BBCF/Es: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=BBCF|chara=Es|discord=https://discord.gg/YSP6MV6|forums=http://www.dustloop.com/forums/index.php?/forums/forum/367-es/|videos=http://horibuna.web.fc2.com/BBCF/BBCF_ES.html}}
{{InvisibleHeader}}{{NavTabs|game=BBCF|chara=Es|discord=https://discord.gg/YSP6MV6|forums=http://www.dustloop.com/forums/index.php?/forums/forum/367-es/|videos=https://keeponblaz.in/#/?p1chars=es}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{FlexContainer}}
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{{FP Box|header=Overview
{{FP Box|header=Overview
|content=
|content= Es is a '''well rounded character''' that has straightforward tools such as a fast projectile and a DP. Es's unique mechanics involve her Drive and her Bors buff. Es's Drive allows her to set crests after certain attacks that deal damage after a set period of time. Es's Bors buff gives her the ability to use an enhanced version of each of her specials. Es's normals also have amazing range that she can use to dominate the midrange safely. In short, Es has a '''strong neutral game.'''


Es is not without her shortcomings, however. Her longer range moves have notable recovery. She also has limited gatling options and mixup, she has more character specific routes than most, and without resources she has low to average damage. Despite these weaknesses, Es is rather '''friendly for beginners'''. Her execution barrier is low, and she can change her simple gameplan on the fly.
{{Bio
{{Bio
| name = Es
| name = Es
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| voice =  
| voice =  
| quote =  
| quote =  
| lore =  
| lore = Es is the main heroine of ''XBlaze – Code: Embryo'' and a former Embryo Storage. She is the true protagonist of ''XBlaze Lost: Memories''. She first made a cameo in ''BlazBlue: Central Fiction'' in Act II during Naoto's arcade mode. She was released as a console-exclusive character that in fall of 2016 for the console version of Central Fiction, and formally added to the arcade version later.
}}
}}
{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
|intro={{Character Label|BBCF|Es}} is a well-rounded character with a slight emphasis on projectiles and zoning.
|intro={{Character Label|BBCF|Es}} is a well-rounded character with a slight emphasis on projectiles and zoning.
|pros=
|pros=
*Due to the range of her projectiles and normals, can control space from most distances.
*Controls space from most distances.
*Can get full corner carry from many starters, great carry overall.
*Can get full corner carry from many starters, great carry overall.
*Gets a lot of mileage from Crush Trigger, from fullscreen carry in normal combos to damaging conversions when used in tandem with a crest
*Gets a lot of mileage from Crush Trigger e.g fullscreen carry and/or solid damage with a crest
*Crests can allow you to keep your mixups plus on block, while also allowing you to continue pressure
*Crests can allow you to keep your mixups plus on block and/or continue pressure
*Unique air dash arc opens up crossup opportunities
*One of the fastest runs in the game.
|cons=
|cons=
*Has limited mixup as her gatling routes are limited, cancels into specials and D buttons will always either leave a gap or put her vulnerable  
*Has limited mixup as her gatling routes are limited, cancels into specials and D buttons will always either leave a gap or put her vulnerable  
*Long recovery on ground buttons and not many ways to keep yourself safe if blocked, need to be careful about using them and choosing where to commit
*Long recovery on ground buttons and not many ways to keep herself safe if blocked, needs to be careful about committing too hard.
*Has a few character specific combo routes, advanced combos take some time to learn.
*Has a few character specific combo routes, advanced combos take some time to learn.
*Damage output can be on the lower end without Bors, or if you're not using the "advanced" routes
*Damage output can be on the lower end without Bors, or if you're not using the "advanced" routes
}}
}}
}}
{{FP Box|header=Drive: Crest Arts
|content=After certain attacks, an "after image" appears - these are called Crests. Each Crest activates after a period of time, like a delayed bomb. Crests are often used in combos, mixups, and okizeme. All of Es's Drive normals have Crest effects, while Es's specials only have Crest effects after using Boros.
*Crests disappear if Es gets hit, blocks an attack, or techs a throw.
*Only one crest can be on screen at a time. So for example, if you place a j.D crest and then try to use a crest that activates immediately like 5D or 2D '''''before''''' the j.D crest activates: j.D's crest will disappear.
*Boros power up is lost after Es uses a special with Crest effect or Es gets hit.
| subheader1=Overdrive: Amplifier "Avalon"
| content2=Es's Overdrive is primarily used to close out rounds, as the Galahad buff with it's increased minimum damage makes for an excellent round ender. If you're in the corner, the Palamedes buff also allows for you to chain into double super for even more damage (ex. 3C > 6D > Palamedes > Galahad). Overdrive has a few other uses too though. Landing a stray hit at round start and converting into Overdrive will easily net you close to 4K damage and fullscreen carry to the corner. If you're low on health, the increased timer on Percival can also prove usual in some situations.
*Gives additional hits to Crests.
*Drive normals have faster startup, allowing Es to combo into them.
*Can have multiple Crests on screen
*632146D (Percival) lasts for about 9 seconds instead of 7(1/2) seconds. (This is with max health in mind, 623146D will decrease at a much slower rate for as long as OD is active)
}}
}}
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{{FP Box|header=Drive: Crest Arts
|content=After certain attacks, an "after image" appears - these are called Crests. Each Crest activates after a period of time, like a delayed bomb. Crests are often used in combos, mixups, and okizeme. All of Es's Drive normals have Crest effects, while Es's specials only have Crest effects after using Boros.
*Crests disappear if Es gets hit, blocks an attack, techs a throw, or if her opponent techs a throw.
*Only one crest can be on screen at a time. So for example, if you place a j.D crest and then try to use a crest that activates immediately like 5D or 2D '''''before''''' the j.D crest activates: j.D's crest will disappear.
*Boros power up is lost after Es uses a special with Crest effect or Es gets hit.
| subheader1=Overdrive: Amplifier "Avalon"
| content2=Es's Overdrive is primarily used to close out rounds, as the Galahad buff with it's increased minimum damage makes for an excellent round ender. If you're in the corner, the Palamedes buff also allows for you to chain into double super for even more damage (ex. 3C > 6D > Palamedes > Galahad). Overdrive has a few other uses too though. Landing a stray hit at round start and converting into Overdrive will easily net you close to 4K damage and fullscreen carry to the corner. If you're low on health, the increased timer on Percival can also prove usual in some situations.
*Gives additional hits to Crests.
*Drive normals have faster startup, allowing Es to combo into them.
*Can have multiple Crests on screen
*632146D (Percival) lasts for about 9 seconds instead of 7(1/2) seconds. (This is with max health in mind, 623146D will decrease at a much slower rate for as long as OD is active)
}}


==Normal Moves==
==Normal Moves==
====== <span style="visibility:hidden;font-size:0">5A</span> ======
 
{{MoveData
===<big>5A</big>===
|image=BBCF_Es_5A.png |caption= Terribly short range
<div class="attack-container">
|name=5A
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
BBCF_Es_5A.png | Terribly short range
{{!}}-
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|5A}}
{{#lst:{{PAGENAME}}/Data|5A}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Chains into itself up to 3 times.
*Chains into itself up to 3 times.
*Short Range
*Short Range
*Hits Crouchers
Short ranged wrist slap. Good for setting up stagger pressure, tick grabs, and jump cancellable on block. Can try to reset pressure with a jump or go straight into j.C instant overhead. Be careful though, it can still be low profiled by things like Kokonoe's 2A or Izanami's 2B.  
Short ranged wrist slap. Good for setting up stagger pressure, tick grabs, and jump cancellable on block. Can try to reset pressure with a jump or go straight into j.C instant overhead. Be careful though, it can still be low profiled by things like Kokonoe's 2A or Izanami's 2B.  
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">5B</span> ======
 
