos, the more fiddly A and B patterns are used to form a crossup, since both patterns look very similar but with their middle two waypoints swapped. A keen eyed opponent can see the order the waypoints appears and react accordingly, however, and it can be easily stuffed by projectiles limiting its usage in certain matchups. It can also be used to get higher into the air to stall for time combined with his other aerial options.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*Grounds the opponent<br />
Grounds the opponent for a lengthy amount of time allowing Jubei to pick them off the ground with a variety of options.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*Grounds the opponent<br />
*Switches sides<br />
Jubei uppercuts the opponent to the opposite side and grounds them for a lengthy amount of time, allowing him to pick them off the ground with a variety of options. Essentially the exact same as forward throw with the main difference being side-swap.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*Pretty standard air throw.<br />
*Brings opponent and Jubei to the ground before dealing damage, allowing for consistent followups.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*Can be useful to disrupt blockstrings and get {{clr|C|236C}} out before they realize they've lost momentum.<br />
*Uses Jubei's {{clr|B|5B}} animation. Because Jubei slides forward an opponent baiting this by jump cancelling forward may land a bit far away or swap places into the corner.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*Causes hard knockdown on air hit<br />
Jubei lunges forward and slashes with his two swords. Moves Jubei forward after he recovers.<br />
<br />
Somewhat pointless for crushing guards given that {{clr|C|632146[C]}} exists which costs no heat and will even penetrate barrier guard. Jubei also has lots of other ways to crack open a defensive character.<br />
<br />
While you are best served using your meter to activate install in most match ups, you may consider spending a quick level 1 charge of this in during {{clr|B|236B}}~{{clr|C|236C}} oki pressure in the corner<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Fissuring Slash (Rekkōzan)</big>===<br />
{{InputBadge|{{clr|A|236A}} (Air OK)}} or {{InputBadge|{{clr|A|236236A}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236A / j.236A,236236A / j.236236A |versioned=input<br />
|description= <br />
*The air versions can shift Jubei up or down by holding any up or down direction during the attack. Otherwise they work the same.<br />
*Punishable on instant block<br />
*{{clr|A|236A}} is a series of 3 hit swipes, best for pushing to the corner, corner combos, or small conversions off {{clr|A|j.A}} instant overhead<br />
*{{clr|A|236236A}} is a series of 5 swipes, with the last hit being in the air that spikes opponent down. A good combo finisher for more damage and meter. Can be used to set up mid-screen okizeme since the land close to Jubei<br />
*When in install, this move gets upgraded and changes drastically! Please see below section for the specifics on the Install Fissuring Slash)<br />
<br />
Jubei slashes forwards with his claws for three strikes. The last slash blows the opponent back. The {{clr|A|236236A}} version has Jubei slashing 5 times and slamming the opponent down.<br />
<br />
Before you activate install, this move is mostly used in combos as it is very unsafe on block. Should you use this in pressure or neutral it can land some quick unexpected hits due to the size of the hit boxes. Learn to catch roll techs after ending combos with {{clr|A|236236A}} to keep the pressure up and build heat so you can install and use the better version of this move.<br />
<br />
}}<br />
<br />
===<big>Install Fissuring Slash (Rekkōzan) and Additional Attacks</big>===<br />
{{InputBadge|{{clr|A|236A}} then A for each Additional Attack (Air OK)}}<br />
{{BBCF Move Card<br />
|input=Install 236A,236AA / j.236AA,236AAA / j.236AAA,236AAAA / j.236AAAA,236AAAAA / j.236AAAAA |versioned=input<br />
|description=<br />
*Can be followed up for a total of 5 attacks on hit, block, and whiff.<br />
*Pressing A will followup with another swipe.<br />
*Pressing B during the first 3 followups will cancel into Fissuring Impact. Jubei can only followup with one other attack afterwards.<br />
*The first 4 attacks can be cancelled into the following specials. These specials will end the rekka: <br />
**{{clr|B|4B}} will cancel into Demon Fox<br />
**{{clr|B|6B}} will cancel into Shadow Wolf<br />
**{{clr|C|5C}} will cancel into Wild Lion<br />
**{{clr|C|646C}} will cancel into Black Panther<br />
**{{clr|D|6D}}/{{clr|D|4D}} will cancel into Divine Form. You can use this to cross through opponents, reset pressure, retreat, or avoid reversals<br />
*The air version can be shifted up and down like the non-install version.<br />
*The 5th and final attack is similar to the non-install {{clr|A|236A}} final attack<br />
*Air version startup is comparable to jump normals and in some cases is your best air to air attack.<br />
<br />
Jubei slashes forward up to 5 times. For the 5th swipe, Jubei jumps similarly to the last hit of the regular {{clr|A|236A}}. <br />
<br />
During install, Fissuring Slash ("Rekkōzan") becomes a true rekka series. Jubei can vary the amount of Additional Attack slashes that occur during Fissuring Slash, choose between multiple followups that can create mix ups, or cancel to his command air dashes even while grounded to create space or do low to the ground cross ups. Jubei's pressure game here should not be underestimated and you can quickly smother an opponent with fast unpredictable pressure.<br />
<br />
While the individual slashes are minus on block, Jubei can easily choose how many swipes to go for and can deter mashing with his other Fissuring Slash followups, conditioning opponents to fear his options from it. If the opponent respects these options and avoids mashing, Jubei can opt to stop doing followups off Install Fissuring Slash's Additional Attacks and then reset pressure entirely! <br />
<br />
Also, the hit boxes on this attack are pretty good at covering Jubei due to how low to the ground he gets if you decide to try this attack in neutral. It's especially important to threaten this attack as an air to air due to the quick startup. Also, the higher up you hit someone with the 5th attack, the more chance you can cause them to fly into the corner for the wall bounce, allowing you to land and link a {{clr|B|5B}} or dash {{clr|B|2B}} for an easy combo conversion!<br />
<br />
As a final important use, this can be used to stall in the air by holding upward. Only the last attack has landing recovery.<br />
<br />
Read the special move sections below for information on their "Fissuring Slash" versions.<br />
}}<br />
<br />
===<big>Fissuring Impact</big>===<br />
{{InputBadge|{{clr|B|5B}} after Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236A~5B / j.236A~5B<br />
|description=<br />
*Swipes the opponent upwards off the ground<br />
*Leaves Jubei in an airborne state<br />
*Available only in Immovable Object: Lotus<br />
*Not special cancelable with {{clr|D|j.236D}}/{{clr|D|j.214D}}<br />
Jubei jumps while slashing upwards into the air. This move is only available when Immovable Object: Lotus has been activated and functions like a launcher. After this attack, the next attack will always end the rekka sequence. Fissuring Impact cannot cancel into {{clr|C|236C}}, {{clr|D|j.236D}}/{{clr|D|j.214D}}, and the A followup will always be the final slash of the rekka.<br />
<br />
{{clr|B|236B}} (shortcut {{clr|B|6B}}) is a particularly strong option after Launch as it is a frame trap that can yield a fatal counter. As Jubei's options after Launch do not offer much mixup potential and are all negative on block, opponents comfortable with Jubei options afterwards might not feel pressured to mash after seeing it.<br />
}}<br />
<br />
===<big>Form ONE: Shadow Wolf</big>===<br />
{{InputBadge|{{clr|B|236B}}}} or {{InputBadge|{{clr|B|6B}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236B,236A~6B |versioned=input<br />
|description=<br />
*Hits low<br />
*Very respectable range<br />
*If performed in the air from Fissuring Slash, Jubei will fall to the ground first before performing the move.<br />
*Fatal Counter with a very high damage reward<br />
*On hit, cancels into {{clr|C|236C}} for Oki.<br />
*Can cancel to Install Super on hit or block to either hit confirm into good damage or create a strong mixup<br />
<br />
Jubei uses both of his swords to slash vertically and horizontally at his opponent's feet, knocking them down on hit. It is used often as an ender in combos to set up oki, as special canceling into {{clr|C|236C}} saves time that makes up for {{clr|C|236C}}'s high startup.<br />
<br />
Has the potential to fatal counter so it is an option to deter mashing, but outside of install Jubei lacks options to encourage it in the first place. Still, if the opponent is particularly mash-heavy, or if you feel the opponent is trying to up back out of a long pressure string, delaying this at points they are expected to mash can yield high reward.<br />
<br />
While a low, as Jubei's overhead options later in strings are a little lacking and {{clr|B|236B}} itself is unsafe - though very difficult to punish at further ranges - it is perhaps more suited to ensuring opponents respect Jubei's pressure than it is as a mixup tool. <br />
<br />
When used from Fissuring Slash's and its Additional Attacks, it can be delayed long enough to frame trap opponents with pretty much a 1F timing window, but it can also be used directly after Fissuring Slash > Launch for this purpose. From Fissuring Slash > Launch, between this and delayed {{clr|B|4B}}, Jubei has a high/low mixup that yields a combo with meter or counter hit.<br />
<br />
Jubei is at least +13 after an immediate {{clr|B|236B}}>{{clr|A|360A}} cancel, giving you true blockstrings after and ample opportunity to diversify your pressure by doing dash {{clr|B|2B}}, or dash {{clr|A|j.A}} as a quick instant overhead.<br />
}}<br />
<br />
===<big> Form TWO: Demon Fox</big>===<br />
{{InputBadge|{{clr|B|214B}} (Air OK)}} or {{InputBadge|{{clr|B|4B}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214B,j.214B,236A~4B |versioned=input<br />
|description=<br />
*Overhead<br />
*Generally only combos off counterhit or with meter<br />
*Decent ender for air combos<br />
*Jumps over lows<br />
Jubei jumps into the air and slashes overhead in a backwards arc. Generally, without counterhit or a rapid cancel comboing off of this is not possible. However, on hit it can distortion cancel into {{clr|A|360A}}, allowing Jubei to both combo and power up off a safe opener. On block, going for {{clr|A|360A}} after leaves a 5 frame gap that many characters cannot exploit.<br />
<br />
When used close and on a crouching opponent, Jubei can side-switch with the opponent. As this only works when opponents are crouching, this serves no purpose as a crossup but can be useful for positioning.<br />
<br />
While {{clr|C|j.214C}} is a better ender for air combos due to better frame advantage and damage, {{clr|B|j.214B}} lands more reliably and avoids the possibility of side-switch.<br />
<br />
If {{clr|B|j.214B}} hits high enough on an opponent, Jubei can link this attack with {{clr|B|5B}} to pick up and continue a combo.<br />
<br />
During the upgraded Fissuring Slash, it is an effective tool to stop opponents from trying to mash out of your strings. When used from Launch it can be delayed long enough to frame trap opponents. When used from Fissuring Slash's Additional Attacks however, it must be immediately canceled into. From Launch, between this and {{clr|B|6B}}, Jubei has a high/low mixup that yields a combo with meter or counter hit.<br />
<br />
Demon Fox on the ground can be punished by Instant Blocking and using a 6 frame move, as it is -3. <br />
}}<br />
<br />
===<big>Form THREE: Wild Lion</big>===<br />
{{InputBadge|{{clr|C|214C}} (Air OK)}} or {{InputBadge|{{clr|C|C}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214C / j.214C,236A~C |versioned=input<br />
|description=<br />
*Combo ender<br />
*All hits are mid<br />
*Go-to ender for air combos<br />
*Leaves Jubei fairly airborne allowing him to go over lows<br />
*Gains increased horizontal distance when used after command dash<br />
<br />
Jubei jumps in a forward arc, slashing in a flurry all around him and ending with a long slash once grounded. If performed in the air, Jubei doesn't launch upwards noticably. Strictly a combo tool due to how unsafe it is.<br />
<br />
{{clr|C|j.214C}} is Jubei's go-to ender for air combos as it offers greater frame advantage, damage, and potential side-switch. It is a little finnicky however as it is somewhat poor at hitting opponents above Jubei which can cause disastrous whiffs in unexpected situations. Whiffing (and side-switch) is generally avoidable by getting into the habit of super jumping into the preceding air chain as {{clr|C|j.214C}} consistently hits when above or at an even level with opponents.<br />
<br />
When done close to the opponent, Jubei's delayed attacks after his jump functions as a crossup. If done further away however, Jubei is more likely to stay on the same side. As all hits are mids and this move is extremely unsafe, this should be avoided.<br />
<br />
If used off of Jubei's 44 > 6 dash, it travels a little farther than fullscreen. It is not ideal as a means of approach, but it can catch people off guard and force Jubei's way in. Keep in mind that only the backdash has invuln and that it is quite minus on block and on whiff.<br />
}}<br />
<br />
===<big> Form FOUR: Black Panther</big>===<br />
{{InputBadge|{{clr|C|632146C}}}} or {{InputBadge|{{clr|C|646C}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=632146C,236A~646C,j.236A~646C |versioned=input<br />
|description=<br />
*Fatal Counters<br />
*If performed in the air from Fissuring Slash, Jubei will fall to the ground first before performing the move.<br />
*Becomes truly unblockable if charged for 30 frames<br />
**Guard breaks even if opponent barrier blocks<br />
**Has a just-frame if released at 30 frames. The Just-frame is comboable<br />
**Does not combo outside of just-frame and counter hit<br />
Jubei readies his swords behind his back in a cross and slashes rapidly as he front flips in place. With its lengthy startup and short horizontal range, this serves mostly as combo filler for his more damaging combos though it can be a hard, rewarding callout on delayed mashing as it rewards fatal counter.<br />
<br />
In combos, this move functions as a launcher in low height air juggles, generally after crouching/air hit hit {{clr|C|5C}}, air hit {{clr|C|3C}}(1) or Fissuring Impact. When grounded, comboing into it usually requires a crouching opponent, and using a N-starter into {{clr|C|5C}} > {{clr|C|632146C}} or {{clr|C|5C}}(1 > {{clr|C|632146C}} if you use an A-starter. <br />
<br />
As the charged version has very long startup and fairly short range, it is unlikely to ever be useful during Jubei's pressure. This move does, however, have a just-frame release property; if you release the C button after charging approximately 30 frames (exactly when the ground shakes) the recovery of the charged version is lessened to that of the uncharged variant, allowing meterless combos from an unblockable attack! This makes it useful in corner okizeme situations from the {{clr|B|236B}} > {{clr|C|236C}} ender.<br />
}}<br />
<br />
===<big>Rising Justice</big>===<br />
{{InputBadge|{{clr|C|236C}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236C / j.236C |versioned=input<br />
|description=<br />
*Fires a large projectile that bounces along the ground slowly at a fairly large height, slightly above the height Jubei was at when he launched it. <br />
*Lasts for 300F<br />
*Does not travel off the screen but instead just bounces in place against the wall.<br />
*Leaves Jubei in counterhit state during its lengthy startup<br />
*Disappears if Jubei is hit.<br />
<br />
A key oki tool for Jubei, used at the end of his combos to force a block so that he can use his powerful mixup tools to continue pressure and keep momentum going. Has a rather bad startup however so using it at neutral is only really helpful at long range to cover an approach, using this up close is often suicide.<br />
}}<br />
<br />
===<big>Divine Form</big>===<br />
{{InputBadge|{{clr|D|j.236D}}/{{clr|D|j.214D}}}} or {{InputBadge|{{clr|D|6D}}/{{clr|D|4D}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=j.236D,236A~6D,j.214D,236A~4D |versioned=input<br />
|description=<br />
*Can be used off certain grounded options that put Jubei in the air<br />
*Can be special canceled into off of any aerial on hit and block<br />
*Does not count as one of Jubei's jumps<br />
*Leaves Jubei in counterhit state until finished<br />
*Can pass through opponents<br />
Essentially an aurdash in special move form that can also be used on thr ground, Divine Forn ofers Jubei some precise horizontal mobility in the air. Can be used before or after a double jump though only one can be used per jump. Can also be used off of any air normals on hit or block, giving his jump-cancelable normals greater pressure options.<br />
<br />
Does not grant invulnerability and leaves Jubei in counterhit until completed so {{clr|D|j.236D}} should be used with some caution during pressure or in neutral. If {{clr|D|j.236D}} crosses over the opponent, aerial attacks autocorrect for slow but sure crossups.<br />
<br />
As moves like {{clr|C|2C}} and enhanced {{clr|A|236A}} leave Jubei airborne on block and hit, they can be reliably canceled for greater pressure ({{clr|D|j.236D}}) or safety ({{clr|D|j.214D}}).<br />
<br />
When the opponent is completely cornered, if they respect Jubei's pressure {{clr|D|j.236D}} becomes a stronger pressure option. When {{clr|D|j.236D}} is done high into Jubei's jump arc (generally requiring a standing opponent) it will not crossup, while any lower and it will always crossup. <br />
}}<br />
<br />
===<big>Quick Dash</big>===<br />
{{InputBadge|6, on landing from backdash}}<br />
{{BBCF Move Card<br />
|input=44~6<br />
|description=<br />
Unique forward dash when cancelling from backdash that's '''considerably''' faster than his normal dash. Activates if you're holding 6 on the frame Jubei touches the ground from backdash. It doesn't have to be timed, but there is no window to perform it later.<br />
<br />
From frame 9 onwards, Jubei can cancel into any attack, jump or Barrier Block (but cannot block normally). Like regular dashing, cancelling into Barrier will maintain his momentum, sliding him forward to effectively and safely advance. Similarly, the momentum can be instantly cancelled by doing a throw and kara cancelling into Barrier. Several of Jubei's attacks also retain momentum: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|B|2B}}, {{clr|C|3C}}, {{clr|B|214B}}, or {{clr|C|214C}}. These attacks will slide or even launch Jubei across the screen while attacking.<br />
<br />
Quick dashing counts as a dash for adjusting Jubei's jump heights so, combined with Quick dash momentum, Jubei can jump incredible distances. Jubei can even be tricky by super jumping backwards first, looking like a normal straight up jump, and then double jumping forward with that momentum.<br />
<br />
*Including the initial backdash frames, Jubei is actionable after 26F, 1 frame slower than just backdash by itself.<br />
}}<br />
<br />
===<big>Run Through Opponent</big>===<br />
{{InputBadge|Automatic while running near opponent}}<br />
{{BBCF Move Card<br />
|input=Run Through Opponent<br />
|description=If Jubei has been running for over 7 frames, Jubei will jump past his opponent and turn around with a fixed animation. It does not actually allow him to keep running past the opponent, away from them.<br />
<br />
The ability to run through his opponent adds another layer to Jubei's offense, giving him the ability to cross up even cornered opponents without leaving the ground.<br />
<br />
*Can only be triggered from a normal run, not the quick command dash after a backdash<br />
*Can be avoided by holding 3 to run instead of 6<br />
*Can trigger on airborne opponents, but they must also be below 100,000 in game units off the ground, which is extremely low. It's quite possible to collide with a player who is airborne but not trigger the side switch.<br />
}}<br />
<br />
===<big>Running Jump</big>===<br />
{{InputBadge|Any jump while running or during 44~6}}<br />
{{BBCF Move Card<br />
|input=66~9<br />
|description=<br />
If Jubei jumps or superjumps while running or out of his quick dash, his jump heights are adjusted; his normal jump is lower while his super jump is even higher. The lowered jump height allows for more immediate jumping normals to connect against grounded opponents, including enabling instant overheads with {{clr|A|j.A}}, while the heightened super jump allows Jubei to cover exceptionally long distances in combination with his dash momentum, letting him chase or run from opponents more effectively.<br />
}}<br />
<br />
==Distortion Drives==<br />
===<big>Twin Guardians: Mourning Shore</big>===<br />
{{InputBadge|{{clr|D|j.236236D}}}}<br />
{{BBCF Move Card<br />
|input=j.236236D,j.236236D Mark |versioned=input<br />
|description=<br />
*Mid part of the attack loops continuously until reaching the ground, therefore the higher up you start this move, the more damage it will do. <br />
*If opponent is marked, Jubei teleports above and behind his opponent before attacking, ensuring it connects.<br />
*Completely invulnerable from the start until recovery, but very punishable on block.<br />
*Minimum damage (Marked): 200, 40*n, 500 (250, 40*n, 500)<br />
*OD minimum damage (Marked): 200, 40*n, 160*5 (250, 40*n, 160*5)<br />
Jubei's air combo ender of choice leading to decent damage, also can be used as a full screen punish if your opponent is marked and mucking around in the air because of its very fast startup, but this is very risky. Definitely not a move to just throw out at neutral.<br />
}}<br />
<br />
===<big>Thousand Hands: Roaring Pillar</big>===<br />
{{InputBadge|{{clr|D|236236D}}}}<br />
{{BBCF Move Card<br />
|input=236236D,236236D Mark |versioned=input<br />
|description=<br />
*General purpose ground distortion to add more damage to combos and to do very long range punishes. But it only has some projectile invulnerability, so it's not a reversal.<br />
*If opponent is marked, Jubei appears behind opponent before attacking, even if they're in the air, and deals slightly more damage. Useful for combos that leave your opponent too far to connect the attack normally.<br />
*Minimum damage (Marked): 800(900) OD: 1120(1220) <br />
Due to the superflash ocurring after Jubei teleporting, this should not be used as a way to do a crossup since they'll just block it. If the opponent commits to a move with lengthy startup this can work to punish them no matter the distance due to its reasonably quick startup and Shiranui mark making it always connect.<br />
}}<br />
<br />
===<big>Immovable Object: Lotus</big>===<br />
{{InputBadge|{{clr|A|360A}}}}<br />
{{BBCF Move Card<br />
|input=360A<br />
|description=<br />
Jubei's trademark install. Can only be activated once per round, and remains active for the rest of the round with no way to disable it. Once Lotus is active, Jubei's offense changes greatly. Jubei's Drive (explained above) changes greatly, and Fissuring Slash becomes a rekka series. During the rekka, Jubei can cancel into all of his specials except for Rising Justice. Cancelling into a special will immediately end the rekka. Each special move has a simpler input during the rekka.<br />
<br />
Jubei can cancel into Lotus from more situations than most Distortions. Except for Rising Justice, Jubei can cancel into this distortion from any special move on block and on hit as long as he is grounded. This means that specials like {{clr|B|236B}} and {{clr|B|214B}} can cancel into Lotus on block, essentially extending Jubei's pressure. On top of extending pressure, he can use it to stay safe, hit confirm and extend a combo, or just pop it in neutral.<br />