{{MoveData
===<big>5B</big>===
|image=BBCF_Es_5B.png |caption=Combo Filler
<div class="attack-container">
|name=5B
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
BBCF_Es_5B.png |Combo Filler
{{!}}-
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|5B}}
{{#lst:{{PAGENAME}}/Data|5B}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Short Range
*Short Range
*Common combo starter
*Common combo starter
Short ranged downward slash used primarily in combos. Shouldn't be used as a pressure or neutral tool.  
Short ranged downward slash used primarily in combos. Shouldn't be used as a pressure or neutral tool.  
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">5C</span> ======
 
{{MoveData
===<big>5C</big>===
|image=BBCF_Es_5C.png |caption=Long recovery
<div class="attack-container">
|name=5C
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
BBCF_Es_5C.png |Long recovery
{{!}}-
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|5C}}
{{#lst:{{PAGENAME}}/Data|5C}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Good whiff punish tool
*Good whiff punish tool
*Good poke when you have a Bors buff
*Good poke when you have a Bors buff


5C has a lot of reach but not a lot of reward on hit without a Bors buff so it's often best to use it as a whiff punish tool instead of a poking tool since 5C has a lot of recovery on whiff, making it risky to throw. If you have a Bors buff though, the risk and rewards balance out more and it becomes feasible to use as a poke in some situations.  
5C has a lot of reach but not a lot of reward on hit without a Bors buff. It's often best to use it as a whiff punish tool instead of a poking tool since 5C has a lot of recovery on whiff, making it risky to throw out. If you have a Bors buff though, the risk and rewards balance out more and it becomes feasible to use as a poke in some situations.  
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">2A</span> ======
 
{{MoveData
===<big>2A</big>===
|image=BBCF_Es_2A.png |caption=Same story as 5A
<div class="attack-container">
|name=2A
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
BBCF_Es_2A.png |Same story as 5A
{{!}}-
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|2A}}
{{#lst:{{PAGENAME}}/Data|2A}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Chains into itself up to 3 times
*Chains into itself up to 3 times
*Can whiff cancel into itself


Mostly used at the beginning of pressure, similar to 5A. It's even on block and has little blockstun, making it a great for stagger pressure and tick throws. 2A can also be pretty good as a defensive tool to mash out of pressure as well since the pommel strike has a good amount of reach.   
Mostly used at the beginning of pressure, similar to 5A. It's even on block and has little blockstun, making it a great for stagger pressure and tick throws. 2A can also be pretty good as a defensive tool to mash out of pressure as well since the pommel strike has a good amount of reach.   
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">2B</span> ======
 
{{MoveData
===<big>2B</big>===
|image=BBCF_Es_2B.png |caption=Decent neutral poke
<div class="attack-container">
|name=2B
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
BBCF_Es_2B.png |Decent neutral poke
{{!}}-
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|2B
{{#lst:{{PAGENAME}}/Data|2B
}}
}}
{{!}}-
|}
{{Description|8|text=
==== ====
* A good poke
* A good poke
* Can be Kara canceled into throws or barrier
* Can be Kara canceled into throws or barrier
* Dodgy-looking low hit
* Dodgy-looking low hit


2B is a good poke to go for since it has decent reach and the recovery on whiff isn't going to leave you too vulnerable to whiff punishment. Please note though that the hurtbox on 2B is not particularly great and might lead to some trades. For this reason, you don't want to outspace your opponent with your pokes. You mostly want to aim to hit opponent's out of the startup of their pokes or catch them trying to do something in neutral. 2B is also a low but it doesn't come up much currently in her mixups.  
2B is a good poke to go for since it has decent reach and the recovery on whiff isn't going to leave you too vulnerable to whiff punishment. Please note though that the hurtbox on 2B is not particularly great and might lead to some trades. For this reason, you don't want to outspace your opponent with your pokes in general. You mostly want to counterpoke your opponent or catch them trying to do something in neutral. 2B is also a low but it doesn't come up much currently in her mixups.  


As an interesting extra, 2B moves Es forward and be kara canceled into throws and barrier. The kara cancel can be good for some throws setups while the kara cancel into barrier is mostly useful for a crossunder left/right mixup on an opponent's neutral tech.
As an interesting extra, 2B moves Es forward and be kara canceled into throws and barrier. The kara cancel can be good for some throws setups while the kara cancel into barrier is mostly useful for a crossunder left/right mixup on an opponent's neutral tech.
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">2C</span> ======
 
{{MoveData
===<big>2C</big>===
|image=BBCF_Es_2C.png |caption=Combo Tool/Punish Starter
<div class="attack-container">
|name=2C
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
BBCF_Es_2C.png |Combo Tool/Punish Starter
{{!}}-
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|2C}}
{{#lst:{{PAGENAME}}/Data|2C}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Optional anti-air.
*Optional anti-air.
*Forces standing on Counter Hit.
*Forces standing on Counter Hit.


A rising vertical swipe with the broadsword. Sees most of its use in combos, but it can also be used as an anti-air in situations where 6B isn't the best choice. 2C is also a good starter to use to punish a whiffed reversal, as it forces standing on counter hit which will allow you to link into command grab for a good combo.
A rising vertical swipe with the broadsword. Sees most of its use in combos, but it can also be used as an anti-air in situations where 6B isn't the best choice. 2C is also a good starter to use to punish a whiffed reversal, as it forces standing on counter hit which will allow you to link into command grab for a good combo.
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">6A</span> ======
 
{{MoveData
===<big>6A</big>===
|image=BBCF_Es_6A.png |caption=Pretty decent overhead  
<div class="attack-container">
|name=6A
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
BBCF_Es_6A.png |Pretty decent overhead  
{{!}}-
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|6A}}
{{#lst:{{PAGENAME}}/Data|6A}}
{{!}}-
|}
{{Description|8|text=
==== ====


*Bonus Proration 110%.
*Bonus Proration 110%.
Line 171: Line 212:
*Good for an Overhead mixup.
*Good for an Overhead mixup.


Es Overhead. It's slow but with the right variation of your pressure, you can open people up with it. The foot invuln also makes it great for beating people trying to mash out of 5A/2A stagger pressure with crouching jabs}}
Es Overhead. It's slow but with the right variation of your pressure, you can open people up with it. The foot invuln also makes it great for beating people trying to mash out of 5A/2A stagger pressure with crouching jabs
}}
</div>
====== <span style="visibility:hidden;font-size:0">6B</span> ======
</div>
{{MoveData
 
|image=BBCF_Es_6B.png |caption=Primary anti-air
===<big>6B</big>===
|name=6B
<div class="attack-container">
|data=
<div class="attack-gallery">
{{AttackDataHeader-BBCF}}
<gallery widths="210px" heights="210px" mode="nolines">
{{!}}-
BBCF_Es_6B.png |Primary anti-air
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|6B}}
{{#lst:{{PAGENAME}}/Data|6B}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Good anti-air.
*Good anti-air.
*Floats, even on regular hit
*Floats, even on regular hit
Line 189: Line 236:


6B also sees some use in combos due to its ability to float an opponent, which can be useful for side swap combos.
6B also sees some use in combos due to its ability to float an opponent, which can be useful for side swap combos.
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">6C</span> ======
 
{{MoveData
===<big>6C</big>===
|image=BBCF_Es_6C.png |caption=Combo Filler
<div class="attack-container">
|name=6C
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF|version=yes}}
BBCF_Es_6C.png |Combo Filler
{{!}}-
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Normal 6C}}
{{AttackVersion|name=Normal 6C}}
{{#lst:{{PAGENAME}}/Data|6C}}
{{#lst:{{PAGENAME}}/Data|6C}}
{{!}}-
|-
{{AttackVersion|name=Dash 6C}}
{{AttackVersion|name=Dash 6C}}
{{#lst:{{PAGENAME}}/Data|66C}}
{{#lst:{{PAGENAME}}/Data|66C}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Great for for crouch confirms, midscreen Bors combos and corner combos.
*Great for for crouch confirms, midscreen Bors combos and corner combos.
*Dash 6C Fatal Counters and has 110% Bonus Proration.
*Dash 6C Fatal Counters and has 110% Bonus Proration.
Line 210: Line 262:
*On airborne opponents, 6C will always blowback and give a small wall bounce.
*On airborne opponents, 6C will always blowback and give a small wall bounce.


6C and dash 6C are both core combo tools in Es' more extensive combos, thanks to the blowback it causes on airborne opponents. It also sometimes used as a combo ender, that will even allow you to go for a safe jump j.D.  
6C and dash 6C are both core combo tools in Es' more extensive combos, thanks to the blowback it causes on airborne opponents. It also sometimes used as a combo ender that will even allow you to go for a safe jump j.D.  
   
   
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">3C</span> ======
 
{{MoveData
===<big>3C</big>===
|image=BBCF_Es_3C.png |caption=Combo Ender/Poke
<div class="attack-container">
|name=3C
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
BBCF_Es_3C.png |Combo Ender/Poke
{{!}}-
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|3C}}
{{#lst:{{PAGENAME}}/Data|3C}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Sometimes a good poke.
*Sometimes a good poke.
*Good combo ender to get a Bors buff.
*Good combo ender to get a Bors buff.
Line 231: Line 288:


However, 3C can also be a rewarding frame trap in pressure and a good poke to hit people out of body invuln/guard point moves since it gives a hard knockdown you can pick up with microdash 2A or 5B. For similar reasons, 3C can also be a good button to poke someone out of trying to dash back in and reset their pressure with buttons. 3C has a pretty good amount of recovery on whiff though and is risky so you don't want to use 3C to poke too often .  
However, 3C can also be a rewarding frame trap in pressure and a good poke to hit people out of body invuln/guard point moves since it gives a hard knockdown you can pick up with microdash 2A or 5B. For similar reasons, 3C can also be a good button to poke someone out of trying to dash back in and reset their pressure with buttons. 3C has a pretty good amount of recovery on whiff though and is risky so you don't want to use 3C to poke too often .  
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">j.A</span> ======
 
{{MoveData
===<big>j.A</big>===
|image=BBCF_Es_jA.png |caption=Situational air to air  
<div class="attack-container">
|name=j.A
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
BBCF_Es_jA.png |Situational air to air  
{{!}}-
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.A}}
{{#lst:{{PAGENAME}}/Data|j.A}}
{{!}}-
|}
{{Description|8|text=
==== ====
Mostly good for a fast air to air option up close.  
Mostly good for a fast air to air option up close.  
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">j.B</span> ======
 
{{MoveData
===<big>j.B</big>===
|image=BBCF_Es_jB.png |caption=
<div class="attack-container">
|image2=BBCF_Es_jBB.png |caption2=Great air to air
<div class="attack-gallery">
|name=j.B
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCF_Es_jB.png |
{{AttackDataHeader-BBCF|version=yes}}
BBCF_Es_jBB.png |Great air to air
{{!}}-
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=j.B}}
{{AttackVersion|name=j.B}}
{{#lst:{{PAGENAME}}/Data|j.B}}
{{#lst:{{PAGENAME}}/Data|j.B}}
{{!}}-
|-
{{AttackVersion|name=j.BB}}
{{AttackVersion|name=j.BB}}
{{#lst:{{PAGENAME}}/Data|j.BB}}
{{#lst:{{PAGENAME}}/Data|j.BB}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Great air to air poke.
*Great air to air poke.
*Sometimes a good jump in
*Sometimes a good jump in
*Can cancel into j.BB on whiff.  
*Can cancel into j.BB on whiff.  


Mostly used as an air to air poke because of its horizontal reach. It also goes slightly upwards so it can be good for hitting someone higher up in the air than you are like Izanami floating at super jump height as an example.  
Mostly used as an air to air poke because of its horizontal reach. It also goes slightly upwards so it can be good for hitting someone higher up in the air than you are, like Izanami floating at super jump height.  


j.B can also be a pretty good jump in as well. j.B is good against standing opponents and opponents at airdash heights, while j.BB is good against people on the ground both standing and crouching.   
j.B can also be a pretty good jump in as well. j.B is good against standing opponents and opponents at airdash heights, while j.BB is good against people on the ground both standing and crouching.   
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">j.C</span> ======
 
{{MoveData
===<big>j.C</big>===
|image=BBCF_Es_jC.png |caption=Optional jump-in
<div class="attack-container">
|name=j.C
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
BBCF_Es_jC.png |Optional jump-in
{{!}}-
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|j.C}}
{{#lst:{{PAGENAME}}/Data|j.C}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Good for safe jumps
*Good for safe jumps
*Sometimes good for mixups
*Sometimes good for mixups
Line 287: Line 359:
j.C has a pretty huge hitbox, making it a great button for jump ins sometimes. You mostly want to use it from low to the ground air dashes and certain instances when you're falling down from a jump. j.C can't cancel into anything on block so using it at a low height is an absolute thing you must do in order to have enough blockstun/hitstun to stay safe or keep pick up the combo.  
j.C has a pretty huge hitbox, making it a great button for jump ins sometimes. You mostly want to use it from low to the ground air dashes and certain instances when you're falling down from a jump. j.C can't cancel into anything on block so using it at a low height is an absolute thing you must do in order to have enough blockstun/hitstun to stay safe or keep pick up the combo.  


Because j.C's hitbox hits so far below Es, you can also use it to do instant overheads. However, as mentioned in the previous paragraph concerning jump ins, you can't cancel into anything on block so it's a risky option and it's usually best used when you have 50 meter to rapid cancel to keep yourself safe and extending the combo into something more damaging. j.C can also be used for safe jumps on oki from certain enders   
Because j.C's hitbox hits so far below Es, you can also use it to do instant overheads. However, as mentioned in the previous paragraph concerning jump ins, you can't cancel into anything on block so it's a risky option and it's usually best used when you have 50 meter to rapid cancel to keep yourself safe and extend the combo into something more damaging. j.C can also be used for safe jumps on oki from certain enders   
}}
</div>
}}
</div>


==Drive Moves==
==Drive Moves==
====== <span style="visibility:hidden;font-size:0">5D</span> ======
===<big>5D</big>===
{{MoveData
<div class="attack-container">
|image=BBCF_Es_5D.png |caption=
<div class="attack-gallery">
|name=5D
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCF_Es_5D.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
|-
{{AttackVersion|name=5D}}
{{AttackVersion|name=5D}}
{{#lst:{{PAGENAME}}/Data|5D}}
{{#lst:{{PAGENAME}}/Data|5D}}
{{!}}-
|-
{{AttackVersion|name=Crest}}
{{AttackVersion|name=Crest}}
{{#lst:{{PAGENAME}}/Data|5D Crest}}
{{#lst:{{PAGENAME}}/Data|5D Crest}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Good combo tool
*Good combo tool
*Sometimes good for resetting pressure
*Sometimes good for resetting pressure
Line 314: Line 390:


Also, while uncommon, microdash 5D oki after a midscreen Mordred ender can be a good way to catch no techs and people trying to delay tech. It also outranges many reversals.   
Also, while uncommon, microdash 5D oki after a midscreen Mordred ender can be a good way to catch no techs and people trying to delay tech. It also outranges many reversals.   
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">2D</span> ======
 
{{MoveData
===<big>2D</big>===
|image=BBCF_Es_2D.png |caption= Similar hitbox to 5D, but with a much more delayed crest
<div class="attack-container">
|name=2D
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Es_2D.png | Similar hitbox to 5D, but with a much more delayed crest
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
|-
{{AttackVersion|name=2D}}
{{AttackVersion|name=2D}}
{{#lst:{{PAGENAME}}/Data|2D}}
{{#lst:{{PAGENAME}}/Data|2D}}
{{!}}-
|-
{{AttackVersion|name=Crest}}
{{AttackVersion|name=Crest}}
{{#lst:{{PAGENAME}}/Data|2D Crest}}
{{#lst:{{PAGENAME}}/Data|2D Crest}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Good combo tool
*Good combo tool
*Sometimes a good way to reset pressure
*Sometimes a good way to reset pressure
Line 337: Line 418:


Less frequently used, Es' 2D Crest can be a good way to reset pressure in a blockstring by doing 2D > 236A > delay 236B to force the opponent into blockstun long enough to force them to block 2D's Crest, which will cover your dash forward to reset pressure. Much like 5D though, any gatling into 2D has a gap that players can mash or jump out of so you need to vary your pressure well to catch opponents off guard and make these options less reliable to use.  
Less frequently used, Es' 2D Crest can be a good way to reset pressure in a blockstring by doing 2D > 236A > delay 236B to force the opponent into blockstun long enough to force them to block 2D's Crest, which will cover your dash forward to reset pressure. Much like 5D though, any gatling into 2D has a gap that players can mash or jump out of so you need to vary your pressure well to catch opponents off guard and make these options less reliable to use.  
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">6D</span> ======
 
{{MoveData
===<big>6D</big>===
|image=BBCF_Es_6D.png |caption=
<div class="attack-container">
|name=6D
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Es_6D.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
|-
{{AttackVersion|name=6D}}
{{AttackVersion|name=6D}}
{{#lst:{{PAGENAME}}/Data|6D}}
{{#lst:{{PAGENAME}}/Data|6D}}
{{!}}-
|-
{{AttackVersion|name=Crest}}
{{AttackVersion|name=Crest}}
{{#lst:{{PAGENAME}}/Data|6D Crest}}
{{#lst:{{PAGENAME}}/Data|6D Crest}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Good combo tool, especially in the corner
*Good combo tool, especially in the corner
*Sometimes a good pressure tool  
*Sometimes a good pressure tool  
Line 359: Line 445:


Though more rarely, you can also see 6D used in pressure sometimes to either catch backdashes, beat low mashing with its foot invuln or reset pressure, either by doing 6D > j.236A > air dash j.C or 6D > j.2B > 2B. However, much like her other grounded drives, any gatling into 6D has a gap that can be jumped out of or standing mashed out of so be sure to vary your pressure well to make these less reliable options for them.  
Though more rarely, you can also see 6D used in pressure sometimes to either catch backdashes, beat low mashing with its foot invuln or reset pressure, either by doing 6D > j.236A > air dash j.C or 6D > j.2B > 2B. However, much like her other grounded drives, any gatling into 6D has a gap that can be jumped out of or standing mashed out of so be sure to vary your pressure well to make these less reliable options for them.  
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">j.D</span> ======
 
{{MoveData
===<big>j.D</big>===
|image=BBCF_Es_jD.png |caption=The mother of all hitboxes
<div class="attack-container">
|name=j.D
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Es_jD.png |The mother of all hitboxes
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
|-
{{AttackVersion|name=j.D}}
{{AttackVersion|name=j.D}}
{{#lst:{{PAGENAME}}/Data|j.D}}
{{#lst:{{PAGENAME}}/Data|j.D}}
{{!}}-
|-
{{AttackVersion|name=Crest}}
{{AttackVersion|name=Crest}}
{{#lst:{{PAGENAME}}/Data|j.D Crest}}
{{#lst:{{PAGENAME}}/Data|j.D Crest}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Good combo piece
*Good combo piece
*Good for oki and pressure
*Good for oki and pressure
Line 381: Line 472:


j.D is also pretty good for oki. The j.D attack itself can catch different tech options depending on the combo ender. At the same time, the j.D Crest that gets placed can be useful for either resetting pressure, limiting your opponent's options or making an instant overhead j.C safe/comboable without meter.   
j.D is also pretty good for oki. The j.D attack itself can catch different tech options depending on the combo ender. At the same time, the j.D Crest that gets placed can be useful for either resetting pressure, limiting your opponent's options or making an instant overhead j.C safe/comboable without meter.   
}}
</div>
}}
</div>


==Universal Mechanics==
==Universal Mechanics==
====== <span style="visibility:hidden;font-size:0">Throw</span> ======
===<big>Throw</big>===
{{MoveData
<div class="attack-container">
|image=BBCF_Es_FThrow.png
<div class="attack-gallery">
|image2=BBCF_Es_BThrow.png
<gallery widths="210px" heights="210px" mode="nolines">
|image3=BBCF_Es_AThrow.png |caption=Forward |caption2=Back |caption3=Air
BBCF_Es_FThrow.png|Forward
|name=Throw
BBCF_Es_BThrow.png|Back
|data=
BBCF_Es_AThrow.png|Air
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
|-
{{AttackVersion|name=Forward}}
{{AttackVersion|name=Forward}}
{{#lst:{{PAGENAME}}/Data|BC}}
{{#lst:{{PAGENAME}}/Data|BC}}
{{!}}-
|-
{{Description|8|text=
*100% minimum damage
 
Launches the opponent. Can be picked up with 5B or 214[B].
}}
{{!}}-
{{AttackVersion|name=Back}}
{{AttackVersion|name=Back}}
{{#lst:{{PAGENAME}}/Data|4BC}}
{{#lst:{{PAGENAME}}/Data|4BC}}
{{!}}-
|-
{{Description|9|text=
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.BC}}
|}
==== ====
*100% minimum damage
*100% minimum damage


Pushes the opponent behind her. Same pickup options as with Forward Throw.
Forward throw launches the opponent. Can be picked up with 5B or 214[B].
}}
 
{{AttackVersion|name=Air}}
Back throw pushes the opponent behind her. Same pickup options as with Forward Throw.
{{#lst:{{PAGENAME}}/Data|j.BC}}
 
{{!}}-
Air throw knocks down the opponent. You can pick it up by linking 5B or 6C but you can actually special it as well. The timing is a bit awkward though. You have to do it just a bit after the final of the air throw when she's slamming the opponent into the ground. It might take some practice to get used to but once you get a feel for the timing, you can special cancel into Bors, which will keep you close and give you a Bors buff and then pick up the combo with 2C > en623C
{{Description|9|text=
</div>
</div>


Knocksdown the opponent. You can pick it up by linking 5B or 6C but you can actually special it as well. The timing is a bit awkward though. You have to do it just a bit after the final of the air throw when she's slamming the opponent into the ground. It might take some practice to get used to but once you get a feel for the timing, you can special cancel into Bors, which will keep you close and give you a Bors buff and then pick up the combo with 2C > en623C}}
===<big>Counter Assault</big>===
}}
<span class="input-badge">'''When blocking 6A+B'''</span>
====== <span style="visibility:hidden;font-size:0">Counter Assault</span> ======
<div class="attack-container">
{{MoveData
<div class="attack-gallery">
|image=BBCF_Es_5C.png
<gallery widths="210px" heights="210px" mode="nolines">
|input=6A+B during blockstun |caption=
BBCF_Es_5C.png|
|name=Counter Assault
</gallery>
|data=
</div>
{{AttackDataHeader-BBCF}}
<div class="attack-info">
{{!}}-
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
|-
{{#lst:{{PAGENAME}}/Data|6AB}}
{{#lst:{{PAGENAME}}/Data|6AB}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Uses 5C's animation and hitbox.
*Uses 5C's animation and hitbox.