<br />
In some matchups it's not ideal to go into Install State. If you want to use it as a cancel you're better off using RC instead, unless a specific install combo will kill.<br />
<br />
*Jubei can act 2 frames before the superflash ends; recovery pre-flash is 4 frames, but if the install is not interrupted then Jubei can act 2 frames before the opponent starts moving again, making the effective recovery 2 frames.<br />
*This makes it a much more powerful "pause and assess" move than even overdrive, the 2 frames of advantage also means you can get 6A and 6B to be active in time for any attack that didn't hit you out of startup.<br />
}}<br />
<br />
==Exceed Accel==<br />
===<big>Miroku: Spherical Illusion</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*280/638 Minimum Damage<br />
<br />
On startup, Jubei performs a pommel strike on the opponent with his sword scabbard. If it hits, Jubei will slam his opponent into the wall and slash them with his swords and claws. Puts Jubei in Active Flow if he hasn't already been in it already. In Active Flow, Jubei does another powerful spinning slash with his claws. Has full invul and minimum damage, but is unsafe on block and cannot be rapid-cancelled. Basically the same as most Exceel Accels, just one of the better ones for corner carry. Without Active Flow, this leaves the opponent at miscreen. In active flow, EA leaves him close enough to call out delay wakeups with {{clr|B|5B}}. The short range means that it can be baited without much trouble.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Asura: Thunderbird Rising</big>===<br />
{{InputBadge|{{clr|C|6321463214C}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=6321463214C<br />
|description=<br />
*Borrowing the power of his late brother's eye, Jubei paralyzes his opponent and reveals their true form before tearing them apart in a flurry of elegant swordplay and savage claw swipes with a ferocity befitting one known as "The Strongest Being on the Planet".<br />
While the range on this move is quite short, being the immediate area around Jubei's sprite, it is surprisingly very easy to combo into due in part to how close all of Jubei's attacks keep him to the opponent.<br />
<br />
'''Combos From'''<br />
*{{clr|C|5C}} (both hits)<br />
*{{clr|C|3C}}<br />
*{{clr|C|632146C}} (Just frame, air hit, and CH)<br />
*{{clr|C|2C}} (CH)<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Jubei}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Jubei|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Jubei&diff=435531BBCF/Jubei2024-01-02T09:22:55Z<p>Manta: /* Run Through Opponent */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Jubei is a '''highly mobile''' rushdown character with an install mode that vastly changes his offense. He has '''great mixups''' such as an instant overhead, unblockables, crossups, and several lows. He also has good oki, especially in the form of his fireball. Jubei's mobility and small size emphasize a slippery playstyle where Jubei picks his spots to start his offense. This is backed by Jubei's great air normals. <br />
<br />
Unfortunately, Jubei suffers from a '''poor defense'''. He has no reversals outside of system mechanics, and his Counter Assault is very average. Additionally, he has a unique mechanic where he is put into in extended hitstun anytime he is hit while standing. Good use of system mechanics are required as a baseline on defense or Jubei will eat a painful combo. Thankfully he also has fast normals and a great backdash to evade or challenge his opponents. Jubei is a good character for players seeking high mobility and mixups.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#5A|5A]] (6F)<br />
| reversal = None<br />
| fatalStarter = [[#6B|6B Attack]]<br/>[[#6C|6C]]<br/>[[#Form ONE: Shadow Wolf|236B]]<br/>[[#Form FOUR: Black Panther|632146C]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Shiranui / Shiranui: Steel<br />
|content=Jubei's Drive, '''Shiranui''', is similar to Taokaka's in that, upon use, he performs a fast dash at his opponent and slashes them on the way past. This attack will always place Jubei on the opposite side of his opponent on a successful hit. Hitting with a Drive marks his opponent with a black crosshair for a few seconds, known as the Shiranui Mark. While the Shiranui Mark is active, using his Distortion Drives will teleport Jubei behind his opponent before starting the attack, in addition to causing the move to deal bonus damage.<br />
<br />
After activating [[#Immovable Object:_Lotus|Immovable Object: Lotus]], Jubei's Drive is replaced with an upgraded version called '''Shiranui: Steel''' (Shiranui: Hagane).<br />
<br />
*Pressing D in this state will put Jubei in a state where he hovers in place briefly. <br />
*Pressing a direction and one of the attack buttons in this state will lay out 4 waypoint markers in a pattern based on the direction and button pressed. Jubei will then perform a teleport dash attack between each one in order.<br />
*This install is a one-off trade per round: once activated, it cannot be deactivated and never expires.<br />
<br />
Since it can cross up and offers excellent mobility, enabling this upgraded drive as soon as possible is a common tactic for Jubei players. However, experienced Jubei players should weigh the costs of giving up Jubei's default Drive, which has its own advantages.<br />
<br />
|header2=Overdrive: Five Circles of Nirvana (Rakan: Gorinkō)<br />
|content2=Jubei's Drive moves are enhanced in simple, but useful ways.<br />
* Drive moves have faster startup.<br />
* Non-upgraded Drives trigger the second hit on block as well as on hit, making them safe on block and adding the Shiranui Mark.<br />
* Single-use limit on upgraded Drive attacks removed.<br />
** If Jubei cancels into his OD and he's used his Drive already, he must hit the ground first before the limit is removed.<br />
* Improved damage to Distortion Drives in line with other characters.<br />
}}<br />
</div><br />
<div id="home-content" class="home-grid"><br />
{{card|width=6<br />
|header=Unique Ability: Being Small<br />
|content=Jubei is particularly small and able to simply not get hit by a lot of attacks:<br />
<br />
*Some opponent's 5As may whiff if he is standing, doing {{clr|A|5A}}, crouching and/or doing {{clr|A|2A}}; therefore requiring those characters to use often slightly slower {{clr|A|2A}} or {{clr|B|5B}} attacks<br />
*Jubei's running animation places him exceptionally low to the ground, and can run underneath a surprising number of moves.<br />
*Jubei's crouch only slightly reduces his hurtbox size compared to his standing hurtbox which is already small. The only indication that Jubei is crouching is that his stance is visually different.<br />
<br />
However, '''all hits against him while he is standing gain 2 frames of additional hitstun''', just like hitting a crouching opponent (air and crouching hits work as normal). This has some unique problems, namely that attacks that normally force standing, such as freezing and crumple stun, can allow opponents to perform combos with the extended hitstun that they cannot do to anyone else in the cast. (However Crumple and freeze hitstun *themselves* are not directly affected and last as long as usual)<br />
<br />
Do not confuse this extra hitstun with Jubei ''actually'' being in a crouching state when standing, therefore:<br />
<br />
*Jubei must still block overhead and low attacks as normal.<br />
*Moves that are hard coded to miss crouching enemies, such as Taokaka's command throw Distortion Drive, can still hit Jubei while he is standing.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
*Hits crouching<br />
*Jump cancelable on hit and on block<br />
*Due to Jubei's small size you can low profile certain attacks and mash this move<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
*Moves Jubei forward before doing the strike.<br />
*Jump cancelable on hit and on block<br />
<br />
A decent short-ranged poke that moves Jubei slightly forward. While the horizontal reach looks lacking, because Jubei moves forward the range for it is actually fairly good considering it's fast and jump-cancelable. <br />
<br />
Due to how slow and generally poor Jubei's anti-air options are, the ability of this to somewhat function as one is not something to brush off.<br />
<br />
This normal also functions as Jubei's main kara cancel normal<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
*Jump cancelable on both hits<br />
*Moves Jubei forward<br />
Jubei moves forward as he slashes down and then up. While the horizontal hitbox is not the best, the forward movement allows Jubei to comfortably gatling into {{clr|C|5C}} relatively far away. <br />
<br />
The first slash reaches further than the second, making it so that from further ranges the first will connect while the second hit will whiff. This is particularly noteworthy as {{clr|C|5C}} is the only gatling option from max-range {{clr|B|5B}} that reliably connects.<br />
<br />
On counter, the first hit launches, allowing combos like 5C(2) {{clr|C|632146C}} anywhere.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
*If mashed 3 times, the third hit will only have two active frames<br />
Generally preferred over {{clr|A|5A}} when Jubei has the advantage since it has longer range for one frame more startup. Bear in mind that this is a Foot attribute move even if it doesn't need to be blocked low, so certain moves will go right over it.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
*Mid range low poke that is plus on block, so it's great for blockstrings and pressure<br />
Jubei's go-to poke for many situations. While it has good range, there are few options to confirm into from max range. If trying to take advantage of its plus frames however, it is better used close to the opponent as it pushes opponents back without moving Jubei forward.<br />
<br />
With its speed and range, it can work as a nice poke to surprise opponents when used from command dash. As Jubei's crossup dash leaves him a fair distance away from his opponent, this is also one of the better options to go for.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
*Anti-air<br />
*Causes float on hit<br />
*Jump cancelable on hit and on block<br />
*Leaves Jubei airborne, allowing cancels into {{clr|D|j.236D}}/{{clr|D|j.214D}}<br />
Jubei extends one foot off the ground and slashes upwards with sword in mouth. For an anti-air, it's rather bad: The hitbox has poor vertical and horizontal reach that does not make up for the heavily delayed head invul. On top of that, he's considered airborne, so jumping out of it consumes an air option. Good in combos, especially in install for several extensions.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A,6A Attack |versioned=input<br />
|description= <br />
*Guard Point Counter move. <br />
*Catches Head, Body and Foot strikes unless they are a low or an overhead.<br />
*On successful catch, follows up with an elbow smash that can be blocked. Crumples on grounded enemies, wall bounces airborne opponents.<br />
*If the follow up attack hits the opponent, Jubei instantly builds 22 Heat meter on normal hit, 24 on counter hit.<br />
*Since this parry is Guard Point, opponents may still Rapid Cancel to block the follow up attack. They may also jump cancel, but the follow up attack must be barrier blocked and may still catch them. <br />
*50% P1 and Very Short starter makes this move lead to mediocre damage.<br />
<br />
Similar to Hakumen's drive moves but with a much more limited set of moves it can actually catch. Use it to call out people autopiloting pokes and pressure strings. Since you can cancel into this from a number of different normal attacks, you can also use this to catch players mashing reversal attacks during your pressure. That said, this is definitely not a move to throw out randomly due to its short guard point duration and the sheer number of moves that just go around it.<br />
<br />
Though the follow up attack itself is +1 on block, you can still cancel to specials on block. Notably {{clr|C|632146C}} will be a frame trap for a Fatal Counter to catch people who do not know you are safe and trying to {{clr|A|5A}} you, and it is also the most reliable combo starter. If the follow up attack happened to be instant blocked they would need a 6F {{clr|A|5A}} to trade, and the hit state on this attack will allow you to recover sooner. You can also hold it for a sneaky unblockable too if they do not mash. Special cancelling to {{clr|B|236B}} is a true block string into a low attack, that can also be converted into a combo off {{clr|A|6A}} if you have 50 heat to spend on {{clr|A|360A}} or a Rapid Cancel of your own.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B,6B Attack |versioned=input<br />
|description= <br />
*Counter move. Only catches strike property moves that also ''must'' be blocked low.<br />
*Fatal Counter<br />
*90% P1 - Leads to much better damage than {{clr|A|6A}}<br />
Potentially much more rewarding than {{clr|A|6A}} but has an absurdly strict requirement on what moves it will actually trigger against (For instance, Susanoo's {{clr|A|2A}} won't trigger it since it doesn't need to be blocked low). Pretty much only useful for calling out specific long ranged or slow lows from certain characters who have them (Such as slide kick 3Cs), avoid using otherwise since you're just handing your opponent a free counter hit.<br />
<br />
If you do catch a move, Jubei will perform a highly damaging two part followup that launches his opponent and can be jump cancelled to follow up with, leading to very good damage.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
*Forces crouching state on hit<br />
*Deals high hitstun<br />
<br />
Jubei performs a small somersault and using his tail slashes down hard with his sword. An above average standing overhead despite the mediocre startup, given the lengthy low/throw invulnerability while still being safe on block and leading to decent damage if it lands.<br />
While it reaches fairly far horizontally, its vertical hitbox is, at best, inconsistent. {{clr|C|6C}} actually can hit opponents fairly high in the air, but it can also miss even when opponents clearly appear within its graphical range. <br />
<br />
With its 110% bonus proration, you should always look for ways to fit this move into your combos, such as after {{clr|B|236B}}>{{clr|A|360A}} in the corner and after OD cancels.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
*Can be jump-canceled on both hits<br />
*First hit has decent vertical reach<br />
*Second hit is a low<br />
Jubei quickly slashes upwards, takes a long step forward, and then takes a large swipe at the opponent's legs. Somewhat for combo-filler, somewhat for mixup. The first hit has decent vertical reach which is helpful in combos, but does not really cover areas that {{clr|C|2C}} cannot as an antiair. While the second hit is a low, the first is not so the opponent has ample time to block it.<br />
<br />
The first slash has poor horizontal reach while the second, due to its far forward movement, actually reaches quite far. However, as there's no gatling options from {{clr|C|3C}} and the first hit has such poor range, there's not much practical use for it outside of filler or perhaps surprising the opponent with the reach from the second hit.<br />
<br />
{{clr|C|3C}}(1)'s high hitstun is useful for stabilizing certain combos, though its bad proration typically means you wont get much damage after using it.<br />
<br />
Second hit launches slightly, allowing you to combo into and pick up after {{clr|A|236A}} in the corner without being in Lotus.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
*Used for instant overheads<br />
*Fastest aerial with decent range and easy confirms<br />
*Jump-cancelable on block<br />
*Cancels into itself on hit<br />
Jubei alternates downward kicks with both of his feet. With its fast startup and immediate downwards hitbox, this is the go-to when attacking a grounded opponent from the air. With the speedy startup and spread active frames, {{clr|A|j.A}} can easily be mashed into itself when performed high enough.<br />
<br />
As jumping from dash provides Jubei a slightly more shallow jump arc, it can be used as an instant overhead on crouching opponents. Since crouching hurtboxes vary, when {{clr|A|j.A}} is used as an instant overhead several characters will be hit by only the first hit of {{clr|A|j.A}} (requiring {{clr|A|236A}} angled downwards to confirm off of) while on some both hits will completely whiff.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
*Both hits can hit both sides<br />
*Good air-to-air<br />
*Jump-cancelable on block<br />
*CH on second hit causes untech until opponent hits the ground<br />
Jubei kicks forward and quickly spins into an upwards kick. Used for air-to-air situations as it has a good horizontal hitbox and it's slightly faster than {{clr|C|j.C}}. Both hits can crossup but because of their lacking downwards hitbox, precise spacing and timing is required.<br />
<br />
Jubei's strongest air normal if in range for it as it has fast startup and good reach on both hits. While the first is already a solid air-to-air, the second reaches surprisingly high vertically and has about the same horizontal range as the first, allowing him to cover several angles. As both hits can hit both sides and are jump-cancelable, they make for a flexible, solid normal.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
*Decent air-to-air and air-to-ground<br />
*Jump-cancelable on block<br />
Has good horizontal and downwards reach so it works well air-to-air and air-to-ground. Slower than both {{clr|A|j.A}} and {{clr|B|j.B}} so it is best used when the longer reach is needed. Does not reach directly under very well so use it late into your jump or use {{clr|A|j.A}} for such situations.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
*Hits both sides<br />
*Fast air poke with decent range<br />
*Not jump-cancelable on block<br />
Has a fairly wide hitbox that also hits in a straight line under Jubei. Can crossup or be used in air-to-air situations but as it cannot gatling into other aerials it's difficult to confirm into. On grounded opponents, comboing off of it when done around the peak of Jubei's jump is finnicky as it does not have very much hitstun and, if not done close, Jubei lacks moves with fast enough startup and range to confirm into.<br />
<br />
While not the best for confirms, its speed matches {{clr|B|j.B}}'s and it has even more horizontal reach than {{clr|C|j.C}} while also having a decent downwards hitbox, making it Jubei's best air poke in terms of range. However, as it cannot be jump-canceled on block and it is difficult to confirm off of higher in the air, it can be hard to do more than simply poke with it.<br />
<br />
A good analogue to this move would be Hibiki's {{clr|C|j.C}} as their function and hitbox is very similar. The biggest difference between the two however is in their active frames (3 versus 6). As a result of this and other differences, Hibiki's {{clr|C|j.C}} is a strong general use tool while Jubei's {{clr|C|j.2C}} is more of a situationally useful crossup and air poke due to its relatively fast startup and range. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D,5D OD |versioned=input<br />
|description=<br />
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.<br />
*Special-cancelable on hit once Jubei's sword gleams<br />
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed<br />
*Drags the opponent towards Jubei on block and on hit<br />
<br />
Jubei rushes past his opponent and then does an attack in passing. A good way to quickly side-switch on hit as well as on block if careful. Since the attack goes active after Jubei has moved and there is no invulnerability, he can be stuffed or even thrown as he moves past (he is considered grounded throughout this move). Your opponent will be unlikely to do this on reaction, but be wary of throwing it out around moves with lots of active frames.<br />
<br />
Depending on if {{clr|D|5D}} hits or is blocked, the length that {{clr|D|5D}} travels varies. On hit, Jubei will travel a fixed distance from the opposite side of the opponent allowing for consistent followups, while on block he will travel a fixed distance from his original location. While negative on block, when used at a close or middling distance, Jubei will end up far enough away from his opponent that punishing him is impossible outside of specific fast, long-ranged options.<br />
<br />
With meter {{clr|D|5D}} can serve as a way to close distance on a far grounded opponent or to continue pressure. When rapid-canceled, with precise timing Jubei can end up next to his opponent on either side which can be tricky to react to. However, due to its long active frames, immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings. <br />
<br />
You can also use Jubei's {{clr|D|5D}} to dodge fast EA ([ABCD] for immediate EA) attempts. Done well, Jubei will cancel his previous attack and pass through his opponent during their EA animation.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D,j.D OD |versioned=input<br />
|description=<br />
*Dive attack that goes all of the way to the ground from any height.<br />
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.<br />
*Special-cancelable on hit once Jubei's sword gleams<br />
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed<br />
<br />
Travels at a fairly steep angle compared to {{clr|D|j.6D}}, meaning it's unlikely to connect with your opponent unless they are close horizontally. On hit, Jubei will travel a fixed distance from the opposite side of the opponent allowing for consistent followups while on block he generally lands directly behind his opponent. As it is unsafe and always leaves Jubei right next to his opponent, this is a much better option when Jubei has meter.<br />
<br />
With meter, Jubei has complete control over ending up in front or behind his opponent by either rapid-canceling immediately before or after he rushes through. When used relatively far horizontally, Jubei may land in front of opponent. <br />
<br />
When following up on block with a rapid cancel, due to {{clr|D|j.D}}'s long active frames immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings.<br />
}}<br />
<br />
===<big>{{clr|D|j.6D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.6D,j.6D OD |versioned=input<br />
|description=<br />
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.<br />
*Special-cancelable on hit once Jubei's sword gleams<br />
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed<br />
<br />
Travels further horizontally than {{clr|D|j.D}}, making it a fairly fast way to close in on your opponent. As it is unsafe and generally leaves Jubei right next to his opponent, this is a much better option when Jubei has meter. However, when used at an angle where it will rush through the opponent at around their head height, Jubei will land fairly far away. This allows Jubei to escape corners in certain situations and is similar to a poke that is easy to confirm into, with the cost (or reward) of positioning on block.<br />
<br />
With meter, Jubei has some control over ending up in front or behind his opponent, generally by rapid-canceling immediately before or after he rushes through, but due to the many possible horizontal and vertical distances this can be used from, it is not always feasible to control which side he lands on. <br />
<br />
When following up on block with a rapid cancel, due to {{clr|D|j.6D}}'s long active frames immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Upgraded Drive Moves==<br />
===<big>Shiranui: Hagane</big>===<br />
{{InputBadge|{{clr|D|D}}~X after Fudō: Sharenjin (Air OK)}}<br />
{{BBCF Move Card<br />
|input=Install D<br />
|description=<br />
After using Fudō: Sharenjin, all drive moves are replaced with these for the remainder of the round. Each version lays down 4 waypoints on screen in a specific order and Jubei does a teleport dash attack between each one. If these hit his opponent, they will be sent flying in the same direction of the attack, causing each of the 4 attacks to combo together in most cases. To use, press D and then immediately press the specified direction and button to use the listed attack pattern. <br />
*Hold up/down when selecting a path and the path will angle in that direction.<br />
*Button and direction can be held for easier execution, only the D-version has to be timed/mashed.<br />
*Grounded versions of this Drive behave the same as the air versions except that ground versions can only be angled upwards. <br />
*Not pressing any button will result in Jubei using the standard {{clr|D|5D}} version instead.<br />
*Any hit from any version inflicts the Shiranui Mark. <br />
*Unless Jubei is in Overdrive, he must touch the ground before being able to use his Drive again.<br />
*During Overdrive, the move becomes special cancellable on hit or block after the last hit.<br />
*If a waypoint laid by this move ends up off the sides of the screen, it will be placed at the edge of the screen at the same height it would normally be. Similarly if a waypoint would be placed under the floor, it is instead placed at ground level at the same horizontal position it would normally be.<br />
<br />
In terms of actual usage, these drive moves see use inside combos to give good damage while affording a certain amount of control over where your opponent ends up, or carrying the opponent to the corner from anywhere on the screen. Notably, {{clr|C|2C}}, {{clr|C|3C(1)}} and {{clr|B|j.B}} can combo into this. Generally the A versions gets used the most for consistency. It's also one way to gain additional height in your air combo to maximise how much damage your distortion drive will do.<br />
<br />
Outside of combos, the more fiddly A and B patterns are used to form a crossup, since both patterns look very similar but with their middle two waypoints swapped. A keen eyed opponent can see the order the waypoints appears and react accordingly, however, and it can be easily stuffed by projectiles limiting its usage in certain matchups. It can also be used to get higher into the air to stall for time combined with his other aerial options.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*Grounds the opponent<br />
Grounds the opponent for a lengthy amount of time allowing Jubei to pick them off the ground with a variety of options.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*Grounds the opponent<br />
*Switches sides<br />
Jubei uppercuts the opponent to the opposite side and grounds them for a lengthy amount of time, allowing him to pick them off the ground with a variety of options. Essentially the exact same as forward throw with the main difference being side-swap.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*Pretty standard air throw.<br />
*Brings opponent and Jubei to the ground before dealing damage, allowing for consistent followups.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*Can be useful to disrupt blockstrings and get {{clr|C|236C}} out before they realize they've lost momentum.<br />
*Uses Jubei's {{clr|B|5B}} animation. Because Jubei slides forward an opponent baiting this by jump cancelling forward may land a bit far away or swap places into the corner.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*Causes hard knockdown on air hit<br />
Jubei lunges forward and slashes with his two swords. Moves Jubei forward after he recovers.<br />
<br />
Somewhat pointless for crushing guards given that {{clr|C|632146[C]}} exists which costs no heat and will even penetrate barrier guard. Jubei also has lots of other ways to crack open a defensive character.<br />
<br />
While you are best served using your meter to activate install in most match ups, you may consider spending a quick level 1 charge of this in during {{clr|B|236B}}~{{clr|C|236C}} oki pressure in the corner<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Fissuring Slash (Rekkōzan)</big>===<br />
{{InputBadge|{{clr|A|236A}} (Air OK)}} or {{InputBadge|{{clr|A|236236A}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236A / j.236A,236236A / j.236236A |versioned=input<br />
|description= <br />
*The air versions can shift Jubei up or down by holding any up or down direction during the attack. Otherwise they work the same.<br />
*Punishable on instant block<br />
*{{clr|A|236A}} is a series of 3 hit swipes, best for pushing to the corner, corner combos, or small conversions off {{clr|A|j.A}} instant overhead<br />
*{{clr|A|236236A}} is a series of 5 swipes, with the last hit being in the air that spikes opponent down. A good combo finisher for more damage and meter. Can be used to set up mid-screen okizeme since the land close to Jubei<br />
*When in install, this move gets upgraded and changes drastically! Please see below section for the specifics on the Install Fissuring Slash)<br />
<br />
Jubei slashes forwards with his claws for three strikes. The last slash blows the opponent back. The {{clr|A|236236A}} version has Jubei slashing 5 times and slamming the opponent down.<br />
<br />
Before you activate install, this move is mostly used in combos as it is very unsafe on block. Should you use this in pressure or neutral it can land some quick unexpected hits due to the size of the hit boxes. Learn to catch roll techs after ending combos with {{clr|A|236236A}} to keep the pressure up and build heat so you can install and use the better version of this move.<br />
<br />
}}<br />
<br />
===<big>Install Fissuring Slash (Rekkōzan) and Additional Attacks</big>===<br />
{{InputBadge|{{clr|A|236A}} then A for each Additional Attack (Air OK)}}<br />
{{BBCF Move Card<br />
|input=Install 236A,236AA / j.236AA,236AAA / j.236AAA,236AAAA / j.236AAAA,236AAAAA / j.236AAAAA |versioned=input<br />
|description=<br />
*Can be followed up for a total of 5 attacks on hit, block, and whiff.<br />
*Pressing A will followup with another swipe.<br />
*Pressing B during the first 3 followups will cancel into Fissuring Impact. Jubei can only followup with one other attack afterwards.<br />
*The first 4 attacks can be cancelled into the following specials. These specials will end the rekka: <br />
**{{clr|B|4B}} will cancel into Demon Fox<br />
**{{clr|B|6B}} will cancel into Shadow Wolf<br />
**{{clr|C|5C}} will cancel into Wild Lion<br />
**{{clr|C|646C}} will cancel into Black Panther<br />
**{{clr|D|6D}}/{{clr|D|4D}} will cancel into Divine Form. You can use this to cross through opponents, reset pressure, retreat, or avoid reversals<br />
*The air version can be shifted up and down like the non-install version.<br />
*The 5th and final attack is similar to the non-install {{clr|A|236A}} final attack<br />
*Air version startup is comparable to jump normals and in some cases is your best air to air attack.<br />
<br />
Jubei slashes forward up to 5 times. For the 5th swipe, Jubei jumps similarly to the last hit of the regular {{clr|A|236A}}. <br />
<br />
During install, Fissuring Slash ("Rekkōzan") becomes a true rekka series. Jubei can vary the amount of Additional Attack slashes that occur during Fissuring Slash, choose between multiple followups that can create mix ups, or cancel to his command air dashes even while grounded to create space or do low to the ground cross ups. Jubei's pressure game here should not be underestimated and you can quickly smother an opponent with fast unpredictable pressure.<br />
<br />
While the individual slashes are minus on block, Jubei can easily choose how many swipes to go for and can deter mashing with his other Fissuring Slash followups, conditioning opponents to fear his options from it. If the opponent respects these options and avoids mashing, Jubei can opt to stop doing followups off Install Fissuring Slash's Additional Attacks and then reset pressure entirely! <br />
<br />
Also, the hit boxes on this attack are pretty good at covering Jubei due to how low to the ground he gets if you decide to try this attack in neutral. It's especially important to threaten this attack as an air to air due to the quick startup. Also, the higher up you hit someone with the 5th attack, the more chance you can cause them to fly into the corner for the wall bounce, allowing you to land and link a {{clr|B|5B}} or dash {{clr|B|2B}} for an easy combo conversion!<br />
<br />
As a final important use, this can be used to stall in the air by holding upward. Only the last attack has landing recovery.<br />
<br />
Read the special move sections below for information on their "Fissuring Slash" versions.<br />
}}<br />
<br />
===<big>Fissuring Impact</big>===<br />
{{InputBadge|{{clr|B|5B}} after Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236A~5B / j.236A~5B<br />
|description=<br />
*Swipes the opponent upwards off the ground<br />
*Leaves Jubei in an airborne state<br />
*Available only in Immovable Object: Lotus<br />
*Not special cancelable with {{clr|D|j.236D}}/{{clr|D|j.214D}}<br />
Jubei jumps while slashing upwards into the air. This move is only available when Immovable Object: Lotus has been activated and functions like a launcher. After this attack, the next attack will always end the rekka sequence. Fissuring Impact cannot cancel into {{clr|C|236C}}, {{clr|D|j.236D}}/{{clr|D|j.214D}}, and the A followup will always be the final slash of the rekka.<br />
<br />
{{clr|B|236B}} (shortcut {{clr|B|6B}}) is a particularly strong option after Launch as it is a frame trap that can yield a fatal counter. As Jubei's options after Launch do not offer much mixup potential and are all negative on block, opponents comfortable with Jubei options afterwards might not feel pressured to mash after seeing it.<br />
}}<br />
<br />
===<big>Form ONE: Shadow Wolf</big>===<br />
{{InputBadge|{{clr|B|236B}}}} or {{InputBadge|{{clr|B|6B}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236B,236A~6B |versioned=input<br />
|description=<br />
*Hits low<br />
*Very respectable range<br />
*If performed in the air from Fissuring Slash, Jubei will fall to the ground first before performing the move.<br />
*Fatal Counter with a very high damage reward<br />
*On hit, cancels into {{clr|C|236C}} for Oki.<br />
*Can cancel to Install Super on hit or block to either hit confirm into good damage or create a strong mixup<br />
<br />
Jubei uses both of his swords to slash vertically and horizontally at his opponent's feet, knocking them down on hit. It is used often as an ender in combos to set up oki, as special canceling into {{clr|C|236C}} saves time that makes up for {{clr|C|236C}}'s high startup.<br />
<br />
Has the potential to fatal counter so it is an option to deter mashing, but outside of install Jubei lacks options to encourage it in the first place. Still, if the opponent is particularly mash-heavy, or if you feel the opponent is trying to up back out of a long pressure string, delaying this at points they are expected to mash can yield high reward.<br />
<br />
While a low, as Jubei's overhead options later in strings are a little lacking and {{clr|B|236B}} itself is unsafe - though very difficult to punish at further ranges - it is perhaps more suited to ensuring opponents respect Jubei's pressure than it is as a mixup tool. <br />
<br />
When used from Fissuring Slash's and its Additional Attacks, it can be delayed long enough to frame trap opponents with pretty much a 1F timing window, but it can also be used directly after Fissuring Slash > Launch for this purpose. From Fissuring Slash > Launch, between this and delayed {{clr|B|4B}}, Jubei has a high/low mixup that yields a combo with meter or counter hit.<br />
<br />
Jubei is at least +13 after an immediate {{clr|B|236B}}>{{clr|A|360A}} cancel, giving you true blockstrings after and ample opportunity to diversify your pressure by doing dash {{clr|B|2B}}, or dash {{clr|A|j.A}} as a quick instant overhead.<br />
}}<br />
<br />
===<big> Form TWO: Demon Fox</big>===<br />
{{InputBadge|{{clr|B|214B}} (Air OK)}} or {{InputBadge|{{clr|B|4B}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214B,j.214B,236A~4B |versioned=input<br />
|description=<br />
*Overhead<br />
*Generally only combos off counterhit or with meter<br />
*Decent ender for air combos<br />
*Jumps over lows<br />
Jubei jumps into the air and slashes overhead in a backwards arc. Generally, without counterhit or a rapid cancel comboing off of this is not possible. However, on hit it can distortion cancel into {{clr|A|360A}}, allowing Jubei to both combo and power up off a safe opener. On block, going for {{clr|A|360A}} after leaves a 5 frame gap that many characters cannot exploit.<br />
<br />
When used close and on a crouching opponent, Jubei can side-switch with the opponent. As this only works when opponents are crouching, this serves no purpose as a crossup but can be useful for positioning.<br />
<br />
While {{clr|C|j.214C}} is a better ender for air combos due to better frame advantage and damage, {{clr|B|j.214B}} lands more reliably and avoids the possibility of side-switch.<br />
<br />
If {{clr|B|j.214B}} hits high enough on an opponent, Jubei can link this attack with {{clr|B|5B}} to pick up and continue a combo.<br />
<br />
During the upgraded Fissuring Slash, it is an effective tool to stop opponents from trying to mash out of your strings. When used from Launch it can be delayed long enough to frame trap opponents. When used from Fissuring Slash's Additional Attacks however, it must be immediately canceled into. From Launch, between this and {{clr|B|6B}}, Jubei has a high/low mixup that yields a combo with meter or counter hit.<br />
<br />
Demon Fox on the ground can be punished by Instant Blocking and using a 6 frame move, as it is -3. <br />
}}<br />
<br />
===<big>Form THREE: Wild Lion</big>===<br />
{{InputBadge|{{clr|C|214C}} (Air OK)}} or {{InputBadge|{{clr|C|C}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214C / j.214C,236A~C |versioned=input<br />
|description=<br />
*Combo ender<br />
*All hits are mid<br />
*Go-to ender for air combos<br />
*Leaves Jubei fairly airborne allowing him to go over lows<br />
*Gains increased horizontal distance when used after command dash<br />
<br />
Jubei jumps in a forward arc, slashing in a flurry all around him and ending with a long slash once grounded. If performed in the air, Jubei doesn't launch upwards noticably. Strictly a combo tool due to how unsafe it is.<br />
<br />
{{clr|C|j.214C}} is Jubei's go-to ender for air combos as it offers greater frame advantage, damage, and potential side-switch. It is a little finnicky however as it is somewhat poor at hitting opponents above Jubei which can cause disastrous whiffs in unexpected situations. Whiffing (and side-switch) is generally avoidable by getting into the habit of super jumping into the preceding air chain as {{clr|C|j.214C}} consistently hits when above or at an even level with opponents.<br />
<br />
When done close to the opponent, Jubei's delayed attacks after his jump functions as a crossup. If done further away however, Jubei is more likely to stay on the same side. As all hits are mids and this move is extremely unsafe, this should be avoided.<br />
<br />
If used off of Jubei's 44 > 6 dash, it travels a little farther than fullscreen. It is not ideal as a means of approach, but it can catch people off guard and force Jubei's way in. Keep in mind that only the backdash has invuln and that it is quite minus on block and on whiff.<br />
}}<br />
<br />
===<big> Form FOUR: Black Panther</big>===<br />
{{InputBadge|{{clr|C|632146C}}}} or {{InputBadge|{{clr|C|646C}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=632146C,236A~646C,j.236A~646C |versioned=input<br />
|description=<br />
*Fatal Counters<br />
*If performed in the air from Fissuring Slash, Jubei will fall to the ground first before performing the move.<br />
*Becomes truly unblockable if charged for 30 frames<br />
**Guard breaks even if opponent barrier blocks<br />
**Has a just-frame if released at 30 frames. The Just-frame is comboable<br />
**Does not combo outside of just-frame and counter hit<br />
Jubei readies his swords behind his back in a cross and slashes rapidly as he front flips in place. With its lengthy startup and short horizontal range, this serves mostly as combo filler for his more damaging combos though it can be a hard, rewarding callout on delayed mashing as it rewards fatal counter.<br />
<br />
In combos, this move functions as a launcher in low height air juggles, generally after crouching/air hit hit {{clr|C|5C}}, air hit {{clr|C|3C}}(1) or Fissuring Impact. When grounded, comboing into it usually requires a crouching opponent, and using a N-starter into {{clr|C|5C}} > {{clr|C|632146C}} or {{clr|C|5C}}(1 > {{clr|C|632146C}} if you use an A-starter. <br />
<br />
As the charged version has very long startup and fairly short range, it is unlikely to ever be useful during Jubei's pressure. This move does, however, have a just-frame release property; if you release the C button after charging approximately 30 frames (exactly when the ground shakes) the recovery of the charged version is lessened to that of the uncharged variant, allowing meterless combos from an unblockable attack! This makes it useful in corner okizeme situations from the {{clr|B|236B}} > {{clr|C|236C}} ender.<br />
}}<br />
<br />
===<big>Rising Justice</big>===<br />
{{InputBadge|{{clr|C|236C}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236C / j.236C |versioned=input<br />
|description=<br />
*Fires a large projectile that bounces along the ground slowly at a fairly large height, slightly above the height Jubei was at when he launched it. <br />
*Lasts for 300F<br />
*Does not travel off the screen but instead just bounces in place against the wall.<br />
*Leaves Jubei in counterhit state during its lengthy startup<br />
*Disappears if Jubei is hit.<br />
<br />
A key oki tool for Jubei, used at the end of his combos to force a block so that he can use his powerful mixup tools to continue pressure and keep momentum going. Has a rather bad startup however so using it at neutral is only really helpful at long range to cover an approach, using this up close is often suicide.<br />
}}<br />
<br />
===<big>Divine Form</big>===<br />
{{InputBadge|{{clr|D|j.236D}}/{{clr|D|j.214D}}}} or {{InputBadge|{{clr|D|6D}}/{{clr|D|4D}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=j.236D,236A~6D,j.214D,236A~4D |versioned=input<br />
|description=<br />
*Can be used off certain grounded options that put Jubei in the air<br />
*Can be special canceled into off of any aerial on hit and block<br />
*Does not count as one of Jubei's jumps<br />
*Leaves Jubei in counterhit state until finished<br />
*Can pass through opponents<br />
Essentially an aurdash in special move form that can also be used on thr ground, Divine Forn ofers Jubei some precise horizontal mobility in the air. Can be used before or after a double jump though only one can be used per jump. Can also be used off of any air normals on hit or block, giving his jump-cancelable normals greater pressure options.<br />
<br />
Does not grant invulnerability and leaves Jubei in counterhit until completed so {{clr|D|j.236D}} should be used with some caution during pressure or in neutral. If {{clr|D|j.236D}} crosses over the opponent, aerial attacks autocorrect for slow but sure crossups.<br />
<br />
As moves like {{clr|C|2C}} and enhanced {{clr|A|236A}} leave Jubei airborne on block and hit, they can be reliably canceled for greater pressure ({{clr|D|j.236D}}) or safety ({{clr|D|j.214D}}).<br />
<br />
When the opponent is completely cornered, if they respect Jubei's pressure {{clr|D|j.236D}} becomes a stronger pressure option. When {{clr|D|j.236D}} is done high into Jubei's jump arc (generally requiring a standing opponent) it will not crossup, while any lower and it will always crossup. <br />
}}<br />
<br />
===<big>Quick Dash</big>===<br />
{{InputBadge|6, on landing from backdash}}<br />
{{BBCF Move Card<br />
|input=44~6<br />
|description=<br />
Unique forward dash when cancelling from backdash that's '''considerably''' faster than his normal dash. Activates if you're holding 6 on the frame Jubei touches the ground from backdash. It doesn't have to be timed, but there is no window to perform it later.<br />
<br />
From frame 9 onwards, Jubei can cancel into any attack, jump or Barrier Block (but cannot block normally). Like regular dashing, cancelling into Barrier will maintain his momentum, sliding him forward to effectively and safely advance. Similarly, the momentum can be instantly cancelled by doing a throw and kara cancelling into Barrier. Several of Jubei's attacks also retain momentum: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|B|2B}}, {{clr|C|3C}}, {{clr|B|214B}}, or {{clr|C|214C}}. These attacks will slide or even launch Jubei across the screen while attacking.<br />
<br />
Quick dashing counts as a dash for adjusting Jubei's jump heights so, combined with Quick dash momentum, Jubei can jump incredible distances. Jubei can even be tricky by super jumping backwards first, looking like a normal straight up jump, and then double jumping forward with that momentum.<br />
<br />
*Including the initial backdash frames, Jubei is actionable after 26F, 1 frame slower than just backdash by itself.<br />
}}<br />
<br />
===<big>Run Through Opponent</big>===<br />
{{InputBadge|[Automatic while running near opponent}}<br />
{{BBCF Move Card<br />
|input=Run Through Opponent<br />
|description=If Jubei has been running for over 7 frames, Jubei will jump past his opponent and turn around with a fixed animation. It does not actually allow him to keep running past the opponent, away from them.<br />
<br />
The ability to run through his opponent adds another layer to Jubei's offense, giving him the ability to cross up even cornered opponents without leaving the ground.<br />
<br />
*Can only be triggered from a normal run, not the quick command dash after a backdash<br />
*Can be avoided by holding 3 to run instead of 6<br />
*Can trigger on airborne opponents, but they must also be below 100,000 in game units off the ground, which is extremely low. It's quite possible to collide with a player who is airborne but not trigger the side switch.<br />
}}<br />
<br />
===<big>Running Jump</big>===<br />
{{InputBadge|Any jump while running or during 44~6}}<br />
{{BBCF Move Card<br />
|input=66~9<br />
|description=<br />
If Jubei jumps or superjumps while running or out of his quick dash, his jump heights are adjusted; his normal jump is lower while his super jump is even higher. The lowered jump height allows for more immediate jumping normals to connect against grounded opponents, including enabling instant overheads with {{clr|A|j.A}}, while the heightened super jump allows Jubei to cover exceptionally long distances in combination with his dash momentum, letting him chase or run from opponents more effectively.<br />
}}<br />
<br />
==Distortion Drives==<br />
===<big>Twin Guardians: Mourning Shore</big>===<br />
{{InputBadge|{{clr|D|j.236236D}}}}<br />
{{BBCF Move Card<br />
|input=j.236236D,j.236236D Mark |versioned=input<br />
|description=<br />
*Mid part of the attack loops continuously until reaching the ground, therefore the higher up you start this move, the more damage it will do. <br />
*If opponent is marked, Jubei teleports above and behind his opponent before attacking, ensuring it connects.<br />
*Completely invulnerable from the start until recovery, but very punishable on block.<br />
*Minimum damage (Marked): 200, 40*n, 500 (250, 40*n, 500)<br />
*OD minimum damage (Marked): 200, 40*n, 160*5 (250, 40*n, 160*5)<br />