Has a lot of horizontal range so it can catch characters from further away. Just be sure to watch out for situations where counter assaults can be baited with jump cancels as the counter assault is lacking vertical range.  
Has a lot of horizontal range so it can catch characters from further away. Just be sure to watch out for situations where counter assaults can be baited with jump cancels as the counter assault is lacking vertical range.  
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">Crush Trigger</span> ======
 
{{MoveData
===<big>Crush Trigger</big>===
|image=BBCF_Es_CT.png
<span class="input-badge">'''5A+B (Chargeable)'''</span>
|input=5A+B |caption=
<div class="attack-container">
|name=Crush Trigger
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF|version=yes}}
BBCF_Es_CT.png|
{{!}}-
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Uncharged}}
{{AttackVersion|name=Uncharged}}
{{#lst:{{PAGENAME}}/Data|5AB}}
{{#lst:{{PAGENAME}}/Data|5AB}}
{{!}}-
|-
{{AttackVersion|name=Charged}}
{{AttackVersion|name=Charged}}
{{#lst:{{PAGENAME}}/Data|5[AB]}}
{{#lst:{{PAGENAME}}/Data|5[AB]}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Can be charged.
*Can be charged.


Line 454: Line 554:


It doesn't really see much use in Es play since except for maybe the exception of a midscreen crouch confirm, Es Crush Trigger combos aren't very rewarding. In pressure, it can be an okay option to end a blockstring on a safe note if you try and go for a frame trap with 6C.
It doesn't really see much use in Es play since except for maybe the exception of a midscreen crouch confirm, Es Crush Trigger combos aren't very rewarding. In pressure, it can be an okay option to end a blockstring on a safe note if you try and go for a frame trap with 6C.
}}
</div>
}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Specials==
==Specials==
====== <span style="visibility:hidden;font-size:0">Type: Enchanter "Bors"</span> ======
===<big>Type: Enchanter "Bors"</big>===
{{MoveData
<span class="input-badge">'''214D'''</span>
|image=BBCF_Es_EnchanterBors.png
<div class="attack-container">
|input=214D |caption=Does not enhance her fireball attacks
<div class="attack-gallery">
|name=Type: Enchanter "Bors"
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCF_Es_EnchanterBors.png|Does not enhance her fireball attacks
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|214D}}
{{#lst:{{PAGENAME}}/Data|214D}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Goes away on being hit, and when a throw is teched.
*Goes away on being hit, and when a throw is teched.


Line 475: Line 579:


Bors is a very useful asset to have because it's going to make random confirms hit harder and carry the opponent to the corner no matter where you are as well as help with your mixup and pressure. You can safely get a Bors buff by special canceling a 3C or 6C combo ender but there are also opportunities in neutral to get a Bors buff once you've gotten used to playing neutral with Es.   
Bors is a very useful asset to have because it's going to make random confirms hit harder and carry the opponent to the corner no matter where you are as well as help with your mixup and pressure. You can safely get a Bors buff by special canceling a 3C or 6C combo ender but there are also opportunities in neutral to get a Bors buff once you've gotten used to playing neutral with Es.   
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">Type: Slasher "Griflet"</span> ======
 
{{MoveData
===<big>Type: Slasher "Griflet"</big>===
|image=BBCF_Es_SlasherGriflet.png |caption=
<span class="input-badge">'''623C (Air OK)'''</span>
|input=623C (Air OK)
<div class="attack-container">
|name=Type: Slasher "Griflet"
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Es_SlasherGriflet.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
|-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|623C}}
{{#lst:{{PAGENAME}}/Data|623C}}
{{!}}-
|-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.623C}}
{{#lst:{{PAGENAME}}/Data|j.623C}}
{{!}}-
|-
{{AttackVersion|name=Crest}}
{{AttackVersion|name=Crest}}
{{#lst:{{PAGENAME}}/Data|623C Crest}}
{{#lst:{{PAGENAME}}/Data|623C Crest}}
{{!}}-
|-
{{AttackVersion|name=Enhanced Followup}}
{{AttackVersion|name=Enhanced Followup}}
{{#lst:{{PAGENAME}}/Data|623C Followup}}
{{#lst:{{PAGENAME}}/Data|623C Followup}}
{{!}}-
|}
{{Description|9|text=
==== ====
* Good reversal.
* Good reversal.
* Only invulnerable up to the first hit.  
* Only invulnerable up to the first hit.  
Line 505: Line 614:


The enchanted version of Griflet has a third strike that knocks the opponent downwards and ground bounces. It can be picked up with falling j.D to keep the combo going, making it great as a combo extender, it doesn't make it safe on block however.
The enchanted version of Griflet has a third strike that knocks the opponent downwards and ground bounces. It can be picked up with falling j.D to keep the combo going, making it great as a combo extender, it doesn't make it safe on block however.
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">Type: Assaulter "Erec"</span> ======
 
{{MoveData
===<big>Type: Assaulter "Erec"</big>===
|image=BBCF_Es_AssaulterErec.png |caption=
<span class="input-badge">'''214A'''</span>
|input=214A
<div class="attack-container">
|name=Type: Assaulter "Erec"
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Es_AssaulterErec.png |Fatal Leg Twister
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|214A}}
{{#lst:{{PAGENAME}}/Data|214A}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Command Grab mixup.
*Command Grab that whiffs on crouchers
*Combo throw, will not incur purple !! marks in hit- or blockstun for any reason. Does not have 100% minimum damage.
*Combo throw, will not incur purple !! marks in hit- or blockstun for any reason. Does not have 100% minimum damage.
*Whiffs on crouching opponents
*First hit prevents the second hit from dealing base damage due to the character combo rate taking effect.  
*First hit prevents the second hit from dealing base damage due to the character combo rate taking effect.  


Mostly used in punish combos since Erec adds a lot of damage to combos when comboed into earlier on. It doesn't see much use as a mixup because it's very unsafe on whiff and you don't get to see its huge base damage anyway.  
Mostly used in punish combos since Erec adds a lot of damage to combos when comboed into earlier on. It doesn't see much use as a mixup because it's very unsafe on whiff and you don't get to see its huge base damage anyway.  
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">Type: Slasher "Gawain"</span> ======
===<big>Type: Slasher "Gawain"</big>===
{{MoveData
<span class="input-badge">'''214B'''</span>
|image=BBCF_Es_Gawain.png
<div class="attack-container">
|input=214B |caption=
<div class="attack-gallery">
|name=Type: Slasher "Gawain"
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCF_Es_Gawain.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
|-
{{AttackVersion|name=Gawain}}
{{AttackVersion|name=Gawain}}
{{#lst:{{PAGENAME}}/Data|214B}}
{{#lst:{{PAGENAME}}/Data|214B}}
{{!}}-
|-
{{AttackVersion|name=Charged Gawain}}
{{AttackVersion|name=Charged Gawain}}
{{#lst:{{PAGENAME}}/Data|214[B]}}
{{#lst:{{PAGENAME}}/Data|214[B]}}
{{!}}-
|-
{{AttackVersion|name=Crest}}
{{AttackVersion|name=Crest}}
{{#lst:{{PAGENAME}}/Data|214B Crest}}
{{#lst:{{PAGENAME}}/Data|214B Crest}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Good combo tool both uncharged and charged
*Good combo tool both uncharged and charged
*Sometimes good for resetting pressure
*Sometimes good for resetting pressure
Line 551: Line 668:
*[] = Charged version values
*[] = Charged version values


Gawain sees most of its use in combo. Charged Gawain sees the most frequent use in 3C > 5D > 214[B] loops but uncharged Gawain is also used from time to time in some midscreen routes.  
Gawain sees most of its use in combos. Charged Gawain sees the most frequent use in 3C > 5D > 214[B] loops but uncharged Gawain is also used from time to time in some midscreen routes.  