Jubei's air combo ender of choice leading to decent damage, also can be used as a full screen punish if your opponent is marked and mucking around in the air because of its very fast startup, but this is very risky. Definitely not a move to just throw out at neutral.<br />
}}<br />
<br />
===<big>Thousand Hands: Roaring Pillar</big>===<br />
{{InputBadge|{{clr|D|236236D}}}}<br />
{{BBCF Move Card<br />
|input=236236D,236236D Mark |versioned=input<br />
|description=<br />
*General purpose ground distortion to add more damage to combos and to do very long range punishes. But it only has some projectile invulnerability, so it's not a reversal.<br />
*If opponent is marked, Jubei appears behind opponent before attacking, even if they're in the air, and deals slightly more damage. Useful for combos that leave your opponent too far to connect the attack normally.<br />
*Minimum damage (Marked): 800(900) OD: 1120(1220) <br />
Due to the superflash ocurring after Jubei teleporting, this should not be used as a way to do a crossup since they'll just block it. If the opponent commits to a move with lengthy startup this can work to punish them no matter the distance due to its reasonably quick startup and Shiranui mark making it always connect.<br />
}}<br />
<br />
===<big>Immovable Object: Lotus</big>===<br />
{{InputBadge|{{clr|A|360A}}}}<br />
{{BBCF Move Card<br />
|input=360A<br />
|description=<br />
Jubei's trademark install. Can only be activated once per round, and remains active for the rest of the round with no way to disable it. Once Lotus is active, Jubei's offense changes greatly. Jubei's Drive (explained above) changes greatly, and Fissuring Slash becomes a rekka series. During the rekka, Jubei can cancel into all of his specials except for Rising Justice. Cancelling into a special will immediately end the rekka. Each special move has a simpler input during the rekka.<br />
<br />
Jubei can cancel into Lotus from more situations than most Distortions. Except for Rising Justice, Jubei can cancel into this distortion from any special move on block and on hit as long as he is grounded. This means that specials like {{clr|B|236B}} and {{clr|B|214B}} can cancel into Lotus on block, essentially extending Jubei's pressure. On top of extending pressure, he can use it to stay safe, hit confirm and extend a combo, or just pop it in neutral.<br />
<br />
In some matchups it's not ideal to go into Install State. If you want to use it as a cancel you're better off using RC instead, unless a specific install combo will kill.<br />
<br />
*Jubei can act 2 frames before the superflash ends; recovery pre-flash is 4 frames, but if the install is not interrupted then Jubei can act 2 frames before the opponent starts moving again, making the effective recovery 2 frames.<br />
*This makes it a much more powerful "pause and assess" move than even overdrive, the 2 frames of advantage also means you can get 6A and 6B to be active in time for any attack that didn't hit you out of startup.<br />
}}<br />
<br />
==Exceed Accel==<br />
===<big>Miroku: Spherical Illusion</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*280/638 Minimum Damage<br />
<br />
On startup, Jubei performs a pommel strike on the opponent with his sword scabbard. If it hits, Jubei will slam his opponent into the wall and slash them with his swords and claws. Puts Jubei in Active Flow if he hasn't already been in it already. In Active Flow, Jubei does another powerful spinning slash with his claws. Has full invul and minimum damage, but is unsafe on block and cannot be rapid-cancelled. Basically the same as most Exceel Accels, just one of the better ones for corner carry. Without Active Flow, this leaves the opponent at miscreen. In active flow, EA leaves him close enough to call out delay wakeups with {{clr|B|5B}}. The short range means that it can be baited without much trouble.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Asura: Thunderbird Rising</big>===<br />
{{InputBadge|{{clr|C|6321463214C}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=6321463214C<br />
|description=<br />
*Borrowing the power of his late brother's eye, Jubei paralyzes his opponent and reveals their true form before tearing them apart in a flurry of elegant swordplay and savage claw swipes with a ferocity befitting one known as "The Strongest Being on the Planet".<br />
While the range on this move is quite short, being the immediate area around Jubei's sprite, it is surprisingly very easy to combo into due in part to how close all of Jubei's attacks keep him to the opponent.<br />
<br />
'''Combos From'''<br />
*{{clr|C|5C}} (both hits)<br />
*{{clr|C|3C}}<br />
*{{clr|C|632146C}} (Just frame, air hit, and CH)<br />
*{{clr|C|2C}} (CH)<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Jubei}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Jubei|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Jubei&diff=433865BBCF/Jubei2023-12-28T14:50:44Z<p>Manta: /* Thousand Hands: Roaring Pillar */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Jubei is a '''highly mobile''' rushdown character with an install mode that vastly changes his offense. He has '''great mixups''' such as an instant overhead, unblockables, crossups, and several lows. He also has good oki, especially in the form of his fireball. Jubei's mobility and small size emphasize a slippery playstyle where Jubei picks his spots to start his offense. This is backed by Jubei's great air normals. <br />
<br />
Unfortunately, Jubei suffers from a '''poor defense'''. He has no reversals outside of system mechanics, and his Counter Assault is very average. Additionally, he has a unique mechanic where he is put into in extended hitstun anytime he is hit while standing. Good use of system mechanics are required as a baseline on defense or Jubei will eat a painful combo. Thankfully he also has fast normals and a great backdash to evade or challenge his opponents. Jubei is a good character for players seeking high mobility and mixups.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#5A|5A]] (6F)<br />
| reversal = None<br />
| fatalStarter = [[#6B|6B Attack]]<br/>[[#6C|6C]]<br/>[[#Form ONE: Shadow Wolf|236B]]<br/>[[#Form FOUR: Black Panther|632146C]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Shiranui / Shiranui: Steel<br />
|content=Jubei's Drive, '''Shiranui''', is similar to Taokaka's in that, upon use, he performs a fast dash at his opponent and slashes them on the way past. This attack will always place Jubei on the opposite side of his opponent on a successful hit. Hitting with a Drive marks his opponent with a black crosshair for a few seconds, known as the Shiranui Mark. While the Shiranui Mark is active, using his Distortion Drives will teleport Jubei behind his opponent before starting the attack, in addition to causing the move to deal bonus damage.<br />
<br />
After activating [[#Immovable Object:_Lotus|Immovable Object: Lotus]], Jubei's Drive is replaced with an upgraded version called '''Shiranui: Steel''' (Shiranui: Hagane).<br />
<br />
*Pressing D in this state will put Jubei in a state where he hovers in place briefly. <br />
*Pressing a direction and one of the attack buttons in this state will lay out 4 waypoint markers in a pattern based on the direction and button pressed. Jubei will then perform a teleport dash attack between each one in order.<br />
*This install is a one-off trade per round: once activated, it cannot be deactivated and never expires.<br />
<br />
Since it can cross up and offers excellent mobility, enabling this upgraded drive as soon as possible is a common tactic for Jubei players. However, experienced Jubei players should weigh the costs of giving up Jubei's default Drive, which has its own advantages.<br />
<br />
|header2=Overdrive: Five Circles of Nirvana (Rakan: Gorinkō)<br />
|content2=Jubei's Drive moves are enhanced in simple, but useful ways.<br />
* Drive moves have faster startup.<br />
* Non-upgraded Drives trigger the second hit on block as well as on hit, making them safe on block and adding the Shiranui Mark.<br />
* Single-use limit on upgraded Drive attacks removed.<br />
** If Jubei cancels into his OD and he's used his Drive already, he must hit the ground first before the limit is removed.<br />
* Improved damage to Distortion Drives in line with other characters.<br />
}}<br />
</div><br />
<div id="home-content" class="home-grid"><br />
{{card|width=6<br />
|header=Unique Ability: Being Small<br />
|content=Jubei is particularly small and able to simply not get hit by a lot of attacks:<br />
<br />
*Some opponent's 5As may whiff if he is standing, doing {{clr|A|5A}}, crouching and/or doing {{clr|A|2A}}; therefore requiring those characters to use often slightly slower {{clr|A|2A}} or {{clr|B|5B}} attacks<br />
*Jubei's running animation places him exceptionally low to the ground, and can run underneath a surprising number of moves.<br />
*Jubei's crouch only slightly reduces his hurtbox size compared to his standing hurtbox which is already small. The only indication that Jubei is crouching is that his stance is visually different.<br />
<br />
However, '''all hits against him while he is standing gain 2 frames of additional hitstun''', just like hitting a crouching opponent (air and crouching hits work as normal). This has some unique problems, namely that attacks that normally force standing, such as freezing and crumple stun, can allow opponents to perform combos with the extended hitstun that they cannot do to anyone else in the cast. (However Crumple and freeze hitstun *themselves* are not directly affected and last as long as usual)<br />
<br />
Do not confuse this extra hitstun with Jubei ''actually'' being in a crouching state when standing, therefore:<br />
<br />
*Jubei must still block overhead and low attacks as normal.<br />
*Moves that are hard coded to miss crouching enemies, such as Taokaka's command throw Distortion Drive, can still hit Jubei while he is standing.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
*Hits crouching<br />
*Jump cancelable on hit and on block<br />
*Due to Jubei's small size you can low profile certain attacks and mash this move<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
*Moves Jubei forward before doing the strike.<br />
*Jump cancelable on hit and on block<br />
<br />
A decent short-ranged poke that moves Jubei slightly forward. While the horizontal reach looks lacking, because Jubei moves forward the range for it is actually fairly good considering it's fast and jump-cancelable. <br />
<br />
Due to how slow and generally poor Jubei's anti-air options are, the ability of this to somewhat function as one is not something to brush off.<br />
<br />
This normal also functions as Jubei's main kara cancel normal<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
*Jump cancelable on both hits<br />
*Moves Jubei forward<br />
Jubei moves forward as he slashes down and then up. While the horizontal hitbox is not the best, the forward movement allows Jubei to comfortably gatling into {{clr|C|5C}} relatively far away. <br />
<br />
The first slash reaches further than the second, making it so that from further ranges the first will connect while the second hit will whiff. This is particularly noteworthy as {{clr|C|5C}} is the only gatling option from max-range {{clr|B|5B}} that reliably connects.<br />
<br />
On counter, the first hit launches, allowing combos like 5C(2) {{clr|C|632146C}} anywhere.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
*If mashed 3 times, the third hit will only have two active frames<br />
Generally preferred over {{clr|A|5A}} when Jubei has the advantage since it has longer range for one frame more startup. Bear in mind that this is a Foot attribute move even if it doesn't need to be blocked low, so certain moves will go right over it.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
*Mid range low poke that is plus on block, so it's great for blockstrings and pressure<br />
Jubei's go-to poke for many situations. While it has good range, there are few options to confirm into from max range. If trying to take advantage of its plus frames however, it is better used close to the opponent as it pushes opponents back without moving Jubei forward.<br />
<br />
With its speed and range, it can work as a nice poke to surprise opponents when used from command dash. As Jubei's crossup dash leaves him a fair distance away from his opponent, this is also one of the better options to go for.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
*Anti-air<br />
*Causes float on hit<br />
*Jump cancelable on hit and on block<br />
*Leaves Jubei airborne, allowing cancels into {{clr|D|j.236D}}/{{clr|D|j.214D}}<br />
Jubei extends one foot off the ground and slashes upwards with sword in mouth. For an anti-air, it's rather bad: The hitbox has poor vertical and horizontal reach that does not make up for the heavily delayed head invul. On top of that, he's considered airborne, so jumping out of it consumes an air option. Good in combos, especially in install for several extensions.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A,6A Attack |versioned=input<br />
|description= <br />
*Guard Point Counter move. <br />
*Catches Head, Body and Foot strikes unless they are a low or an overhead.<br />
*On successful catch, follows up with an elbow smash that can be blocked. Crumples on grounded enemies, wall bounces airborne opponents.<br />
*If the follow up attack hits the opponent, Jubei instantly builds 22 Heat meter on normal hit, 24 on counter hit.<br />
*Since this parry is Guard Point, opponents may still Rapid Cancel to block the follow up attack. They may also jump cancel, but the follow up attack must be barrier blocked and may still catch them. <br />
*50% P1 and Very Short starter makes this move lead to mediocre damage.<br />
<br />
Similar to Hakumen's drive moves but with a much more limited set of moves it can actually catch. Use it to call out people autopiloting pokes and pressure strings. Since you can cancel into this from a number of different normal attacks, you can also use this to catch players mashing reversal attacks during your pressure. That said, this is definitely not a move to throw out randomly due to its short guard point duration and the sheer number of moves that just go around it.<br />
<br />
Though the follow up attack itself is +1 on block, you can still cancel to specials on block. Notably {{clr|C|632146C}} will be a frame trap for a Fatal Counter to catch people who do not know you are safe and trying to {{clr|A|5A}} you, and it is also the most reliable combo starter. If the follow up attack happened to be instant blocked they would need a 6F {{clr|A|5A}} to trade, and the hit state on this attack will allow you to recover sooner. You can also hold it for a sneaky unblockable too if they do not mash. Special cancelling to {{clr|B|236B}} is a true block string into a low attack, that can also be converted into a combo off {{clr|A|6A}} if you have 50 heat to spend on {{clr|A|360A}} or a Rapid Cancel of your own.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B,6B Attack |versioned=input<br />
|description= <br />
*Counter move. Only catches strike property moves that also ''must'' be blocked low.<br />
*Fatal Counter<br />
*90% P1 - Leads to much better damage than {{clr|A|6A}}<br />
Potentially much more rewarding than {{clr|A|6A}} but has an absurdly strict requirement on what moves it will actually trigger against (For instance, Susanoo's {{clr|A|2A}} won't trigger it since it doesn't need to be blocked low). Pretty much only useful for calling out specific long ranged or slow lows from certain characters who have them (Such as slide kick 3Cs), avoid using otherwise since you're just handing your opponent a free counter hit.<br />
<br />
If you do catch a move, Jubei will perform a highly damaging two part followup that launches his opponent and can be jump cancelled to follow up with, leading to very good damage.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
*Forces crouching state on hit<br />
*Deals high hitstun<br />
<br />
Jubei performs a small somersault and using his tail slashes down hard with his sword. An above average standing overhead despite the mediocre startup, given the lengthy low/throw invulnerability while still being safe on block and leading to decent damage if it lands.<br />
While it reaches fairly far horizontally, its vertical hitbox is, at best, inconsistent. {{clr|C|6C}} actually can hit opponents fairly high in the air, but it can also miss even when opponents clearly appear within its graphical range. <br />
<br />
With its 110% bonus proration, you should always look for ways to fit this move into your combos, such as after {{clr|B|236B}}>{{clr|A|360A}} in the corner and after OD cancels.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
*Can be jump-canceled on both hits<br />
*First hit has decent vertical reach<br />
*Second hit is a low<br />
Jubei quickly slashes upwards, takes a long step forward, and then takes a large swipe at the opponent's legs. Somewhat for combo-filler, somewhat for mixup. The first hit has decent vertical reach which is helpful in combos, but does not really cover areas that {{clr|C|2C}} cannot as an antiair. While the second hit is a low, the first is not so the opponent has ample time to block it.<br />
<br />
The first slash has poor horizontal reach while the second, due to its far forward movement, actually reaches quite far. However, as there's no gatling options from {{clr|C|3C}} and the first hit has such poor range, there's not much practical use for it outside of filler or perhaps surprising the opponent with the reach from the second hit.<br />
<br />
{{clr|C|3C}}(1)'s high hitstun is useful for stabilizing certain combos, though its bad proration typically means you wont get much damage after using it.<br />
<br />
Second hit launches slightly, allowing you to combo into and pick up after {{clr|A|236A}} in the corner without being in Lotus.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
*Used for instant overheads<br />
*Fastest aerial with decent range and easy confirms<br />
*Jump-cancelable on block<br />
*Cancels into itself on hit<br />
Jubei alternates downward kicks with both of his feet. With its fast startup and immediate downwards hitbox, this is the go-to when attacking a grounded opponent from the air. With the speedy startup and spread active frames, {{clr|A|j.A}} can easily be mashed into itself when performed high enough.<br />
<br />
As jumping from dash provides Jubei a slightly more shallow jump arc, it can be used as an instant overhead on crouching opponents. Since crouching hurtboxes vary, when {{clr|A|j.A}} is used as an instant overhead several characters will be hit by only the first hit of {{clr|A|j.A}} (requiring {{clr|A|236A}} angled downwards to confirm off of) while on some both hits will completely whiff.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
*Both hits can hit both sides<br />
*Good air-to-air<br />
*Jump-cancelable on block<br />
*CH on second hit causes untech until opponent hits the ground<br />
Jubei kicks forward and quickly spins into an upwards kick. Used for air-to-air situations as it has a good horizontal hitbox and it's slightly faster than {{clr|C|j.C}}. Both hits can crossup but because of their lacking downwards hitbox, precise spacing and timing is required.<br />
<br />
Jubei's strongest air normal if in range for it as it has fast startup and good reach on both hits. While the first is already a solid air-to-air, the second reaches surprisingly high vertically and has about the same horizontal range as the first, allowing him to cover several angles. As both hits can hit both sides and are jump-cancelable, they make for a flexible, solid normal.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
*Decent air-to-air and air-to-ground<br />
*Jump-cancelable on block<br />
Has good horizontal and downwards reach so it works well air-to-air and air-to-ground. Slower than both {{clr|A|j.A}} and {{clr|B|j.B}} so it is best used when the longer reach is needed. Does not reach directly under very well so use it late into your jump or use {{clr|A|j.A}} for such situations.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
*Hits both sides<br />
*Fast air poke with decent range<br />
*Not jump-cancelable on block<br />
Has a fairly wide hitbox that also hits in a straight line under Jubei. Can crossup or be used in air-to-air situations but as it cannot gatling into other aerials it's difficult to confirm into. On grounded opponents, comboing off of it when done around the peak of Jubei's jump is finnicky as it does not have very much hitstun and, if not done close, Jubei lacks moves with fast enough startup and range to confirm into.<br />
<br />
While not the best for confirms, its speed matches {{clr|B|j.B}}'s and it has even more horizontal reach than {{clr|C|j.C}} while also having a decent downwards hitbox, making it Jubei's best air poke in terms of range. However, as it cannot be jump-canceled on block and it is difficult to confirm off of higher in the air, it can be hard to do more than simply poke with it.<br />
<br />
A good analogue to this move would be Hibiki's {{clr|C|j.C}} as their function and hitbox is very similar. The biggest difference between the two however is in their active frames (3 versus 6). As a result of this and other differences, Hibiki's {{clr|C|j.C}} is a strong general use tool while Jubei's {{clr|C|j.2C}} is more of a situationally useful crossup and air poke due to its relatively fast startup and range. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D,5D OD |versioned=input<br />
|description=<br />
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.<br />
*Special-cancelable on hit once Jubei's sword gleams<br />
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed<br />
*Drags the opponent towards Jubei on block and on hit<br />
<br />
Jubei rushes past his opponent and then does an attack in passing. A good way to quickly side-switch on hit as well as on block if careful. Since the attack goes active after Jubei has moved and there is no invulnerability, he can be stuffed or even thrown as he moves past (he is considered grounded throughout this move). Your opponent will be unlikely to do this on reaction, but be wary of throwing it out around moves with lots of active frames.<br />
<br />
Depending on if {{clr|D|5D}} hits or is blocked, the length that {{clr|D|5D}} travels varies. On hit, Jubei will travel a fixed distance from the opposite side of the opponent allowing for consistent followups, while on block he will travel a fixed distance from his original location. While negative on block, when used at a close or middling distance, Jubei will end up far enough away from his opponent that punishing him is impossible outside of specific fast, long-ranged options.<br />
<br />
With meter {{clr|D|5D}} can serve as a way to close distance on a far grounded opponent or to continue pressure. When rapid-canceled, with precise timing Jubei can end up next to his opponent on either side which can be tricky to react to. However, due to its long active frames, immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings. <br />
<br />
You can also use Jubei's {{clr|D|5D}} to dodge fast EA ([ABCD] for immediate EA) attempts. Done well, Jubei will cancel his previous attack and pass through his opponent during their EA animation.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D,j.D OD |versioned=input<br />
|description=<br />
*Dive attack that goes all of the way to the ground from any height.<br />
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.<br />
*Special-cancelable on hit once Jubei's sword gleams<br />
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed<br />
<br />
Travels at a fairly steep angle compared to {{clr|D|j.6D}}, meaning it's unlikely to connect with your opponent unless they are close horizontally. On hit, Jubei will travel a fixed distance from the opposite side of the opponent allowing for consistent followups while on block he generally lands directly behind his opponent. As it is unsafe and always leaves Jubei right next to his opponent, this is a much better option when Jubei has meter.<br />
<br />
With meter, Jubei has complete control over ending up in front or behind his opponent by either rapid-canceling immediately before or after he rushes through. When used relatively far horizontally, Jubei may land in front of opponent. <br />
<br />
When following up on block with a rapid cancel, due to {{clr|D|j.D}}'s long active frames immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings.<br />
}}<br />
<br />
===<big>{{clr|D|j.6D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.6D,j.6D OD |versioned=input<br />
|description=<br />
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.<br />
*Special-cancelable on hit once Jubei's sword gleams<br />
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed<br />
<br />
Travels further horizontally than {{clr|D|j.D}}, making it a fairly fast way to close in on your opponent. As it is unsafe and generally leaves Jubei right next to his opponent, this is a much better option when Jubei has meter. However, when used at an angle where it will rush through the opponent at around their head height, Jubei will land fairly far away. This allows Jubei to escape corners in certain situations and is similar to a poke that is easy to confirm into, with the cost (or reward) of positioning on block.<br />
<br />
With meter, Jubei has some control over ending up in front or behind his opponent, generally by rapid-canceling immediately before or after he rushes through, but due to the many possible horizontal and vertical distances this can be used from, it is not always feasible to control which side he lands on. <br />
<br />
When following up on block with a rapid cancel, due to {{clr|D|j.6D}}'s long active frames immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Upgraded Drive Moves==<br />
===<big>Shiranui: Hagane</big>===<br />
{{InputBadge|{{clr|D|D}}~X after Fudō: Sharenjin (Air OK)}}<br />
{{BBCF Move Card<br />
|input=Install D<br />
|description=<br />
After using Fudō: Sharenjin, all drive moves are replaced with these for the remainder of the round. Each version lays down 4 waypoints on screen in a specific order and Jubei does a teleport dash attack between each one. If these hit his opponent, they will be sent flying in the same direction of the attack, causing each of the 4 attacks to combo together in most cases. To use, press D and then immediately press the specified direction and button to use the listed attack pattern. <br />
*Hold up/down when selecting a path and the path will angle in that direction.<br />
*Button and direction can be held for easier execution, only the D-version has to be timed/mashed.<br />
*Grounded versions of this Drive behave the same as the air versions except that ground versions can only be angled upwards. <br />
*Not pressing any button will result in Jubei using the standard {{clr|D|5D}} version instead.<br />
*Any hit from any version inflicts the Shiranui Mark. <br />
*Unless Jubei is in Overdrive, he must touch the ground before being able to use his Drive again.<br />
*During Overdrive, the move becomes special cancellable on hit or block after the last hit.<br />
*If a waypoint laid by this move ends up off the sides of the screen, it will be placed at the edge of the screen at the same height it would normally be. Similarly if a waypoint would be placed under the floor, it is instead placed at ground level at the same horizontal position it would normally be.<br />
<br />
In terms of actual usage, these drive moves see use inside combos to give good damage while affording a certain amount of control over where your opponent ends up, or carrying the opponent to the corner from anywhere on the screen. Notably, {{clr|C|2C}}, {{clr|C|3C(1)}} and {{clr|B|j.B}} can combo into this. Generally the A versions gets used the most for consistency. It's also one way to gain additional height in your air combo to maximise how much damage your distortion drive will do.<br />
<br />
Outside of combos, the more fiddly A and B patterns are used to form a crossup, since both patterns look very similar but with their middle two waypoints swapped. A keen eyed opponent can see the order the waypoints appears and react accordingly, however, and it can be easily stuffed by projectiles limiting its usage in certain matchups. It can also be used to get higher into the air to stall for time combined with his other aerial options.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*Grounds the opponent<br />
Grounds the opponent for a lengthy amount of time allowing Jubei to pick them off the ground with a variety of options.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*Grounds the opponent<br />
*Switches sides<br />
Jubei uppercuts the opponent to the opposite side and grounds them for a lengthy amount of time, allowing him to pick them off the ground with a variety of options. Essentially the exact same as forward throw with the main difference being side-swap.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*Pretty standard air throw.<br />
*Brings opponent and Jubei to the ground before dealing damage, allowing for consistent followups.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*Can be useful to disrupt blockstrings and get {{clr|C|236C}} out before they realize they've lost momentum.<br />
*Uses Jubei's {{clr|B|5B}} animation. Because Jubei slides forward an opponent baiting this by jump cancelling forward may land a bit far away or swap places into the corner.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*Causes hard knockdown on air hit<br />
Jubei lunges forward and slashes with his two swords. Moves Jubei forward after he recovers.<br />
<br />
Somewhat pointless for crushing guards given that {{clr|C|632146[C]}} exists which costs no heat and will even penetrate barrier guard. Jubei also has lots of other ways to crack open a defensive character.<br />
<br />
While you are best served using your meter to activate install in most match ups, you may consider spending a quick level 1 charge of this in during {{clr|B|236B}}~{{clr|C|236C}} oki pressure in the corner<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Fissuring Slash (Rekkōzan)</big>===<br />
{{InputBadge|{{clr|A|236A}} (Air OK)}} or {{InputBadge|{{clr|A|236236A}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236A / j.236A,236236A / j.236236A |versioned=input<br />
|description= <br />
*The air versions can shift Jubei up or down by holding any up or down direction during the attack. Otherwise they work the same.<br />
*Punishable on instant block<br />
*{{clr|A|236A}} is a series of 3 hit swipes, best for pushing to the corner, corner combos, or small conversions off {{clr|A|j.A}} instant overhead<br />
*{{clr|A|236236A}} is a series of 5 swipes, with the last hit being in the air that spikes opponent down. A good combo finisher for more damage and meter. Can be used to set up mid-screen okizeme since the land close to Jubei<br />
*When in install, this move gets upgraded and changes drastically! Please see below section for the specifics on the Install Fissuring Slash)<br />
<br />
Jubei slashes forwards with his claws for three strikes. The last slash blows the opponent back. The {{clr|A|236236A}} version has Jubei slashing 5 times and slamming the opponent down.<br />
<br />
Before you activate install, this move is mostly used in combos as it is very unsafe on block. Should you use this in pressure or neutral it can land some quick unexpected hits due to the size of the hit boxes. Learn to catch roll techs after ending combos with {{clr|A|236236A}} to keep the pressure up and build heat so you can install and use the better version of this move.<br />
<br />
}}<br />
<br />
===<big>Install Fissuring Slash (Rekkōzan) and Additional Attacks</big>===<br />
{{InputBadge|{{clr|A|236A}} then A for each Additional Attack (Air OK)}}<br />
{{BBCF Move Card<br />
|input=Install 236A,236AA / j.236AA,236AAA / j.236AAA,236AAAA / j.236AAAA,236AAAAA / j.236AAAAA |versioned=input<br />
|description=<br />
*Can be followed up for a total of 5 attacks on hit, block, and whiff.<br />
*Pressing A will followup with another swipe.<br />
*Pressing B during the first 3 followups will cancel into Fissuring Impact. Jubei can only followup with one other attack afterwards.<br />
*The first 4 attacks can be cancelled into the following specials. These specials will end the rekka: <br />
**{{clr|B|4B}} will cancel into Demon Fox<br />
**{{clr|B|6B}} will cancel into Shadow Wolf<br />
**{{clr|C|5C}} will cancel into Wild Lion<br />
**{{clr|C|646C}} will cancel into Black Panther<br />
**{{clr|D|6D}}/{{clr|D|4D}} will cancel into Divine Form. You can use this to cross through opponents, reset pressure, retreat, or avoid reversals<br />
*The air version can be shifted up and down like the non-install version.<br />
*The 5th and final attack is similar to the non-install {{clr|A|236A}} final attack<br />
*Air version startup is comparable to jump normals and in some cases is your best air to air attack.<br />
<br />
Jubei slashes forward up to 5 times. For the 5th swipe, Jubei jumps similarly to the last hit of the regular {{clr|A|236A}}. <br />
<br />
During install, Fissuring Slash ("Rekkōzan") becomes a true rekka series. Jubei can vary the amount of Additional Attack slashes that occur during Fissuring Slash, choose between multiple followups that can create mix ups, or cancel to his command air dashes even while grounded to create space or do low to the ground cross ups. Jubei's pressure game here should not be underestimated and you can quickly smother an opponent with fast unpredictable pressure.<br />
<br />
While the individual slashes are minus on block, Jubei can easily choose how many swipes to go for and can deter mashing with his other Fissuring Slash followups, conditioning opponents to fear his options from it. If the opponent respects these options and avoids mashing, Jubei can opt to stop doing followups off Install Fissuring Slash's Additional Attacks and then reset pressure entirely! <br />
<br />
Also, the hit boxes on this attack are pretty good at covering Jubei due to how low to the ground he gets if you decide to try this attack in neutral. It's especially important to threaten this attack as an air to air due to the quick startup. Also, the higher up you hit someone with the 5th attack, the more chance you can cause them to fly into the corner for the wall bounce, allowing you to land and link a {{clr|B|5B}} or dash {{clr|B|2B}} for an easy combo conversion!<br />
<br />
As a final important use, this can be used to stall in the air by holding upward. Only the last attack has landing recovery.<br />
<br />
Read the special move sections below for information on their "Fissuring Slash" versions.<br />
}}<br />
<br />
===<big>Fissuring Impact</big>===<br />
{{InputBadge|{{clr|B|5B}} after Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236A~5B / j.236A~5B<br />
|description=<br />
*Swipes the opponent upwards off the ground<br />
*Leaves Jubei in an airborne state<br />
*Available only in Immovable Object: Lotus<br />
*Not special cancelable with {{clr|D|j.236D}}/{{clr|D|j.214D}}<br />
Jubei jumps while slashing upwards into the air. This move is only available when Immovable Object: Lotus has been activated and functions like a launcher. After this attack, the next attack will always end the rekka sequence. Fissuring Impact cannot cancel into {{clr|C|236C}}, {{clr|D|j.236D}}/{{clr|D|j.214D}}, and the A followup will always be the final slash of the rekka.<br />
<br />
{{clr|B|236B}} (shortcut {{clr|B|6B}}) is a particularly strong option after Launch as it is a frame trap that can yield a fatal counter. As Jubei's options after Launch do not offer much mixup potential and are all negative on block, opponents comfortable with Jubei options afterwards might not feel pressured to mash after seeing it.<br />
}}<br />
<br />
===<big>Form ONE: Shadow Wolf</big>===<br />
{{InputBadge|{{clr|B|236B}}}} or {{InputBadge|{{clr|B|6B}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236B,236A~6B |versioned=input<br />
|description=<br />
*Hits low<br />
*Very respectable range<br />
*If performed in the air from Fissuring Slash, Jubei will fall to the ground first before performing the move.<br />
*Fatal Counter with a very high damage reward<br />
*On hit, cancels into {{clr|C|236C}} for Oki.<br />
*Can cancel to Install Super on hit or block to either hit confirm into good damage or create a strong mixup<br />
<br />
Jubei uses both of his swords to slash vertically and horizontally at his opponent's feet, knocking them down on hit. It is used often as an ender in combos to set up oki, as special canceling into {{clr|C|236C}} saves time that makes up for {{clr|C|236C}}'s high startup.<br />
<br />
Has the potential to fatal counter so it is an option to deter mashing, but outside of install Jubei lacks options to encourage it in the first place. Still, if the opponent is particularly mash-heavy, or if you feel the opponent is trying to up back out of a long pressure string, delaying this at points they are expected to mash can yield high reward.<br />
<br />
While a low, as Jubei's overhead options later in strings are a little lacking and {{clr|B|236B}} itself is unsafe - though very difficult to punish at further ranges - it is perhaps more suited to ensuring opponents respect Jubei's pressure than it is as a mixup tool. <br />
<br />
When used from Fissuring Slash's and its Additional Attacks, it can be delayed long enough to frame trap opponents with pretty much a 1F timing window, but it can also be used directly after Fissuring Slash > Launch for this purpose. From Fissuring Slash > Launch, between this and delayed {{clr|B|4B}}, Jubei has a high/low mixup that yields a combo with meter or counter hit.<br />
<br />
Jubei is at least +13 after an immediate {{clr|B|236B}}>{{clr|A|360A}} cancel, giving you true blockstrings after and ample opportunity to diversify your pressure by doing dash {{clr|B|2B}}, or dash {{clr|A|j.A}} as a quick instant overhead.<br />
}}<br />
<br />
===<big> Form TWO: Demon Fox</big>===<br />
{{InputBadge|{{clr|B|214B}} (Air OK)}} or {{InputBadge|{{clr|B|4B}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214B,j.214B,236A~4B |versioned=input<br />
|description=<br />
*Overhead<br />
*Generally only combos off counterhit or with meter<br />
*Decent ender for air combos<br />
*Jumps over lows<br />
Jubei jumps into the air and slashes overhead in a backwards arc. Generally, without counterhit or a rapid cancel comboing off of this is not possible. However, on hit it can distortion cancel into {{clr|A|360A}}, allowing Jubei to both combo and power up off a safe opener. On block, going for {{clr|A|360A}} after leaves a 5 frame gap that many characters cannot exploit.<br />
<br />
When used close and on a crouching opponent, Jubei can side-switch with the opponent. As this only works when opponents are crouching, this serves no purpose as a crossup but can be useful for positioning.<br />
<br />
While {{clr|C|j.214C}} is a better ender for air combos due to better frame advantage and damage, {{clr|B|j.214B}} lands more reliably and avoids the possibility of side-switch.<br />
<br />
If {{clr|B|j.214B}} hits high enough on an opponent, Jubei can link this attack with {{clr|B|5B}} to pick up and continue a combo.<br />
<br />
During the upgraded Fissuring Slash, it is an effective tool to stop opponents from trying to mash out of your strings. When used from Launch it can be delayed long enough to frame trap opponents. When used from Fissuring Slash's Additional Attacks however, it must be immediately canceled into. From Launch, between this and {{clr|B|6B}}, Jubei has a high/low mixup that yields a combo with meter or counter hit.<br />
<br />
Demon Fox on the ground can be punished by Instant Blocking and using a 6 frame move, as it is -3. <br />
}}<br />
<br />
===<big>Form THREE: Wild Lion</big>===<br />
{{InputBadge|{{clr|C|214C}} (Air OK)}} or {{InputBadge|{{clr|C|C}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214C / j.214C,236A~C |versioned=input<br />
|description=<br />
*Combo ender<br />
*All hits are mid<br />
*Go-to ender for air combos<br />
*Leaves Jubei fairly airborne allowing him to go over lows<br />
*Gains increased horizontal distance when used after command dash<br />
<br />
Jubei jumps in a forward arc, slashing in a flurry all around him and ending with a long slash once grounded. If performed in the air, Jubei doesn't launch upwards noticably. Strictly a combo tool due to how unsafe it is.<br />
<br />
{{clr|C|j.214C}} is Jubei's go-to ender for air combos as it offers greater frame advantage, damage, and potential side-switch. It is a little finnicky however as it is somewhat poor at hitting opponents above Jubei which can cause disastrous whiffs in unexpected situations. Whiffing (and side-switch) is generally avoidable by getting into the habit of super jumping into the preceding air chain as {{clr|C|j.214C}} consistently hits when above or at an even level with opponents.<br />
<br />
When done close to the opponent, Jubei's delayed attacks after his jump functions as a crossup. If done further away however, Jubei is more likely to stay on the same side. As all hits are mids and this move is extremely unsafe, this should be avoided.<br />
<br />
If used off of Jubei's 44 > 6 dash, it travels a little farther than fullscreen. It is not ideal as a means of approach, but it can catch people off guard and force Jubei's way in. Keep in mind that only the backdash has invuln and that it is quite minus on block and on whiff.<br />
}}<br />
<br />
===<big> Form FOUR: Black Panther</big>===<br />
{{InputBadge|{{clr|C|632146C}}}} or {{InputBadge|{{clr|C|646C}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=632146C,236A~646C,j.236A~646C |versioned=input<br />
|description=<br />
*Fatal Counters<br />
*If performed in the air from Fissuring Slash, Jubei will fall to the ground first before performing the move.<br />
*Becomes truly unblockable if charged for 30 frames<br />
**Guard breaks even if opponent barrier blocks<br />
**Has a just-frame if released at 30 frames. The Just-frame is comboable<br />
**Does not combo outside of just-frame and counter hit<br />
Jubei readies his swords behind his back in a cross and slashes rapidly as he front flips in place. With its lengthy startup and short horizontal range, this serves mostly as combo filler for his more damaging combos though it can be a hard, rewarding callout on delayed mashing as it rewards fatal counter.<br />
<br />
In combos, this move functions as a launcher in low height air juggles, generally after crouching/air hit hit {{clr|C|5C}}, air hit {{clr|C|3C}}(1) or Fissuring Impact. When grounded, comboing into it usually requires a crouching opponent, and using a N-starter into {{clr|C|5C}} > {{clr|C|632146C}} or {{clr|C|5C}}(1 > {{clr|C|632146C}} if you use an A-starter. <br />
<br />
As the charged version has very long startup and fairly short range, it is unlikely to ever be useful during Jubei's pressure. This move does, however, have a just-frame release property; if you release the C button after charging approximately 30 frames (exactly when the ground shakes) the recovery of the charged version is lessened to that of the uncharged variant, allowing meterless combos from an unblockable attack! This makes it useful in corner okizeme situations from the {{clr|B|236B}} > {{clr|C|236C}} ender.<br />
}}<br />
<br />
===<big>Rising Justice</big>===<br />
{{InputBadge|{{clr|C|236C}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236C / j.236C |versioned=input<br />
|description=<br />
*Fires a large projectile that bounces along the ground slowly at a fairly large height, slightly above the height Jubei was at when he launched it. <br />
*Lasts for 300F<br />
*Does not travel off the screen but instead just bounces in place against the wall.<br />
*Leaves Jubei in counterhit state during its lengthy startup<br />
*Disappears if Jubei is hit.<br />
<br />
A key oki tool for Jubei, used at the end of his combos to force a block so that he can use his powerful mixup tools to continue pressure and keep momentum going. Has a rather bad startup however so using it at neutral is only really helpful at long range to cover an approach, using this up close is often suicide.<br />
}}<br />
<br />
===<big>Divine Form</big>===<br />
{{InputBadge|{{clr|D|j.236D}}/{{clr|D|j.214D}}}} or {{InputBadge|{{clr|D|6D}}/{{clr|D|4D}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=j.236D,236A~6D,j.214D,236A~4D |versioned=input<br />
|description=<br />
*Can be used off certain grounded options that put Jubei in the air<br />
*Can be special canceled into off of any aerial on hit and block<br />
*Does not count as one of Jubei's jumps<br />
*Leaves Jubei in counterhit state until finished<br />
*Can pass through opponents<br />
Essentially an aurdash in special move form that can also be used on thr ground, Divine Forn ofers Jubei some precise horizontal mobility in the air. Can be used before or after a double jump though only one can be used per jump. Can also be used off of any air normals on hit or block, giving his jump-cancelable normals greater pressure options.<br />
<br />
Does not grant invulnerability and leaves Jubei in counterhit until completed so {{clr|D|j.236D}} should be used with some caution during pressure or in neutral. If {{clr|D|j.236D}} crosses over the opponent, aerial attacks autocorrect for slow but sure crossups.<br />
<br />
As moves like {{clr|C|2C}} and enhanced {{clr|A|236A}} leave Jubei airborne on block and hit, they can be reliably canceled for greater pressure ({{clr|D|j.236D}}) or safety ({{clr|D|j.214D}}).<br />
<br />
When the opponent is completely cornered, if they respect Jubei's pressure {{clr|D|j.236D}} becomes a stronger pressure option. When {{clr|D|j.236D}} is done high into Jubei's jump arc (generally requiring a standing opponent) it will not crossup, while any lower and it will always crossup. <br />
}}<br />
<br />
===<big>Quick Dash</big>===<br />
{{InputBadge|6, on landing from backdash}}<br />
{{BBCF Move Card<br />
|input=44~6<br />
|description=<br />
Unique forward dash when cancelling from backdash that's '''considerably''' faster than his normal dash. Activates if you're holding 6 on the frame Jubei touches the ground from backdash. It doesn't have to be timed, but there is no window to perform it later.<br />
<br />
From frame 9 onwards, Jubei can cancel into any attack, jump or Barrier Block (but cannot block normally). Like regular dashing, cancelling into Barrier will maintain his momentum, sliding him forward to effectively and safely advance. Similarly, the momentum can be instantly cancelled by doing a throw and kara cancelling into Barrier. Several of Jubei's attacks also retain momentum: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|B|2B}}, {{clr|C|3C}}, {{clr|B|214B}}, or {{clr|C|214C}}. These attacks will slide or even launch Jubei across the screen while attacking.<br />
<br />
Quick dashing counts as a dash for adjusting Jubei's jump heights so, combined with Quick dash momentum, Jubei can jump incredible distances. Jubei can even be tricky by super jumping backwards first, looking like a normal straight up jump, and then double jumping forward with that momentum.<br />
<br />
*Including the initial backdash frames, Jubei is actionable after 26F, 1 frame slower than just backdash by itself.<br />
}}<br />
<br />
===<big>Run Through Opponent</big>===<br />
{{InputBadge|6, while running near opponent}}<br />
{{BBCF Move Card<br />
|input=Run Through Opponent<br />
|description=If Jubei has been running for over 7 frames, Jubei will jump past his opponent and turn around with a fixed animation. It does not actually allow him to keep running past the opponent, away from them.<br />