The charged version of Gawain is also great for resetting pressure when you manage to get an opponent to block 5D as explained in 5D's section.  
The charged version of Gawain is also great for resetting pressure when you manage to get an opponent to block 5D as explained in 5D's section.  
}}
</div>
}}
</div>


====== <span style="visibility:hidden;font-size:0">Type: Slasher "Mordred"</span> ======
===<big>Type: Slasher "Mordred"</big>===
{{MoveData
<span class="input-badge">'''214C'''</span>
|image=BBCF_Es_SlasherMordred.png
<div class="attack-container">
|image2=BBCF_Es_SlasherMordred2.png
<div class="attack-gallery">
|input=214C |caption=
<gallery widths="210px" heights="210px" mode="nolines">
|name=Type: Slasher "Mordred"
BBCF_Es_SlasherMordred.png|
|data=
BBCF_Es_SlasherMordred2.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
|-
{{AttackVersion|name=214C}}
{{AttackVersion|name=214C}}
{{#lst:{{PAGENAME}}/Data|214C}}
{{#lst:{{PAGENAME}}/Data|214C}}
{{!}}-
|-
{{AttackVersion|name=214C Crest}}
{{AttackVersion|name=214C Crest}}
{{#lst:{{PAGENAME}}/Data|214C Crest}}
{{#lst:{{PAGENAME}}/Data|214C Crest}}
{{!}}-
|-
{{Description|9|text=
* Crest Activates as soon as 214C becomes active}}
{{!}}-
{{AttackVersion|name=214C->214C}}
{{AttackVersion|name=214C->214C}}
{{#lst:{{PAGENAME}}/Data|214C 214C}}
{{#lst:{{PAGENAME}}/Data|214C 214C}}
{{!}}-
|-
{{Description|9|text=
*Fatal Counters}}
{{!}}-
{{AttackVersion|name=214C > 214C Crest}}
{{AttackVersion|name=214C > 214C Crest}}
{{#lst:{{PAGENAME}}/Data|214C 214C Crest}}
{{#lst:{{PAGENAME}}/Data|214C 214C Crest}}
{{!}}-
|}
{{Description|9|text=
==== ====
* Crest Activates as soon as 214C becomes active
*Good combo ender midscreen when you don't want to go for a Bors buff
*Good combo ender midscreen when you don't want to go for a Bors buff
*Good Combo Extender in the corner
*Good Combo Extender in the corner
*[] = values for Enchanted version
*[] = values for Enchanted version
*Second hit can fatal counter


Mostly used in combos, either as an ender or as an extension in the corner.
Mostly used in combos, either as an ender or as an extension in the corner.


When you have a Bors buff, the first attack of Mordred becomes a pretty useful way of resetting pressure since it becomes + on block and the rush forward closes the gap between you and your opponent.   
When you have a Bors buff, the first attack of Mordred becomes a pretty useful way of resetting pressure since it becomes + on block and the rush forward closes the gap between you and your opponent.   
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">Type: Shooter "Breunor"</span> ======
 
{{MoveData
===<big>Type: Shooter "Breunor"</big>===
|image=BBCF_Es_ShooterBreunor.png
<span class="input-badge">'''236A/B'''</span>
|input=236A/B 236A/B (Air OK)
<div class="attack-container">
|image2=BBCF_Es_ShooterBreunorAir.png |caption=
<div class="attack-gallery">
|name=Type: Shooter "Breunor"
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCF_Es_ShooterBreunor.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
|-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|236A}}
{{#lst:{{PAGENAME}}/Data|236A}}
{{!}}-
|-
{{AttackVersion|name=Additional Breunor A/B}}
{{AttackVersion|name=Additional Breunor A/B}}
{{#lst:{{PAGENAME}}/Data|236A/B 236A/B}}
{{#lst:{{PAGENAME}}/Data|236A/B 236A/B}}
{{!}}-
|-
{{Description|9|text=
*If followup Breunor touches the previous Breunor, it will become a powered up shot}}
{{AttackVersion|name=Powered Up}}
{{AttackVersion|name=Powered Up}}
{{#lst:{{PAGENAME}}/Data|236A/B Powered Up}}
{{#lst:{{PAGENAME}}/Data|236A/B Powered Up}}
{{!}}-
|}
{{AttackVersion|name=Air A}}
==== ====
{{#lst:{{PAGENAME}}/Data|j.236A}}
{{!}}-
{{AttackVersion|name=Air B}}
{{#lst:{{PAGENAME}}/Data|j.236B}}
{{!}}-
{{AttackVersion|name=Additional Air Breunor}}
{{#lst:{{PAGENAME}}/Data|j.236A/B j.236A/B}}
{{!}}-
{{Description|9|text=
* Good for controlling space and helping cover approaches
* Good for controlling space and helping cover approaches
* Powered Up Shot is good for corner combos
* Powered Up Shot is good for corner combos
* Sometime helpful for resetting pressure
* Sometime helpful for resetting pressure
* Can fire a followup up Breunor by inputting 236A/B again (Can not be followed up repeatedly).  
* Can fire a followup up Breunor by inputting 236A/B again (Can not be followed up repeatedly).  
* If a followup Breunor touches the previous Breunor, it will become a powered up shot


Mostly used to control space and cover approaches. Throwing Breunors at the right heights and in the right situations can make it hard for your opponent to move freely and can compliment your rushdown and footsies by convincing the opponent to move at your pace or in ways that'll make them easier to predict. The Breunors are a high projectile level too and will beat or cancel out a good amount of other projectiles in the game. The B version of Breunor is also good to throw out ahead of you and then dash in after to have it help cover your approach.  
Mostly used to control space and cover approaches. Throwing Breunors at the right heights and in the right situations can make it hard for your opponent to move freely and can compliment your rushdown and footsies by convincing the opponent to move at your pace or in ways that'll make them easier to predict. The Breunors are a high projectile level too and will beat or cancel out a good amount of other projectiles in the game. The B version of Breunor is also good to throw out ahead of you and then dash in after to have it help cover your approach.  
Line 634: Line 745:


Additionally, the powered up Breunor shot is useful for some corner combos because the sliding knockdown it gives can either be used to go into dash 6C > 6D routes or be used as an ender that'll give you time to go for safe jumps.
Additionally, the powered up Breunor shot is useful for some corner combos because the sliding knockdown it gives can either be used to go into dash 6C > 6D routes or be used as an ender that'll give you time to go for safe jumps.
}}
</div>
}}
</div>
 
===<big>Air Type: Shooter "Breunor"</big>===
<span class="input-badge">'''j.236A/B'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Es_ShooterBreunorAir.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=Air A}}
{{#lst:{{PAGENAME}}/Data|j.236A}}
|-
{{AttackVersion|name=Air B}}
{{#lst:{{PAGENAME}}/Data|j.236B}}
|-
{{AttackVersion|name=Additional Air Breunor}}
{{#lst:{{PAGENAME}}/Data|j.236A/B j.236A/B}}
|}
==== ====
Air Bruenors are great tools for zoning. You can use them relatively safely from most ranges, and by delaying their followups you can cover slightly different angles. Keep in mind that air powered up shots are ''not'' possible, so you're better off using followups to cover different angles.
</div>
</div>


====== <span style="visibility:hidden;font-size:0">Type: Assaulter "Tristan"</span> ======
===<big>Type: Assaulter "Tristan"</big>===
{{MoveData
<span class="input-badge">'''j.2B'''</span>
|image=BBCF_Es_j2B.png |caption=
<div class="attack-container">
|image2=BBCF_Es_j2BBB.png
<div class="attack-gallery">
|name=Type: Assaulter "Tristan"
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCF_Es_j2B.png |Twinkle Toes
{{AttackDataHeader-BBCF|version=yes}}
BBCF_Es_j2BBB.png|
{{!}}-
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
|-
{{AttackVersion|name=j.2B}}
{{AttackVersion|name=j.2B}}
{{#lst:{{PAGENAME}}/Data|j.2B}}
{{#lst:{{PAGENAME}}/Data|j.2B}}
{{!}}-
|-
{{AttackVersion|name=j.2BB}}
{{AttackVersion|name=j.2BB}}
{{#lst:{{PAGENAME}}/Data|j.2BB}}
{{#lst:{{PAGENAME}}/Data|j.2BB}}
{{!}}-
|-
{{AttackVersion|name=j.2BBB}}
{{AttackVersion|name=j.2BBB}}
{{#lst:{{PAGENAME}}/Data|j.2BBB}}
{{#lst:{{PAGENAME}}/Data|j.2BBB}}
{{!}}-
|}
{{Description|9|text=
==== ====
*Good air combo ender
*Good air combo ender
*Sometimes good combo extender
*Sometimes good combo extender