<br />
The ability to run through his opponent adds another layer to Jubei's offense, giving him the ability to cross up even cornered opponents without leaving the ground.<br />
<br />
*Can only be triggered from a normal run, not the quick command dash after a backdash<br />
*Can be avoided by holding 3 to run instead of 6<br />
*Can trigger on airborne opponents, but they must also be below 100,000 in game units off the ground, which is extremely low. It's quite possible to collide with a player who is airborne but not trigger the side switch.<br />
}}<br />
<br />
===<big>Running Jump</big>===<br />
{{InputBadge|Any jump while running or during 44~6}}<br />
{{BBCF Move Card<br />
|input=66~9<br />
|description=<br />
If Jubei jumps or superjumps while running or out of his quick dash, his jump heights are adjusted; his normal jump is lower while his super jump is even higher. The lowered jump height allows for more immediate jumping normals to connect against grounded opponents, including enabling instant overheads with {{clr|A|j.A}}, while the heightened super jump allows Jubei to cover exceptionally long distances in combination with his dash momentum, letting him chase or run from opponents more effectively.<br />
}}<br />
<br />
==Distortion Drives==<br />
===<big>Twin Guardians: Mourning Shore</big>===<br />
{{InputBadge|{{clr|D|j.236236D}}}}<br />
{{BBCF Move Card<br />
|input=j.236236D,j.236236D Mark |versioned=input<br />
|description=<br />
*Mid part of the attack loops continuously until reaching the ground, therefore the higher up you start this move, the more damage it will do. <br />
*If opponent is marked, Jubei teleports above and behind his opponent before attacking, ensuring it connects.<br />
*Completely invulnerable from the start until recovery, but very punishable on block.<br />
*Minimum damage (Marked): 200, 40*n, 500 (250, 40*n, 500)<br />
*OD minimum damage (Marked): 200, 40*n, 160*5 (250, 40*n, 160*5)<br />
Jubei's air combo ender of choice leading to decent damage, also can be used as a full screen punish if your opponent is marked and mucking around in the air because of its very fast startup, but this is very risky. Definitely not a move to just throw out at neutral.<br />
}}<br />
<br />
===<big>Thousand Hands: Roaring Pillar</big>===<br />
{{InputBadge|{{clr|D|236236D}}}}<br />
{{BBCF Move Card<br />
|input=236236D,236236D Mark |versioned=input<br />
|description=<br />
*General purpose ground distortion to add more damage to combos and to do very long range punishes. But it only has some projectile invulnerability, so it's not a reversal.<br />
*If opponent is marked, Jubei appears behind opponent before attacking, even if they're in the air, and deals slightly more damage. Useful for combos that leave your opponent too far to connect the attack normally.<br />
*Minimum damage (Marked): 800(900) OD: 1120(1220) <br />
Due to the superflash ocurring after Jubei teleporting, this should not be used as a way to do a crossup since they'll just block it. If the opponent commits to a move with lengthy startup this can work to punish them no matter the distance due to its reasonably quick startup and Shiranui mark making it always connect.<br />
}}<br />
<br />
===<big>Immovable Object: Lotus</big>===<br />
{{InputBadge|{{clr|A|360A}}}}<br />
{{BBCF Move Card<br />
|input=360A<br />
|description=<br />
Jubei's trademark install. Can only be activated once per round, and remains active for the rest of the round with no way to disable it. Once Lotus is active, Jubei's offense changes greatly. Jubei's Drive (explained above) changes greatly, and Fissuring Slash becomes a rekka series. During the rekka, Jubei can cancel into all of his specials except for Rising Justice. Cancelling into a special will immediately end the rekka. Each special move has a simpler input during the rekka.<br />
<br />
Jubei can cancel into Lotus from more situations than most Distortions. Except for Rising Justice, Jubei can cancel into this distortion from any special move on block and on hit as long as he is grounded. This means that specials like {{clr|B|236B}} and {{clr|B|214B}} can cancel into Lotus on block, essentially extending Jubei's pressure. On top of extending pressure, he can use it to stay safe, hit confirm and extend a combo, or just pop it in neutral.<br />
<br />
In some matchups it's not ideal to go into Install State. If you want to use it as a cancel you're better off using RC instead, unless a specific install combo will kill.<br />
<br />
*Jubei can act 2 frames before the superflash ends; recovery pre-flash is 4 frames, but if the install is not interrupted then Jubei can act 2 frames before the opponent starts moving again, making the effective recovery 2 frames.<br />
*This makes it a much more powerful "pause and assess" move than even overdrive, the 2 frames of advantage also means you can get 6A and 6B to be active in time for any attack that didn't hit you out of startup.<br />
}}<br />
<br />
==Exceed Accel==<br />
===<big>Miroku: Spherical Illusion</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*280/638 Minimum Damage<br />
<br />
On startup, Jubei performs a pommel strike on the opponent with his sword scabbard. If it hits, Jubei will slam his opponent into the wall and slash them with his swords and claws. Puts Jubei in Active Flow if he hasn't already been in it already. In Active Flow, Jubei does another powerful spinning slash with his claws. Has full invul and minimum damage, but is unsafe on block and cannot be rapid-cancelled. Basically the same as most Exceel Accels, just one of the better ones for corner carry. Without Active Flow, this leaves the opponent at miscreen. In active flow, EA leaves him close enough to call out delay wakeups with {{clr|B|5B}}. The short range means that it can be baited without much trouble.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Asura: Thunderbird Rising</big>===<br />
{{InputBadge|{{clr|C|6321463214C}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=6321463214C<br />
|description=<br />
*Borrowing the power of his late brother's eye, Jubei paralyzes his opponent and reveals their true form before tearing them apart in a flurry of elegant swordplay and savage claw swipes with a ferocity befitting one known as "The Strongest Being on the Planet".<br />
While the range on this move is quite short, being the immediate area around Jubei's sprite, it is surprisingly very easy to combo into due in part to how close all of Jubei's attacks keep him to the opponent.<br />
<br />
'''Combos From'''<br />
*{{clr|C|5C}} (both hits)<br />
*{{clr|C|3C}}<br />
*{{clr|C|632146C}} (Just frame, air hit, and CH)<br />
*{{clr|C|2C}} (CH)<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Jubei}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Jubei|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Mantahttps://www.dustloop.com/wiki/index.php?title=BBCF/Litchi_Faye_Ling&diff=433813BBCF/Litchi Faye Ling2023-12-28T11:31:24Z<p>Manta: /* All Green (Ryuisou) */</p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Litchi Faye Ling is a versatile character with tools for oppressive neutral, scary mixups, and looping okizeme utilising her staff, Mantenbou.<br />
<br />
Broadly speaking, Litchi has two "modes", one where her staff is floating behind her, and the other where it is placed on the ground, with each mode almost completely changing her Normals and Specials. While she has her staff, Litchi's normals tend to be slower overall but have huge range, while without her staff her moves tend to be quicker and either shorter ranged or lunges at the opponent, she also gains access to more special moves overall, with many of them specifically interacting with her placed staff in some way.<br />
<br />
The staff itself is controlled with the Drive button. It can be placed and launched with various Drive moves and also then recalled in various ways to switch between the two modes while also functioning as a projectile. Many of Litchi's combos and strategies require fluidly switching between each mode and thus a deep understanding of Litchi's very large set of moves is essential to playing as Litchi well.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#5A|5A]] (6F, whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Tsubame Gaeshi|623Dm]] (11F)<br/>[[#All Terminals|632146C]] (14F)<br/>[[#Thirteen Orphans (Kokushi)|632146De (Vertical)]] (12F)<br />
| fatalStarter = [[#6Cm|6Cm]]<br/>[[#6Dm|6Dm]]<br/>[[#Straight Through (Itsuu)|41236Cm]]<br/>[[#Unarmed Lunge (Kanchan)|421[C]e]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Mantenbou<br />
|content=Litchi's Drive is a mode changing mechanic that allows her to switch between fighting with Mantenbou, her staff, and placing it on the ground to fight empty-handed. Litchi has access to different attacks when she is switching between these two modes. In general, when she has Mantenbou, '''normally written as m in combo notation''', Litchi has increased range, but her attacks are slower and she has less mixup/pressure options. The opposite is true when she's empty-handed, '''normally written as e in combo notation'''. Litchi starts every match with Mantenbou equipped.<br />
<br />
If Mantenbou is not set, pressing the Drive button will set it onto the ground. Litchi has two ways of setting down Mantebou: '''Verticalally''' ({{clr|D|5D}}/{{clr|D|j.2D}} Set) and '''Horizontally''' ({{clr|D|2D}}/{{clr|D|j.D}} Set). Depending on the set, Mantenbou will fly at different angles. Certain attacks will automatically place it in a specific set. If Litchi is empty-handed, she can change between Mantenbou being set horizontally or vertically at any time by using [[#Kote Gaeshi|Kote Gaeshi]] ({{clr|D|623D}}/{{clr|D|421D}}). <br />
<br />
Once Mantenbou is set, pressing the Drive button will launch it in the direction of Litchi's opponent '''relative to when it was set'''. Litchi can recalculate the launch direction with the following specials:<br />
*{{clr|D|623D}}/{{clr|D|421D}} (These also change staff set/mode)<br />
*{{clr|B|63214B}}/{{clr|C|C}}<br />
*{{clr|A|63214A}}~{{clr|B|B}}<br />
*{{clr|A|63214A}}~{{clr|C|C}}<br />
*Getting hit while Mantenbou is in motion (includes delaying a launch)<br />
<small>''For a basic visual reference, every time Mantenbou wiggles, it has readjusted its direction.''</small><br />
<br />
<br />
Litchi can also hold the Drive button for a short time to delay the launch. This aids Litchi in pressure extensions, oki, and mid-combo adjustments. Litchi is fully actionable while delaying the launch, and when she's delaying the launch or Mantenbou is in motion, several different things can happen to it:<br />
*If Litchi is hit, Mantenbou will immediately stop its attack and plant itself in front of her. This will recalculate its direction. If you recover in time, Mantenbou can be relaunched forward as it falls.<br />
*If Litchi blocks, Mantenbou will immediately stop its attack and return to her. This puts Litchi in Mantenbou Mode. As it travels back to her, it stays in a floating state which allows for it to be relaunched forward.<br />
*If Mantenbou clashes with a projectile, it will lose its hitbox but travel the rest of its path as normal.<br />
<br />
<small>For a video explanation on Litchi's Drive, check the [[/Strategy|Strategy Section]].</small><br />
<br/><br />
|header2=Overdrive: The Great Wheel<br />
|content2=Mantenbou returns (if it was set) and follows her around the screen, constantly spinning in circles behind her. During Overdrive, Mantenbou acts independently from Litchi— except for when she's in blockstun or hitstun, being guard crushed or during teching.<br />
<br />
*While Overdrive is active, Litchi is always empty-handed.<br />
*When Overdrive ends, Litchi automatically equips Mantenbou.<br />
*Mantenbou is controlled by pressing any direction + Drive. It will briefly pause, grow in size and spin rapidly, then thrust in that direction.<br />
*After an attack, Mantenbou will briefly stay in place before returning to Litchi. Doing another attack before it returns will do it from its current position, allowing players to send Mantenbou out far distances or sandwich the opponent between it and Litchi.<br />
*All normals (Except {{clr|C|6C}})) gatling into all other normals, normal throw and jump. 2B and 2C may only be used twice in any string.<br />
}}<br />
</div><br />
<br />
===Normals and Specials===<br />
*Mantenbou moves are indicated with ‘'''m'''‘ whilst Empty-handed moves are indicated with ‘'''e'''‘.<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
All {{clr|A|A}} normals except {{clr|A|6A}} are the same regardless of whether Matenbou is equipped or not.<br />
<br />
{{clr|A|5A}} is Litchi's quickest normal, but it also whiffs on most crouching characters, limiting it to an emergency anti-air rather than a mashable button up close.<br />
<br />
Confirms into {{clr|B|5B}}m → {{clr|B|214B}}m for a full combo on air hit, or directly into {{clr|B|214B}}m on air counter hit. Unfortunately, if the opponent is too high for {{clr|B|5B}}, and you don't have a counter hit, your only option to combo off this is {{clr|A|j.A}}.<br />
<br />
*Chains into itself 3 times.<br />
*Whiffs on all crouchers except for Relius, Hakumen, Tager.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] ({{tt|Note|If the buttons are not specified between staffed or empty handed, then you can gatling into both.}}): {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|B|4B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, Launch, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5Bm,5Be |versioned=input<br />
|description=<br />
<br />
<br />
A great neutral button that's also used in pressure and combos to hit opponents OTG.<br />
<br />
*Doesn't hit Platinum, Izayoi, Amane, Naoto and Izanami OTG.<br />
*Both versions can jump cancel<br />
<br />
----<br />
'''{{clr|B|5B}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 22<br />
}}<br />
This is Litchi's best ground poke. It has absurd range for how disjointed it is, and has strong cancel options on either block or hit, such as IAD {{clr|D|j.2D}}, her grounded overheads / lows, or {{clr|D|6D}}. It's also a nice punish, as it can combo directly into {{clr|C|6C}}m on CH.<br />
<br />
You can also confirm with OD combos which lead to good damage. E.x: {{clr|B|5B}}m → {{clr|D|6D}} → ODC or {{clr|B|5B}}m → {{clr|C|5C}}m → {{clr|C|3C}}m → ODC ...<br />
<br />
*{{Tt|Extends Mantebou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|6A}}m, {{clr|B|2B}}m, {{clr|B|6B}}m, {{clr|B|4B}}m, {{clr|C|5C}}m, {{clr|C|2C}}m, {{clr|C|6C}}m, {{clr|C|3C}}m, {{clr|D|5D}}m, {{clr|D|2D}}m, {{clr|D|6D}}m, {{clr|D|4D}}m<br />
----<br />
<br />
'''{{clr|B|5B}}e''' <br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
Empty-handed Litchi's best normal. It's good for pressure, catching rolls in the corner, and is one of her best pokes due to the speed, range and low recovery.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|2A}}e, {{clr|A|6A}}e, {{clr|B|2B}}e, {{clr|B|6B}}e, {{clr|B|4B}}e, {{clr|C|5C}}e, {{clr|C|2C}}e, {{clr|C|6C}}e, {{clr|C|3C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5Cm,5Ce |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|C|5C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|inactive2= 3<br />
|active3 = 3<br />
|recovery = 23<br />
}}<br />
Blockstring and grounded combo fodder. It has decent cancels in pressure, like {{clr|D|4D}}, {{clr|C|3C}} and {{clr|D|6D}}. You can also place Mantenbou instead of letting the second hit land as a way to throw off the opponent's rhythm.<br />
<br />
Without counter hit, skipping the second hit is required to combo into {{clr|C|3C}} {{clr|B|214B}} off standing hit {{clr|B|5B}} for Litchi's midscreen bnbs. It's also great for pushing the opponent way from Litchi to make {{clr|B|214B}} meaty as a way to reset pressure and place Mantenbou near the opponent.<br />
<br />
*{{Tt|Extends Mantebou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|3C}}m, {{clr|D|5D}}m, {{clr|D|2D}}m, {{clr|D|6D}}m, {{clr|D|4D}}m<br />
----<br />
<br />
'''{{clr|C|5C}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 30<br />
}}<br />
Combo and blockstring fodder. It moves you foward which is nice for staying in your opponents face, but the recovery and startup are too slow to use it anywhere else.<br />
<br />
*Jump cancellable.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|2C}}e, {{clr|C|3C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Good for [[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]] safe stagger pressure, jab throw TRM attempts, mashing out of pressure, and roll catching.<br />
<br />
*Chains into itself 3 times.<br />
*Does not hit opponents off the ground. This means that it will only punish the opponent's tech options if they actually commit to one.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] ({{tt|Note|If the buttons are not specified between staffed or empty handed, then you can gatling into both.}}): {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|B|4B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}m, {{clr|C|3C}}, Launch, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2Bm,2Be |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|B|2B}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 4<br />
|recovery = 26<br />
}}<br />
At 17f, {{clr|B|2B}}m is rather slow, but it's Litchi's fastest low with Mantenbou equipped. It can be difficult to combo on standing opponents, being limited to {{clr|B|6B}}m, {{clr|B|4B}}m and {{clr|D|6D}}m, and can leave mashable gaps if done in pressure. However, in exchange for these shortcomings, {{clr|B|2B}}m has more hitstun than regular a {{clr|B|2B}} and its range is excellent, especially when used after other Mantenbou normals— Litchi can also threaten high/low mixups with {{clr|B|2B}}m → {{clr|A|6A}}m and {{clr|B|2B}}m → {{clr|C|3C}}.<br />
<br />
*{{Tt|Extends Mantebou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|6A}}m, {{clr|B|6B}}m, {{clr|B|4B}}m, {{clr|C|6C}}m, {{clr|C|3C}}m, {{clr|D|5D}}m, {{clr|D|2D}}m, {{clr|D|6D}}m, {{clr|D|4D}}m<br />
----<br />
'''{{clr|B|2B}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 2<br />
|recovery = 22<br />
}}<br />
Finally, a somewhat fast low! {{clr|C|2C}}e is your only cancel that will combo off this on standing at range, since {{clr|B|5B}}e will whiff. Also useful in combos as an OTG after {{clr|C|6C}}e on characters that {{clr|B|5B}} will not hit grounded. It's still GCOD unsafe like all of Litchi's lows, but when done in setplay you can use the returning staff to confirm off it rather than having to commit to more unsafe normals.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|5B}}e, {{clr|B|6B}}e, {{clr|B|4B}}e, {{clr|C|2C}}e, {{clr|C|3C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2Cm,2Ce |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|C|2C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 28<br />
}}<br />
Mostly a combo tool. It has similar cancel options to {{clr|C|5C}}m, so it's at least decent on block, but moves you closer instead of pushing the opponent away. It's usually used to combo into {{clr|D|6D}}(1) → Delay → {{clr|B|214B}} → ..., or just directly into {{clr|B|214B}} on standing opponents. {{clr|C|2C}}m can also combo directly into {{clr|D|4D}} which leads to decent damage in the corner. <br />
<br />
As with other Mantenbou normals, it extends the attack foward, though since Litchi advances naturally, it can somtimes make move {{clr|C|5C}}m whiff if too close..<br />
<br />
*Launches on hit.<br />
*{{Tt|Extends Mantenbou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|5C}}m, {{clr|C|6C}}m, {{clr|C|3C}}m, {{clr|D|5D}}m, {{clr|D|2D}}m, {{clr|D|6D}}m, {{clr|D|4D}}m<br />
----<br />
<br />
'''{{clr|C|2C}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 3<br />
|recovery = 19<br />
}}<br />
One of the normals litchi can use to combo into {{clr|C|6C}}e for a standing confirm. Also jump cancellable, which is alright for pressure in the corner since Litchi IAD {{clr|C|j.C}}e will hit crouching opponents when done as soon as possible, and can reverse beat into {{clr|B|j.B}}e to not be horrifically unsafe.<br />
<br />
*Jump cancellable.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|5C}}e, {{clr|C|6C}}e, {{clr|C|3C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6Am,6Ae |versioned=input<br />
|description=<br />
<br />
<br />
*Both versions ground bounce on air hit. <br />
----<br />
'''{{clr|A|6A}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 25<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
A strong overhead despite the below average speed. The fact its range can be increased means you can do at distances or in situations the opponent doesn't expect, such as {{clr|C|41236C}} RC {{clr|A|6A}}m, or to confirm with {{clr|B|4B}}m → {{clr|B|6[B]}}m<br />
<br />
*{{Tt|Extends Mantebou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|4B}}m<br />
----<br />
'''{{clr|A|6A}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 3<br />
|recovery = 18<br />
}}<br />
An amazing overhead. It's fast and only -2 on block. It can special or drive cancel for a full combo, or be used during setplay to let the returning Mantenbou make you plus.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Launch<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6Bm,6[B]m,6Be,6[B]e |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|B|6B}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 6<br />
|recovery = 18<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 28<br />
}}<br />
A very long poke that's good in neutral, although it can be low-profiled. It's relatively safe on block and functions as a high reward frame trap with {{clr|C|6C}}m.<br />
<br />
If the button is held, a feint version {{clr|B|6B}} will be done which can be used for reducing the recovery of other buttons like {{clr|B|4B}}m for pressure resets or throws.<br />
<br />
*{{Tt|Extends Mantebou forward|Other Mantenbou normals (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) will have extended range if pressed after this.}}<br />
**Slightly reduces range if done after a dash.<br />
*Can only jump/special cancel on hit<br />
*Wall bounces in the corner on air-hit<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|6C}}m<br />
----<br />
'''{{clr|B|6B}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 4<br />
|recovery = 23<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 26<br />
}}<br />
Exclusively a pressure tool. The attack itself can cancel into {{clr|C|5C}}/{{clr|C|2C}}, or jump cancel on block, but doesn't really combo out of anything. The feint is good for getting into range for throw or to just reset pressure in a ambiguous way.<br />
<br />
*Can jump cancel.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|4B}}e, {{clr|C|5C}}e, {{clr|C|2C}}e, Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6Cm,6Ce |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|C|6C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 23<br />
|active = 12<br />
|recovery = 27<br />
}}<br />
A frame trap, combo tool, and Litchi's best starter. It's also fine on block because you can cancel into {{clr|D|5D}}m or {{clr|D|2D}}m on any of the four hits.<br />
<br />
*Launches opponent away on air hit<br />
*Crumples on hit<br />
**Untechable CH air-hit.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|D|5D}}m, {{clr|D|2D}}m<br />
----<br />
'''{{clr|C|6C}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|inactive2= 25<br />
|active3 = 3<br />
|recovery = 7<br />
|specialRecovery= 6<br />
}}<br />
''Amazing'' combo filler. This is used in basically every combo since it has bonus 110% proration the first time it's used. It's also a standing confirm off most staffless ground normals.<br />
<br />
It's used to allow you to recall the staff via {{clr|C|6C}}e1 {{clr|D|5[D]}} in this {{tt|route|Against airborne-> {{clr|C|6C}}e(1) > {{clr|D|5[D]}} > {{clr|C|6C}}e > {{clr|B|j.236B}}e > {{clr|D|]D[}} > {{clr|C|j.236C}}e > staff 2 > {{clr|C|6C}}e(1) > {{clr|D|623D}}m - May require delays in rekkas or release timing depending on staff position. The core idea is that your staff hits should 1. fill in the gap between {{clr|B|j.236B}}~{{clr|C|j.236C}} and 2. Cover your landing recovery from {{clr|C|j.236C}} > {{clr|C|6C}}e(1).}}, which is the primary route you will be using with Litchi.<br />
<br />
*Second hit will hard knockdown on ground hit<br />
**Will soft knockdown on air hit.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Launch<br />
}}<br />
<br />
===<big>{{clr|B|4B}}</big>===<br />
{{BBCF Move Card<br />
|input=4Bm,4Be |versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 3<br />
|recovery = 29<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 3<br />
|recovery = 21<br />
}}<br />
'''{{clr|B|4B}}'''<br />
<br />
Litchi's dedicated head-invulnerable anti air. Unfortunately, it suffers from poor horizontal range, so other options, such as {{clr|A|5A}} may be preferable depending on range or situation. {{clr|B|4B}} is at its best against crossups, and can be used to snipe extended hurtboxes to make up for its lack of range. Additionally, while it doesn't low-profile, Litchi's hurtbox is noticeably reduced beginning on frame 3.<br />
<br />
*{{clr|B|4B}}m exclusive:<br />
**Uses staff position, which extends the range if used after an attack that moves the staff, and shortens it if done with dash momentum. Used to combo after spaced {{clr|B|2B}} or {{clr|A|6A}}.<br />
**Launches on ground hit.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|6B}}m<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3Cm,3Ce |versioned=input<br />
|description=<br />
<br />
<br />
'''{{clr|C|3C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 12<br />
|recovery = 15<br />
}}<br />
A huge normal with lengthy active frames. It's one of Litchi's better staffed lows because it can lead to establishing staffless pressure by doing {{clr|C|3C}}m → {{clr|D|2D}}m → {{clr|D|2[D]}}e on hit. It can also cancel into {{clr|C|41236C}} for a double low that will lead to full combos in the corner via {{clr|C|3C}}m → {{clr|C|41236C}} → {{clr|A|5A}} → {{clr|B|5B}}m → {{clr|B|214B}}m → ... <br />
<br />
*Hard knockdown on counter hit. Can be followed up by doing {{clr|B|2B}}m → {{clr|B|4B}} → ... or even {{clr|D|2D}}m → {{clr|D|5D}}e → 66 → {{clr|B|j.B}} →{{clr|C|C}} → Delay → {{clr|B|j.B}}m → ...<br />
*{{Tt|Extends Mantenbou forward|Moves that use the staff's location (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) have extended horizontal range. In the case of this move it doesn't mean much since you need to RC to extend the range of relevant moves.}}.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|D|5D}}m, {{clr|D|2D}}m<br />
----<br />
'''{{clr|C|3C}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 3<br />
|recovery = 21<br />
}}<br />
A low sweep that's used for pressure and combos. It can haveniche use in okizeme as a way to call out to people who don't emergency tech after {{clr|D|623D}}m. At midscreen, you can do 66{{clr|C|3C}}e which will blue beat opponents who don't tech, and if they do, Litchi is neutral on whiff. It can also be done in the corner and be slightly plus without the microdash. If they get hit the backwards movement in the recovery will push you too far out for them to roll through, but it's generally better to do 44 {{clr|D|5[D]}}e {{clr|B|5B}}e whiff in the corner instead.<br />
<br />
*Shifts Litchi backwards during recovery.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Launch, {{clr|D|5D}}m, {{clr|D|2D}}m<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
{{clr|A|j.A}} is an extremely good, low commitment, anti air when done rising. While it doesn't lead to any damage or setups, it's still a powerful option to contest opponents above you. It also sees use as a cancel option after {{clr|B|j.B}}m to make Litchi more plus.<br />
*Chains into itself indefinitely on block and on hit.<br />
*Jump cancellable.<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.Bm,j.Be |versioned=input<br />
|description=<br />
'''{{clr|B|j.B}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 18<br />
}}<br />
An extremely good air to air, and decent air to ground with an above average crossup hitbox. Leads to full combos if you counter hit them close enough to the ground. Also combos into {{clr|D|j.D}}m for a low damage knockdown that launches them away from you. Recovers quick enough that you can do it rising as another anti air.<br />
----<br />
'''{{clr|B|j.B}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 4<br />
|recovery = 12<br />
}}<br />
A strong air-to-air attack and average jump in with a good crossup hitbox. Used as a cancel after {{clr|C|j.C}}e to make Litchi more plus. It recovers quick enough that you can do it rising as another anti air.<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.Cm,j.Ce |versioned=input<br />
|description=<br />
<br />
'''{{clr|C|j.C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 4<br />
|recovery = 14<br />
|specialRecovery= 4<br />
}}<br />
A dedicated air to air with high reward on counter hit near the corner, though the air-to-ground hitbox can be poor, and combined with the slow startup and landing recovery means it carries some risk.<br />
<br />
*Blows back the opponent on CH<br />
**Wall bounces in the corner<br />
----<br />
'''{{clr|C|j.C}}e'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 3<br />
|recovery = 22<br />
}}<br />
Litchi's best air-to-ground normal. This will hit opponents crouching if done as soon as possible after an IAD, and can cancel into {{clr|B|j.B}}e to allow Litchi to continue pressure. It has limited use in air combos due to knocking the opponent down, but Litchi can extend with {{tt|staff launch|Roll catch in the corner while holding vertical staff: {{clr|B|5B}}e → {{clr|C|5C}}e → sj9 → {{clr|B|j.B}} → {{clr|C|j.C}}e → {{clr|D|]D[} →}} {{clr|C|j.236C}}e → {{clr|B|4B}}m → {{clr|B|214B}}m → ...}} {{clr|B|j.236B}}, or by {{tt|cancelling into {{clr|B|j.B}}|Horizontal staff set: {{clr|D|5D}}e → 669 → {{clr|B|j.B}} →{{clr|C|j.C}}e → Delay → {{clr|B|j.B}}m → {{clr|B|214B}}m → ...}} if the opponent is high enough early in the combo.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>{{clr|D|5/2D}}m</big>===<br />
{{BBCF Move Card<br />
|input=5Dm,2Dm |versioned=input<br />
|description=<br />
'''{{clr|D|5D}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 27<br />
}}<br />
Sets Mantenbou '''vertically'''. It's useful in pressure if your opponent is jumping out of horizontal set, but placing it is a little slower.<br />
----<br />
<br />
'''{{clr|D|2D}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 23<br />
}}<br />
Sets Mantenbou '''horizontally'''. It has faster recovery than {{clr|D|5D}}m and can be used for pressure resets. <br />
}}<br />
<br />
===<big>{{clr|D|6D}}m</big>===<br />
{{BBCF Move Card<br />
|input=6Dm<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 15<br />
|active = 9<br />
|inactive2= 4<br />
|active3 = 5<br />
|recovery = 17<br />
}}<br />
This sets Mantenbou '''horizontally'''. It's a multi-hit, advancing normal which leaves Litchi +3 on block, making it a great tool for pressure and combos. For example, Litchi can potentially reset pressure twice: once with the plus frames, and then again by doing a partially charged {{clr|D|5D}}e. In midscreen combos, it pushes her in range for {{clr|B|214B}}m or {{clr|D|623D}}m, while in corner combos it's her go-to move for horizontal sets.<br />
<br />
Litchi can't special cancel the second hit, so the opponent can IB to force a 0-on-block situation, where Litchi will usually trade or lose due to her 7-frame 2A. To discourage this, the first hit can be cancelled into {{clr|C|41236C}}m, which allows Litchi to call out her opponent. Stance cancel to take advantage of attempted instant blocks with throw, delay to frame trap mashers with a Fatal, or simply let the hit go for an airtight low. Another option is {{clr|D|6D}}(1) > CT, which will guard crush IB attempts, though this is best used sparingly.<br />
<br />
*Wall-splats in the corner<br />
}}<br />
<br />
===<big>{{clr|D|4D}}m</big>===<br />
{{BBCF Move Card<br />
|input=4Dm<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 22<br />
|active = 9<br />
|recovery = 8<br />
|specialRecovery= 8<br />
}}<br />
This sets Mantenbou '''vertically''', and is a great overhead: it's fast and even to plus when spaced which makes it difficult to punish. On hit, it groundslides for easy pickups combos that have great corner carry . E.x: {{clr|D|4D}}m → Dash → {{clr|C|3C}}e → {{clr|C|421C}} → ...<br />
<br />
It's good for routes if used after a CH or {{clr|C|2C}}m in the corner, and its airborne state enables tricky mixups with RC such as {{clr|D|4D}}m → {{clr|A|j.A}} that retain good pressure on block, and don't mess up combos on hit.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}m</big>===<br />
{{BBCF Move Card<br />
|input=j.Dm<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|isProjectile = true<br />
|recovery = 32<br />
|specialRecovery = 4<br />
}}<br />
The infamous Litchi {{clr|D|j.D}}m; stops Litchi in the air and then launches her upwards and backwards slightly while launching the staff as a projectile at a steep downward angle, setting Mantenbou '''horizontally''' as it lands.<br />
<br />
This move is one of Litchi's primary ways to annoy the opponent, as it is extremely difficult for some characters to punish. It beats anti airs since it is a projectile that moves Litchi back, and allows Litchi to attempt to frame trap the opponent with {{clr|D|j.D}}e after the initial projectile. {{clr|D|j.D}}e can even beat attempts at doing attempts at grounded anti airs against Litchi later if you hold off on the initial frame trap. The best way for the opponent to deal with this is to respect the initial frame trap, then attempt to do rising anti air options like airthrow. Litchi is still not defenseless against this if you do not attempt to frame trap the opponent, because she can flip to the staff with {{clr|A|j.63214A}}/{{clr|B|B}}/{{clr|C|C}}e or set it to Vertical set via {{clr|D|j.623D}}e then launch to anti air the opponent.<br />
<br />
Thankfully for the opponent, Litchi gets almost no reward outside of frustration, because the damage is low and it leads to no combos. Despite this, it is still a critical part of Litchi's neutral as a low commitment zoning tool.<br />
<br />
*Cancels all air momentum<br />
}}<br />
<br />
===<big>{{clr|D|j.2D}}m</big>===<br />
{{BBCF Move Card<br />
|input=j.2Dm<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|isProjectile = true<br />
|inactive2= 8<br />
|active3 = 2<br />
|recovery = 8<br />
}}<br />
Stops Litchi's air momentum and then drops her straight downwards, setting the staff '''vertically''' as she lands and kicking backwards with a low attack. A good crossup that leaves Litchi plus if blocked, with Mantenbou right next to the opponent to allow for Litchi's powerful staff plus {{clr|C|421[C]}} mixup. On hit, Litchi can either combo normally or side swap to retain corner if you vacuumed them out of it to cross them up.<br />
<br />
There is a gap if the opponent instant blocks the first hit, which can let the opponent reversal out. If the second hit whiffs, Litchi is very negative, so be careful when you use this.<br />
<br />
*Cancels air momentum once it becomes active.<br />
*Second attack hits exclusively behind her and vacuums the opponent towards her on hit and block.<br />
}}<br />
<br />
===<big>{{clr|D|5/2/6[6]/j.D}}e</big>===<br />
{{BBCF Move Card<br />
|input=5De,2De,6[6]De,j.De |versioned=input<br />
|description=<br />
Launches the staff; See [[#Staff Launch|Staff Launch]] for more info on what the staff itself actually does. {{clr|D|5D}}e is usually the launch of choice after {{clr|C|6C}}(1) because it's an easier input. Holding {{clr|D|D}} will delay the launch until {{clr|D|D}} is released.<br />
----<br />
'''{{clr|D|5D}}'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
}}<br />
*If not held, Staff is active on frame 9.<br />
*+5/+1 for Vertical/Horizontal set if the staff hits first possible frame.<br />
----<br />
'''{{clr|D|2D}}'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 20<br />
}}<br />
*If not held, Staff is active on frame 10.<br />
*+6/+2 for Vertical/Horizontal set if the staff hits first possible frame.<br />
----<br />
'''{{clr|D|6[6]D}}'''<br />
<br />
A Staff Launch that Litchi can only use after running for over 12 frames. This does not use blazblue's 5f buffer window, so doing this immediately is a 1f link.<br />
*If {{clr|D|D}} is pressed on frame 13 and not held, frame 14 is the earliest possible active frame.<br />
*+16/+12 for Vertical/Horizontal set.<br />
----<br />
'''{{clr|D|j.D}}'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 26<br />
|specialRecovery= 7<br />
}}<br />
A somewhat safe anti anti-air with Horizontal set or frame trap if used after {{clr|D|j.D}}m. Has significant landing recovery, so be careful using this.<br />
*If not held, Staff is active on frame 12.<br />
*Cancels all air momentum.<br />
}}<br />
<br />
===<big>Staff Launch</big>===<br />
{{BBCF Move Card<br />
|input=Staff Launch Vertical,Staff Launch Horizontal |versioned=name<br />
|description=<br />
'''Vertical Set'''<br />
<br />
Amazing for pressure due to having two hits. However, its arc quickly becomes too high to hit a crouching opponent if they're not near the initial launch. Also great for covering air space. It's more threatening when returning, as it's much easier for Litchi to get a full combo on opponent that gets hit by returning staff.<br />
<br />
Unlike Horizontal set, it doesn't launch standing opponents, so it's preferable to use for crossup {{clr|C|421[C]}}.<br />
<br />
In the corner, it's even better for pressure because it's significantly more difficult to avoid, and the second hit will vacuum the opponent out of the corner to enable crossups via jumping over the opponent.<br />
<br />
'''Moves that set the staff in Vertical/{{clr|D|5D}} Mode'''<br />
*{{clr|D|5D}}m<br />
*{{clr|D|4D}}m<br />
*{{clr|D|j.2D}}m<br />
*{{clr|B|214B}}/{{clr|C|C}}m<br />
*{{clr|D|623D}}e<br />
----<br />
'''Horizontal Set'''<br />
<br />
Generally not as good as Vertical Set due to only having a single hit, but not without its strengths. This is the preferred set for midscreen pressure due to its low angle preventing whiffs on crouchers. However, Litchi's strong corner carry and powerful corner offense means you should be playing midscreen as little as possible. Regardless of screen position, if you've conditioned your opponent to respect a delayed launch, it can still generate a large amount of frame advantage for Litchi. <br />
<br />
On hit, it launches even grounded opponents, which is great for some combos, but makes it unusable in crossup {{clr|C|421[C]}} okizeme.<br />
<br />
Extremely powerful tool to annoy the opponent with in neutral. When used fullscreen, it only takes 20~ frames to hit an opponent in the other corner, as well as covering the entire ground area while it's active, which can incentivize punishable air approaches.<br />
<br />
Has some utility in oki, as it will not hit the opponent on the ground until after the combo timer resets, while still catching rolls and meatying neutral tech, but isn't great because it's extremely difficult to combo from these setups. If you have a 2D set on okizeme, it's likely best to go for a {{clr|D|41236D}} setup.<br />
<br />
'''Moves that set the staff in Horizontal/{{clr|D|2D}} Mode'''<br />
*{{clr|D|2D}}m<br />
*{{clr|D|6D}}m<br />
*{{clr|D|j.D}}m <br />
*{{clr|D|421D}}e<br />
*{{clr|C|632146C}}m~{{clr|D|D}}<br />
----<br />
*If the staff is at the corner, it will not travel off screen.<br />
*The staff must be blocked relative to Litchi. Even if it comes from behind, hold away from her to block it.<br />
*If Litchi is hit while this is active, it deactivates and is launched upwards and backwards, returning to the same set orientation.<br />
*If Litchi blocks, the staff will stop dead and then return to Litchi.<br />
*The launch direction of the staff is calculated when it is set, so even if Litchi or her Opponent swap sides with the staff, it will still go in the same direction when launched had they not done so. Certain special moves listed below will recalculate this launch direction without needing to recall the staff.<br />
}}<br />
<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 23<br />
}}<br />
Universal mixup tool that leads to average damage. Can be impactful in situations where you don't have the opportunity to set up staff.<br />
<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw.]]<br />
*Special cancelable<br />
*Counter hit recovery<br />
*Kara throw: {{clr|B|6B}}~{{clr|C|C}}<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
===<big>Backwards Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 23<br />
}}<br />
Foward throw, but backwards. Launches the opponent higher in the air than forward throw, but can be followed up the same way.<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw.]]<br />
*Special cancelable<br />
*Counter hit recovery<br />
*Kara throw: {{clr|B|6B}}~{{clr|C|C}}<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 3<br />
|recovery = 23<br />
|specialRecovery= 3<br />
}}<br />
Airthrows are extremely powerful offensive anti airs. Use this.<br />
*[[BBCF/Mechanics#Normal Throws|Functions the same as every other throw.]]<br />
*Counter hit recovery<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|When blocking {{clr|A|6A}}+{{clr|B|B}}}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 2<br />
|recovery = 36<br />
}}<br />
A [[BBCF/Mechanics#Counter_Assault| Counter Assault]] with solid range. Since {{clr|D|623D}}m cannot be rapid cancelled, this is where most of your defensive meter usage will go. Plus enough on counter hit for you to move the staff with {{clr|D|421D}}e and still meaty them.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</small><br />
|startup = 20<br />
|active = 1<br />
|recovery = 25<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Max Charge</small><br />
|startup = 61<br />
|active = 1<br />
|recovery = 25<br />
|frcStart = 30<br />
|frcEnd = 60<br />
}}<br />
A somewhat above average crush trigger. Like her throw, Litchi doesn't really need this with staff placed because of her strong character specific mixup options. However, you can use held staff to confirm off uncharged crush trigger without corner, which makes it better than most.<br />
}}<br />
<br />
===<big>Backdash</big>===<br />
{{InputBadge|44}}<br />
{{BBCF Move Card<br />
|input=44<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 22<br />
}}<br />
Litchi's backdash can be used to escape pressure or avoid meaties with normals that do not have the range to catch the recovery midscreen. Since it is airborne, getting hit can be awkward for your opponent to combo, but if they manage to confirm it will likely lead to higher damage.<br />
*Can cancel into 447 on frame 18.<br />
*Airborne 1-15f<br />
}}<br />
<br />
===<big>Additional Back Step</big>===<br />
{{InputBadge|447}}<br />
{{BBCF Move Card<br />
|input=447<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|recovery = 43<br />
}}<br />
A second backdash if they failed to punish your first one. The invulnerability is small, but Litchi can cancel into a very low forward air dash from it. This is useful for surprising opponents that after your backdash with {{clr|C|j.C}} or {{clr|B|j.B}}. You should always cancel this with something, as it has much higher recovery if you don't cancel into normals before landing.<br />
*Available on frame 18 of Backdash.<br />
*Can cancel into forward airdash, air normals/throw, Riichi and Kote Gaeshi during frames 20-34.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
===<big>Straight Through (Itsuu) </big>===<br />
{{InputBadge|{{clr|A|41236A}}/{{clr|B|B}}/{{clr|C|C}}m (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=41236Am,41236Bm,41236Cm,41236Xm~D |versioned=input<br />
|description=<br />
Provides guard point, until frame 12 or the frame you stop holding, at which point the attack transitions into one of the following versions below. You can hold {{clr|A|A}}/{{clr|B|B}}/{{clr|C|C}} to delay the attack, or press {{clr|D|D}} while holding the button to cancel the attack with 14 frames of recovery. The fastest possible Itsuu~{{clr|D|D}} is 26 frames. Litchi has no way to be plus or even neutral from an Itsuu cancel, with the best possible advantage being -6 from {{clr|D|6D}}(1). The move also cancels on its own if held for the maximum amount of time, with only 6 frames of non-guardpoint recovery.<br />
*All versions of the stance are at least -26 on {{Tt|[[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]].|The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that '''both players input during the hitstop of a prior move''', so that this attack and ODR start on the same frame.}} However, you can hold the stance to try and meaty them, or cancel with {{clr|D|D}} to be +0 instead.<br />
*{{Tt|All versions extend the staff forward|Moves that use the staff's location (i.e {{clr|A|6A}}m and {{clr|B|4B}}m) have extended horizontal range. In the case of this move it doesn't mean much since you need to RC to extend the range of relevant moves.}}.<br />
*If fully held, has 6F recovery instead of attacking. The staff also counts as placed for the first frame after recovering from this, so you can link {{clr|D|5D}}e despite having Mantenbou equipped. It uses the last staff placement, or Horizontal set if the staff has not been placed yet.<br />
*All versions are always -2 on normal block, regardless of what active frame they hit on.<br />
----<br />
;'''{{clr|A|41236A}}m'''<br />
<br />
One of Litchi's anti airs. Good for controlling space above Litchi aggressively due to being completely disjointed and having high reward on counter hit, but is fairly slow. Very nice as a read for people jumping out of your corner pressure, as it wallbounces in the corner for a full combo without counter hit.<br />
*Counter hit wall bounces midscreen.<br />
<br />
----<br />
;'''{{clr|B|41236B}}m'''<br />
<br />
A slow, but very long poke to control space on the ground. It needs to be RC'd to combo from, but is harder to avoid than {{clr|C|41236C}}.<br />
----<br />
;'''{{clr|C|41236C}}m''' <br />
<br />
An extremely long range low that's unpunishable on normal block, and even on IB most of the time. Itsuu C is a strong frame trap with high reward on Fatal Counter, leading to {{keyword|OTG}} combos. In the corner, it can lead to full combos on normal hit via linking {{clr|A|5A}}.<br />
<br />
*Fatal Counter.<br />
*Causes hard knockdown on counter hit. Example pickups: dash {{clr|C|5C}}m/({{clr|B|2B}}m > {{clr|B|4B}}m) > {{clr|B|214B}}...<br />
*Can rapid cancel to take advantage of the extended staff range and combo with {{clr|A|6A}}m.<br />
}}<br />
<br />
===<big>Ren Chan</big>===<br />
{{InputBadge|{{clr|B|214B}}/{{clr|C|C}}m}}<br />
{{BBCF Move Card<br />
|input=214Bm,214Cm |versioned=input<br />
|description=<br />
<br />
Litchi flicks Mantenbou forward in an arc, placing it '''vertically'''. If Litchi is hit, the staff's attack is deactivated and is launched upwards and backwards, but still lands in a vertical set.<br />
<br />
----<br />
'''{{clr|B|214B}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|isProjectile= true<br />
|recovery = 32<br />
}}<br />
Probably Litchi's best anti air, despite the lack of head attribute invulnerability. It covers an enormous amount of space for the speed and will lead to full combos on relatively high hits, or at any height if it counter hits. A great way to reset pressure as well if spaced, as it can be plus when meaty. This lets Litchi frame trap the opponent with {{clr|D|5D}}e, partially charge {{clr|D|5D}}e to generate more frame advantage and run or IAD in, or you can run in and do mid-run animationless staff launch.<br />
<br />