Tristan is mostly good to end air combos on since it knocks the opponent down to the ground. However, in some cases, ending the Tristan sequence at the second hit of Tristan can be good for extending a combo. Depending on the height of you and your opponent, you can link j.2BB into j.B in some air combos to extend the air combo are little more to either get more damage or better knockdown. Similarly, j.2BB is popular in some corner combo routes as a means to buy time for a 2D Crest to activate and extend your combo.   
Tristan is mostly good to end air combos on since it knocks the opponent down to the ground. However, in some cases, ending the Tristan sequence at the second hit of Tristan can be good for extending a combo. Depending on the height of you and your opponent, you can link j.2BB into j.B in some air combos to extend the air combo a little more to either get more damage or better knockdown. Similarly, j.2BB is popular in some corner combo routes as a means to buy time for a 2D Crest to activate and extend your combo.   
}}
</div>
}}
</div>


==Distortion Drives==
==Distortion Drives==
====== <span style="visibility:hidden;font-size:0">Type: Enchanter "Percival"</span> ======
===<big>Type: Enchanter "Percival"</big>===
{{MoveData
<span class="input-badge">'''632146D'''</span>
|image=BBCF_Es_EnchanterPercival.png
<div class="attack-container">
|input=632146D |caption=
<div class="attack-gallery">
|name=Type: Enchanter "Percival"
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCF_Es_EnchanterPercival.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|632146D}}
{{#lst:{{PAGENAME}}/Data|632146D}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Lasts 450Fs (7 1/2 Seconds).
*Lasts 450Fs (7 1/2 Seconds).
*Leaves Es Airborne at the end of the animation.
*Leaves Es Airborne at the end of the animation.
Line 682: Line 828:


After activating Percival, you will be allowed to use the enchanted version of Es' specials for as long as Perceival lasts. Unfortunately, this currently doesn't see much use in practical play. A lot of Perceival combo routes pretty much do the same or worse damage as meterless routes so it's often viewed as an inefficient use of meter.  
After activating Percival, you will be allowed to use the enchanted version of Es' specials for as long as Perceival lasts. Unfortunately, this currently doesn't see much use in practical play. A lot of Perceival combo routes pretty much do the same or worse damage as meterless routes so it's often viewed as an inefficient use of meter.  
}}
</div>
}}
</div>
====== <span style="visibility:hidden;font-size:0">Type: Shooter "Palamedes"</span> ======
 
{{MoveData
===<big>Type: Shooter "Palamedes"</big>===
|image=BBCF_Es_ShooterPalamedes.png
<span class="input-badge">'''632146A/B (Air OK)'''</span>
|input=632146A/B (Air OK) |caption=Wave Super
<div class="attack-container">
|name=Type: Shooter "Palamedes"
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Es_ShooterPalamedes.png|Wave Super
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF|version=yes}}
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
|-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lst:{{PAGENAME}}/Data|632146A/B}}
{{#lst:{{PAGENAME}}/Data|632146A/B}}
{{!}}-
|-
{{Description|9|text=
* Minimum Damage = 30% (660 {660 + 66*n})
*The overdrive version does more addtional hits the more it travels. Midscreen you can get up to 9 additional hits. In the corner, you won't get any.
}}
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lst:{{PAGENAME}}/Data|j.632146A/B}}
{{#lst:{{PAGENAME}}/Data|j.632146A/B}}
{{!}}-
|}
{{Description|9|text=
==== ====
* Minimum Damage = 30% (660 {660 + 66*n})
* Minimum Damage = 30% (660 {660 + 66*n})
* The overdrive version does more addtional hits the more it travels. Midscreen you can get up to 9 additional hits. In the corner, you won't get any.
*The overdrive version does more addtional hits the more it travels. Midscreen you can get up to 9 additional hits. In the corner, you won't get any.


Es swings a large wave of energy forward that goes fullscreen. A version shoots straight forward, ground B version shoots diagonally upwards, air B version shoots diagonally downwards.
A version shoots straight forward, ground B version shoots diagonally upwards, air B version shoots diagonally downwards.


For the most part, Palamedes is just used as a combo ender in the air when the extra damage will kill an opponent to finish the round. In some match up specific situations, reversal OD > Palamedes can be a good way to punish ranged projectile options in an opponent's pressure.  
For the most part, Palamedes is just used as a combo ender in the air when the extra damage will kill an opponent to finish the round. In some match up specific situations, reversal OD > Palamedes can be a good way to punish ranged projectile options in an opponent's pressure.  
}}
</div>
}}
</div>
 


====== <span style="visibility:hidden;font-size:0">Type: Slasher "Galahad"</span> ======
===<big>Type: Slasher "Galahad"</big>===
{{MoveData
<span class="input-badge">'''632146C'''</span>
|image=BBCF_Es_SlasherGalahad.png
<div class="attack-container">
|input=632146C |caption=Reversal super
<div class="attack-gallery">
|name=Type: Slasher "Galahad"
<gallery widths="210px" heights="210px" mode="nolines">
|data=
BBCF_Es_SlasherGalahad.png|Reversal super
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|632146C}}
{{#lst:{{PAGENAME}}/Data|632146C}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Good round ender
*Good round ender
*Sometimes a good reversal
*Sometimes a good reversal
Line 730: Line 881:


Mostly used to end combos when the extra damage will kill an opponent to finish the round. However, because it has a good amount invuln from frame 1 and covers a good amount of ground, wakeup Galahad can be a great reversal against specific ranged oki options like Nu-13 5D oki or Lambda Sickle Storm oki. However, it's best used only for these scenarios where Griflet won't reach. On rapid cancel, you can even take advantage of the fact that Galahad crumples to pick up the combo with dash 6C to squeeze out more damage.  
Mostly used to end combos when the extra damage will kill an opponent to finish the round. However, because it has a good amount invuln from frame 1 and covers a good amount of ground, wakeup Galahad can be a great reversal against specific ranged oki options like Nu-13 5D oki or Lambda Sickle Storm oki. However, it's best used only for these scenarios where Griflet won't reach. On rapid cancel, you can even take advantage of the fact that Galahad crumples to pick up the combo with dash 6C to squeeze out more damage.  
}}
</div>
}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Exceed Accel==
==Exceed Accel==
{{MoveData
===<big>Type: Braver "Lancelot"</big>===
|image=BBCF_Es_BraverLancelot.png
<span class="input-badge">'''During Overdrive ABCD'''</span>
|input=ABCD (In Overdrive) |caption=
<div class="attack-container">
|name=Type: Braver "Lancelot"
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Es_BraverLancelot.png|
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|ABCD}}
{{#lst:{{PAGENAME}}/Data|ABCD}}
{{!}}-
|}
{{Description|8|text=
==== ====
*Does not cost Heat, but immediately ends Overdrive if used.
*Does not cost Heat, but immediately ends Overdrive if used.
*Becomes stronger and flashier with Active Flow.
*Becomes stronger and flashier with Active Flow.


Es performs a vertical kick that sends the opponent into the air. If it connects, she jumps and slashes them twice, then dives downward and summons a large crest from the ground. Puts Es in Active Flow if she hasn't already been in it. On Active Flow, Es slashes the opponent four times, and finishes with a downward slash that summons a large, multi-hitting crest from the ground. Has full invuln and is safe on block, but it has a measly 5% minimal damage and cannot be rapid-canceled.  
Puts Es in Active Flow if she hasn't already been in it. On Active Flow, Es slashes the opponent four times, and finishes with a downward slash that summons a large, multi-hitting crest from the ground. Has full invuln, but it has a measly 5% minimal damage, somewhat unsafe on block and cannot be rapid-canceled.  