Also a combo staple, almost every basic combo will involve using this at some point on an airborne opponent.<br />
<br />
*Sets Mantenbou a little over 1/2 screen from Litchi.<br />
<br />
----<br />
'''{{clr|C|214C}}m'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|isProjectile= true<br />
|recovery = 26<br />
}}<br />
Awful. It's too slow compared to the {{clr|B|B}} version and doesn't cover as useful an area while also having limited combo utility.<br />
<br />
*Sets Mantenbou at about a full screen distance away<br />
<br />
}}<br />
<br />
===<big>Tsubame Gaeshi</big>===<br />
{{InputBadge|{{clr|D|623D}}m}}<br />
{{BBCF Move Card<br />
|input=623Dm<br />
|description=<br />
Tsubame Gaeshi is Litchi's DP with good speed and an amazing hitbox that goes all around and high above her. It carries the opponent to the top of the screen and scores a knockdown shortly after. However, it can only be used with Mantenbou equipped '''and cannot be RC'd.'''<br />
<br />
For combos, it's Litchi's go-to ender for knockdowns. At midscreen, she struggles to prevent the opponent from rolling away, but in the corner, she can safely meaty the opponent and check rolls by doing {{clr|D|623D}}m 44 {{clr|D|5[D]}}e with neutral techs being covered by releasing the staff early. If the opponent doesn't, you can continue holding the staff and press {{tt|{{clr|B|5B}}e buffer {{clr|C|5C}}e|Combo on roll, make sure to continue holding {{clr|D|[D]}}: {{clr|B|5B}}e {{clr|C|5C}}e sjc9 {{clr|B|j.B}}{{clr|C|C}}e {{clr|C|j.236C}}e {{clr|B|4B}}m {{clr|B|214B}}m {{clr|B|236B}}e {{clr|A|63214A}}e~{{clr|B|B}} {{clr|C|6C}}e1 {{clr|D|5[D]}} {{clr|C|6C}}e2 dl {{clr|B|236B}}e {{clr|C|236C}}e {{clr|B|4B}}e {{clr|D|623D}}m}} to check rolls. Once the opponent respects this, you can start doing {{clr|C|421[C]}}e plus {{clr|D|5]D[}} for an unreactable crossup.<br />
<br />
If you need to kill, it also allows Litchi to combo into supers trivially anywhere on the screen. Midscreen, you can combo {{clr|D|623D}}m {{clr|C|6428C}}. In the corner, you can do {{clr|D|623D}}m {{clr|C|6C1}}e {{clr|D|632146D}}e -> IABD {{clr|C|j.C}}w OD {{clr|C|6428C}} dl EA for 2215 minimum damage.<br />
<br />
Being able to converrt after it in the corner also makes it niche combo filler, but this isn't used much.<br />
<br />
*The staff is considered a new projectile after reappearing and will be active '''even if Litchi is already in hitstun''', but will disappear if she's hit after this.<br />
*If the opponent goes a punish too late, the second hit can punish the opponent instead - This only occurs if Litchi would be able to recover and block anyway, however, as the projectile is inactive if Litchi is in hitstun or blockstun.<br />
*Sets Mantenbou '''vertically'''.<br />
*If jumped over, will left/right unblockable the opponent.<br />
}}<br />
<br />
===<big>Three Dragons</big>===<br />
{{InputBadge|{{clr|A|236A}}/{{clr|B|B}}/{{clr|C|C}}e}}<br />
{{BBCF Move Card |versioned=name<br />
|input=236Ae,236Be,j.236Be,236Ce,j.236Ce<br />
|description=<br />
Litchi's Rekka series, each move can be cancelled into any of the other moves, but no move may be repeated in the same chain.<br />
*On hit, all three can cancel into all versions of [[#Reach_(Riichi)|Reach]], or Four Winds<br />
*Third special used in the chain gains increased hitstop<br />
----<br />
'''Three Dragons: White (Haku)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 3<br />
|recovery = 20<br />
}}<br />
Litchi's special low. Usually used as combo filler after {{clr|B|214B}}m, but also has use as a character specific combo extender when used as the last hit of the sequence, as Litchi can do 66 {{clr|B|5B}}e to extend after it. Also good for frame trapping after {{clr|C|236C}}e, since it's safe on block. The only move of this set that must be performed grounded, so be sure to allow the move you used beforehand to land before trying this.<br />
*-7 on {{Tt|[[BBCF/Mechanics#Guard_Cancel_Overdrive|GCOD]].|The difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that '''both players input during the hitstop of a prior move''', so that this attack and ODR start on the same frame.}}<br />
----<br />
'''Three Dragons: Green (Hatsu)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 4<br />
|recovery = 23<br />
|specialRecovery = 15<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|specialRecovery = 15<br />
}}<br />
Litchi's primary combo extender. Has enough hitstun to perform Riichi A, land on the staff and continue with the B followup, which is the basis of almost all Litchi combos. Also lets Litchi combo off air hit 6Ce2 and j.Ce because the air version is extremely fast. Cannot be cancelled into anything if this move misses and only recovers when Litchi lands., making it very painful if this misses, especially if performed in the air.<br />
----<br />
'''Three Dragons: Red (Chun)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 26<br />
|active = 3<br />
|recovery = 8<br />
|specialRecovery= 14<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 26<br />
|active = 3<br />
|specialRecovery= 14<br />
}}<br />
Mostly used as combo filler during rekka sequences. If used after {{clr|B|236B}}e in or near the corner Litchi has enough frame advantage to combo into {{clr|B|5B}}e. Likewise cannot be cancelled into anything if this move misses and only recovers when Litchi lands. Also an overhead you can mix with 236A, but somewhat limited use due to it's extremely obvious animation.<br />
}}<br />
<br />
===<big>Unarmed Lunge (Kanchan)</big>===<br />
{{InputBadge|{{clr|C|421C}}e (Hold OK)}}<br />
{{BBCF Move Card<br />
|input=421Ce<br />
|description=<br />
Litchi dashes forward for a lunging palm attack. Holding the button will extend the dash, and allow Litchi to instead dash past the opponent for a powered-up crossup version of the attack.<br />
----<br />
'''Normal Version'''<br />
<br />
A powerful defensive or anti poke option due to the early body invulnerability, characters that mostly rely on body attribute moves like Mai can struggle to deal with this.<br />
<br />
Mostly combo filler near the corner, but it has utility as a pressure tool with staff or rapid cancel to make Litchi plus. The first two hits also have very little hitstop, so Rapid Cancelling the first hit and throwing can give Litchi an abrupt way to get into range to throw.<br />
<br />
*Blows the opponent back.<br />
*Wall bounces in the corner or on counter hit.<br />
---- <br />
'''Crossup Version'''<br />
<br />
An extremely powerful crossup move because Litchi can release vertical staff just before or after she crosses them up with this for an unreactable left/right mixup. Also plus on block, but generally not useful for this because your opponent will naturally instant block this by reacting and changing block direction.<br />
<br />
Also a hilarious defensive option, as unlike the uncharged version the fact it slides behind the opponent can let it beat moves that aren't body attribute by getting behind the opponent before they go active.<br />
*Fatal Counters<br />
*Wall bounces midscreen.<br />
}}<br />
<br />
===<big>Reach (Riichi)</big>===<br />
{{InputBadge|{{clr|A|63214A}}e/{{clr|B|B}}e/{{clr|C|C}}e (Air OK)}}<br />
{{BBCF Move Card |versioned=name <br />
|input=63214Ae,63214Be,63214Ce<br />
|description= Litchi attempts to jump towards her set staff and do one of three things depending on the button presesed. If she can't reach the staff due to being out of range or obstructed in some way, she will simply land on the floor instead. All three moves use the same leaping animation at the start, meaning it won't be clear to your opponent which move you've chosen until you reach the staff. Because this can be used in the air and doesn't consume any air options, it can be used as an evasion tool in various situations.<br />
<br />
*Can only be used when the staff is set and not doing anything.<br />
*Recovery in Square brackets is if Litchi misses the staff.<br />
*After using any version of Reach, no version may be used until Litchi lands.<br />
<br />
----<br />
'''Reach: Last Chance (Riichi)'''<br />
<br />
Litchi jumps to the staff and then balances on top of it, with various moves possible afterwards. Primarily combo filler with the {{clr|B|B}} followup, but sometimes useful for mobility. The {{clr|C|C}} followup also is surprisingly good on block and can cross over the opponent. See next move card for followups.<br />
<br />
*Has a shorter range than the other two versions to reach the staff (Since she needs to reach the top of it)<br />
*Can airdash off of the staff with 66/44.<br />
*Can jump off of the staff.<br />
*Drops from the staff with 2.<br />
<br />
----<br />
'''Reach: Robbing the Kong (Riichi B)'''<br />
<br />
Litchi jumps to the staff and kicks it forwards in a small arc as a projectile in basically the same way as Ren Chan. A great way to take advantage of the opponent's respect in neutral since it's very plus and can leave the staff next to them.<br />
*Maintains the staff's current set.<br />
*Staff remains active if Litchi is hit after it is launched.<br />
<br />
----<br />
'''Reach: Kong on Kong (Riichi C)'''<br />
<br />
Litchi jumps to the staff and launches herself forwards. Sort of an airdash off the staff that doesn't actually use up your air options, but is rather slow. It's generally better to use {{clr|A|63214A}} instead and just drop down or airdash off it, but this version at least has a longer range where it will work.<br />
}}<br />
<br />
===<big>Reach: Last Chance followups</big>===<br />
{{InputBadge|Reach: Last Chance~X}}<br />
{{BBCF Move Card |versioned=name<br />
|input=63214Ae~A,63214Ae~B,63214Ae~C,63214Ae~D<br />
|description=<br />
Once atop the staff, Litchi has various moves she can perform:<br />
<br />
----<br />
'''Dismount (2, 66, 44, 7/8/9)'''<br />
<br />
Not listed as a special move in game, but Litchi is able to perform a normal airdash or double jump from the staff, or simply dismount by pressing 2. All moves have the standard frame data for their air versions. Since going onto the staff does not restore your air options, if you have already used it up before using Reach: Last Chance, then you will not be able to use airdashes or double jumps from this stance.<br />
<br />
Dismounting by pressing 2 takes 1 frame and leaves Litchi airborne and moving downwards, allowing you to use jump normals pretty quickly. Litchi will also dismount automatically after 180 Frames of doing nothing.<br />
<br />
----<br />
'''One Shot (Ippatsu A) ({{clr|A|A}} button)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|recovery = 17<br />
}}<br />
Does a kick diagonally downwards that launches her opponent upwards and towards Litchi with a surprising amount of untech time. While it can be used as a poke while atop the staff, has a jump cancel and even combos into itself, the only time you'll really use this is to combo into astral.<br />
<br />
This is the only move that does not dismount Litchi from the staff. <br />
<br />
----<br />
'''Three Dragons: Green (Ippatsu B) ({{clr|B|B}} button)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 4<br />
|recovery = 9<br />
|specialRecovery= 11<br />
}}<br />
Great for combos. Despite its name, it's not part of the Three Dragons rekka, so Litchi can't cancel this into anything, but this lets Litchi fall to the ground and pick up with {{clr|B|5B}}e or {{clr|C|6C}}e. Also, since it's not part of this series, it counts separately for Same Move Proration. If you do want to use the full Rekka series, input manually as you normally would; the act of pressing 2 when doing 236 will dismount from the staff and then you can do the air version of this move.<br />
*Recalculates launch direction<br />
<br />
----<br />
'''Three Dragons: Red (Ippatsu C) ({{clr|C|C}} button)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 3<br />
|recovery = 4<br />
|specialRecovery= 11<br />
}}<br />
Not really seen in combos and like before, cannot be cancelled into anything and has its own Same Move Proration, but it's a nice attack to use after leaping to the staff in neutral since it can cross the opponent up and is +0 at absolute worst.<br />
*Recalculates Staff launch direction<br />
<br />
----<br />
'''Robbing a Quad (Ippatsu D) ({{clr|D|D}} button)'''<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 7<br />
|inactive2= 8<br />
|active3 = 3<br />
|recovery = 9<br />
}}<br />
Litchi Drops to the floor and kicks backwards, making this a tool mostly used in a specific corner routing. Used in some of Litchi's highest damaging combos with manual staff release timings, but only useful if the opponent is near enough to the corner for {{clr|B|214B}}m set to be facing towards the corner rather than away, since it '''does not recalculate launch direction.''' Not useful as a pressure tool, as leaping to the staff is slow and it's difficult to face the right way for the second hit to leave you plus. On paper this can be used as an overhead to mix in with the overhead attack above, but both moves need your opponent to be in a different position to connect, so it's a gimmick mixup a best. <br />
<br />
----<br />
'''Nine Gates of Heaven''' ({{clr|D|46D}}) <br />
<br />
Litchi's Astral is also performed from here, see [[#Nine_Gates_of_Heaven|here]] for full details<br />
}}<br />
<br />
===<big>The Four Winds (Shinshin)</big>===<br />
{{InputBadge|{{clr|D|41236D}}e}}<br />
{{BBCF Move Card<br />
|input=41236De Vertical,41236De Horizontal |versioned=name<br />
|description=<br />
Causes the staff to basically become a big hitbox that strikes multiple times, with the staff's movment based on which set was used: <br />
<br />
'''Vertical Set'''<br />
A surprisingly powerful anti air or blockstring option after {{clr|B|214B}}m. If it hits the opponent it leads to a full combo since it's untechable until touching the ground.<br />
----<br />
'''Horizontal Set'''<br />
<br />
Really plus, but is better as a blockstring option than as setplay, since if the opponent gets hit off the ground or in the air they can air tech out to escape.<br />
----<br />
*The staff needs to be fully set and not doing anything else to perform this move.<br />
*Remains active even if Litchi blocks or is hit.<br />
*Always launches towards the opponent's current position.<br />
*Will not move off screen in the corner.<br />
}}<br />
<br />
===<big>Kote Gaeshi</big>===<br />
{{InputBadge|{{clr|D|623D}}e / {{clr|D|421D}}e (air OK)}}<br />
{{BBCF Move Card<br />
|input=623De,j.623De |versioned=name<br />
|description=<br />
<br />
A move that adjusts a set staff's position slightly and can be used to switch whether it is in horizontal or vertical set. If done in the air it also halts her momentum, so it can be done as a stall.<br />
<br />
It also recalculates the direction of staff launch to the opponent's position '''at the time Kote Gaeshi was inputted''', instead of when Mantenbou was originally set, making this useful for zoning.<br />
<br />
*Staff must be fully set and not doing anything to use this move.<br />
*Cannot be special cancelled into.<br />
<br />
'''{{clr|D|623D}}'''<br />
<br />
The staff hops forward.<br />
*Sets the staff to Vertical Set.<br />
----<br />
'''{{clr|D|421D}}'''<br />
<br />
The staff hops backward.<br />
*Sets the staff to Horizontal Set.<br />
----<br />
<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
===<big>All Green (Ryuisou)</big>===<br />
{{InputBadge|{{clr|C|6428C}}}}<br />
{{BBCF Move Card<br />
|input=6428C<br />
|description=<br />
Creates a huge firey explosion in front of Litchi, in OD the explosion rises upwards and hits repeatedly.<br />
Mostly a combo ender to kill after {{clr|D|623D}}m. Can be used as a hard callout to neutral options or setplay, but has a deadzone. While it isn't technically invulnerable until it goes active, the flame will always appear once the superflash happens so it will can trade against long ranged pokes. Also useful early in OD combos as the overdrive version can extend your combo rather than end it, ie: {{clr|B|5B}}m {{clr|C|5C}}m {{clr|C|3C}}m ODC {{clr|C|6428C}} {{clr|C|421C}}+{{clr|D|6D}} ->.<br />
*Minimum damage: 800 OD: 1002<br />
}}<br />
<br />
===<big>All Terminals (Chinroutou)</big>===<br />
{{InputBadge|{{clr|C|632146C}}}}<br />
{{BBCF Move Card<br />
|input=632146C<br />
|description=<br />
*Hold D during the staffed version of the move to set the staff in Horizontal mode and use the staffless ender instead of the staffed ender.<br />
*Minimum damage: 975 OD: 1222<br />
Autocombo Distortion drive, with two variants depending on whether Litchi has her staff, but this does not change the damage. One of your more damaging supers to end combos with and boasts the best minimum damage, but is difficult to actually combo into compared to Vertical {{clr|D|632146D}}e or {{clr|C|6428C}}. Also a underwhelming reversal super with awful vertical range and average horizontal range. The superflash also occurs right at the beginning of its startup, making it more easy to react to than other distortion drives. It's still decent during blockstrings, however.<br />
<br />
The Staffless ender doesn't lead to anything except for doing a fullscreen meaty with horizontal set, which is conveniently placed down by holding D during the staffed version. It hits all tech options and meaties neutral tech, then leads to absolutely nothing, but sometimes one more hit is all you need.<br />
}}<br />
<br />
===<big>Thirteen Orphans (Kokushi)</big>===<br />
{{InputBadge|{{clr|D|632146D}}e}}<br />
{{BBCF Move Card<br />
|input=632146De Vertical,632146De Horizontal |versioned=name<br />
|description=<br />
'''Vertical Set'''<br />
Mantenbou turns into a spinning top that rises upwards, hitting repeatedly on the way.<br />
<br />
An amazing super that's great for ending combos in the corner and as a plus on block reversal if Litchi is near a vertical set staff. Stays on hit and activates during the invulnerability, so Litchi will trade and win with almost anything, except for low profiles and throws. On counter hit it also lets Litchi run under to steal the corner and still combo due to being fully untechable.<br />
<br />
Also used in {{tt|Litchi's double super setups| {{clr|D|623D}}m {{clr|C|6C1}}e {{clr|D|632146D}}e IABD {{clr|C|j.C}}w OD {{clr|C|6428C}} dl EA}} for 2215 minimum damage in the corner.<br />
*Minimum damage: 910<br />
<br />
----<br />
'''Horizontal Set'''<br />
Mantenbou turns into a Doll of sorts and rushes forwards with a series of punches, not unlike Carl's Rhapsody Of Memory's or Relius' Duo Bios.<br />
<br />
A great lockdown super if you can get the opponent to block it. It has extremely long startup which makes setups involving this super limited. Unlike the other doll lockdown supers, will track the opponent horizontally and doesn't have a hurtbox.<br />
*Stays on hit.<br />
*Minimum damage: 780<br />
----<br />
*Returns the staff to Litchi afterwards<br />
*Both versions are technically invulnerable on the frame prior to superflash, but the invuln ends during superflash meaning Litchi is effectively vulnerable on that frame. The staff attack will not be interrupted if hit on this frame.<br />
*Due to how Litchi's overdrive works, there is no Overdrive version of this move.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Overdrive==<br />
===<big>The Great Wheel</big>===<br />
{{InputBadge|Direction + {{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=OD Staff<br />
|description=<br />
Litchi overdrive overrides the state of Mantenbou into a special state where Mantenbou stays with Litchi at all times and can do a medium ranged attack in any direction by pressing D in that direction, if no direction is given, the staff will try to angle directly at Litchi's opponent. This attack can be done whenever Litchi isn't in hitstun or guardstun.<br />
<br />
Litchi herself has access to her non-staff moveset, excluding all moves that normally interact with the staff. Litchi also gains the ability to cancel any normal (Except {{clr|C|6C}})) into any other normal, air throw or jump, with the exception that {{clr|B|2B}} and {{clr|C|2C}} may only be used twice in any given string of cancels.<br />
<br />
Given how drastically this changes how Litchi's entire combo theory works, players must learn Overdrive specific combos due to the new possibilities, but also that most standard combos will no longer work.<br />
<br />
Amazing for pressure since it can enable infinite airtight high/low mixup blockstrings, or unreactable left/right mixups with staff and {{clr|C|421[C]}}. Sadly, Overdrive is too valuable to use it this way frequently since the blockstrings are still vulnerable to counter assault or your opponents Overdrive.<br />
<br />
A very strong overdrive for combos regardless - an extremely effective and easy combo route is to loop {{clr|C|6C}} {{clr|D|3D}} repeatedly then super before the overdrive runs out. In her more advanced combos, mostly those with longer OD durations, you want to combo from anything -> {{clr|C|6428C}} -> Anything -> {{clr|C|632146C}}/Exceed Accel for maximum damage.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Crimson Peacock</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
Universal reversal with a poor vertical hitbox. Somewhat useful in the corner because it will swap sides. Also used as the ender to her double super combos for extreme damage, and is likely to have active flow due to spending 100 meter.<br />
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*303/606 Minimum Damage<br />
*Leaves Litchi in Staffed Mode<br />
*Swaps sides<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Nine Gates of Heaven</big>===<br />
{{InputBadge|Last Chance > {{clr|D|46D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}} or {{InputBadge|{{clr|D|34123646D}} in Overdrive when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}<br />
{{BBCF Move Card<br />
|input=63214Ae~46D<br />
|description=<br />
Litchi leaps off the screen and performs a dive kick from offscreen at extreme speed but a shallow angle, covering most of the screen. Litchi will aim her dive kick based on where she was horizontally when she activated it, although it's honestly difficult to miss anyone who is in hitstun at the time. While it is one of the slower Astrals and has the awkward requirement of needing Litchi to be on the staff or in overdrive, it does enjoy full invulnerability and a very short startup after the flash, making it hard to react to (Although somewhat easy to see coming due to needing to be on the staff) and good for punishing attempts to attack her while she's stood there.<br />
<br />
Despite the requirements appearing high, Litchi's combo structure lets her combo into it without much trouble. You can combo into it from {{clr|A|63214A}}e~{{clr|A|A}} followup. <br />
<br />
*Hold 6 to make Litchi attack from the other side of the screen. Not a crossup, but is required to combo into astral off {{clr|A|63214A}}e~{{clr|A|A}} in the corner.<br />
*Hold D to delay the kick.<br />
*Awful recovery of over a second if she doesn't hit. Is a massive Hail Mary play in Neutral as a result.<br />
'''Example Combo''' <br />
*{{clr|B|5B}}m {{clr|C|5C}}m {{clr|C|3C}}m {{clr|B|214B}}m {{clr|A|236A}}e {{clr|B|236B}}e {{clr|A|63214A}}e~{{clr|A|A}} {{clr|D|46D}}<br />
<br><br />
<br />
In OD, this works much differently. The input changes to {{clr|D|34123646D}}, and she can only use it if the staff is hovering behind her. She can still delay the initial kick and crossup as normal. As the final input is {{clr|D|6D}}, the staff will still launch, and it can hit her opponent during the startup and combo into Astral. The input may seem intense, but as her main OD combo structure involves a {{clr|D|3D}} input, it's easier than it seems to combo into. The input can also be buffered during an Overdrive Cancel, such as {{clr|C|6C}}(1) > ODC > Astral.<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Litchi}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Litchi Faye Ling|size=42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Manta