Es' Exceed Accel can be comboed into from many moves, most notably 3C, 5B, and 2C. Because it has a vertical kick as the start up animation, it doesn't have much of a horizontal hitbox making it unusable as a reversal in some suitations. However, it can instead act as a pseudo anti-air, since it hits a good height above her.
Es' Exceed Accel can be comboed into from many moves, most notably 3C, 5B, and 2C. Because it has a vertical kick as the start up animation, it doesn't have much of a horizontal hitbox making it unusable as a reversal in some suitations. However, it can instead act as a pseudo anti-air, since it hits a good height above her.
}}
</div>
}}
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
{{MoveData
===<big>Type: Exterminator "Artorius"</big>===
|image=BBCF_Es_AH.png
<span class="input-badge">'''236236C'''</span>
|input=236236C |caption=DATA DRAIN
<div class="attack-container">
|name=Type: Exterminator "Artorius"
<div class="attack-gallery">
|data=
<gallery widths="210px" heights="210px" mode="nolines">
BBCF_Es_AH.png|DATA DRAIN
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{AttackDataHeader-BBCF}}
{{AttackDataHeader-BBCF}}
{{!}}-
|-
{{#lst:{{PAGENAME}}/Data|Astral}}
{{#lst:{{PAGENAME}}/Data|Astral}}
{{!}}-
|}
{{Description|8|text=
==== ====
Es performs a wide arcing slash in front of her. If it connects she will attack the opponent with three slashes before encasing the opponent inside a data stream, shattering them. Es' astral can be comboed into by using 3C or Throw  
*Hitbox extends to the end of the crest.
}}
 
}}
Es' astral can be comboed into by using 3C or Throw. It's relatively easy to set up and the hitbox is solid, so it's a good way to close out rounds.
</div>
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>



Revision as of 15:37, 11 December 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord   Forums   Videos    
Overview
Overview

Es is a well rounded character that has straightforward tools such as a fast projectile and a DP. Es's unique mechanics involve her Drive and her Bors buff. Es's Drive allows her to set crests after certain attacks that deal damage after a set period of time. Es's Bors buff gives her the ability to use an enhanced version of each of her specials. Es's normals also have amazing range that she can use to dominate the midrange safely. In short, Es has a strong neutral game.

Es is not without her shortcomings, however. Her longer range moves have notable recovery. She also has limited gatling options and mixup, she has more character specific routes than most, and without resources she has low to average damage. Despite these weaknesses, Es is rather friendly for beginners. Her execution barrier is low, and she can change her simple gameplan on the fly.

Lore:Es is the main heroine of XBlaze – Code: Embryo and a former Embryo Storage. She is the true protagonist of XBlaze Lost: Memories. She first made a cameo in BlazBlue: Central Fiction in Act II during Naoto's arcade mode. She was released as a console-exclusive character that in fall of 2016 for the console version of Central Fiction, and formally added to the arcade version later.


Es
BBCF Es Portrait.png


Drive: Crest Arts

After certain attacks, an "after image" appears - these are called Crests. Each Crest activates after a period of time, like a delayed bomb. Crests are often used in combos, mixups, and okizeme. All of Es's Drive normals have Crest effects, while Es's specials only have Crest effects after using Boros.

  • Crests disappear if Es gets hit, blocks an attack, techs a throw, or if her opponent techs a throw.
  • Only one crest can be on screen at a time. So for example, if you place a j.D crest and then try to use a crest that activates immediately like 5D or 2D before the j.D crest activates: j.D's crest will disappear.
  • Boros power up is lost after Es uses a special with Crest effect or Es gets hit.

Es's Overdrive is primarily used to close out rounds, as the Galahad buff with it's increased minimum damage makes for an excellent round ender. If you're in the corner, the Palamedes buff also allows for you to chain into double super for even more damage (ex. 3C > 6D > Palamedes > Galahad). Overdrive has a few other uses too though. Landing a stray hit at round start and converting into Overdrive will easily net you close to 4K damage and fullscreen carry to the corner. If you're low on health, the increased timer on Percival can also prove usual in some situations.

  • Gives additional hits to Crests.
  • Drive normals have faster startup, allowing Es to combo into them.
  • Can have multiple Crests on screen
  • 632146D (Percival) lasts for about 9 seconds instead of 7(1/2) seconds. (This is with max health in mind, 623146D will decrease at a much slower rate for as long as OD is active)

Normal Moves

5A

Template:AttackDataHeader-BBCF

  • Chains into itself up to 3 times.
  • Short Range
  • Hits Crouchers

Short ranged wrist slap. Good for setting up stagger pressure, tick grabs, and jump cancellable on block. Can try to reset pressure with a jump or go straight into j.C instant overhead. Be careful though, it can still be low profiled by things like Kokonoe's 2A or Izanami's 2B.

5B

Template:AttackDataHeader-BBCF

  • Short Range
  • Common combo starter

Short ranged downward slash used primarily in combos. Shouldn't be used as a pressure or neutral tool.

5C

Template:AttackDataHeader-BBCF

  • Good whiff punish tool
  • Good poke when you have a Bors buff

5C has a lot of reach but not a lot of reward on hit without a Bors buff. It's often best to use it as a whiff punish tool instead of a poking tool since 5C has a lot of recovery on whiff, making it risky to throw out. If you have a Bors buff though, the risk and rewards balance out more and it becomes feasible to use as a poke in some situations.

2A

Template:AttackDataHeader-BBCF

  • Chains into itself up to 3 times
  • Can whiff cancel into itself

Mostly used at the beginning of pressure, similar to 5A. It's even on block and has little blockstun, making it a great for stagger pressure and tick throws. 2A can also be pretty good as a defensive tool to mash out of pressure as well since the pommel strike has a good amount of reach.

2B

Template:AttackDataHeader-BBCF

  • A good poke
  • Can be Kara canceled into throws or barrier
  • Dodgy-looking low hit

2B is a good poke to go for since it has decent reach and the recovery on whiff isn't going to leave you too vulnerable to whiff punishment. Please note though that the hurtbox on 2B is not particularly great and might lead to some trades. For this reason, you don't want to outspace your opponent with your pokes in general. You mostly want to counterpoke your opponent or catch them trying to do something in neutral. 2B is also a low but it doesn't come up much currently in her mixups.

As an interesting extra, 2B moves Es forward and be kara canceled into throws and barrier. The kara cancel can be good for some throws setups while the kara cancel into barrier is mostly useful for a crossunder left/right mixup on an opponent's neutral tech.

2C

Template:AttackDataHeader-BBCF

  • Optional anti-air.
  • Forces standing on Counter Hit.

A rising vertical swipe with the broadsword. Sees most of its use in combos, but it can also be used as an anti-air in situations where 6B isn't the best choice. 2C is also a good starter to use to punish a whiffed reversal, as it forces standing on counter hit which will allow you to link into command grab for a good combo.

6A

Template:AttackDataHeader-BBCF

  • Bonus Proration 110%.
  • Forces crouching on hit.
  • Good for an Overhead mixup.

Es Overhead. It's slow but with the right variation of your pressure, you can open people up with it. The foot invuln also makes it great for beating people trying to mash out of 5A/2A stagger pressure with crouching jabs

6B

Template:AttackDataHeader-BBCF

  • Good anti-air.
  • Floats, even on regular hit

6B has incredible vertical and horizontal reach, making it Es' go to Anti-Air. As with most anti-airs though, make sure you aim to use this in situations where the opponent needs to commit to their jump in. Because of the high recovery on whiff, trying to use this against opponents dodging 6B by using additional air options or character specific tools is a good way to get yourself punished.

6B also sees some use in combos due to its ability to float an opponent, which can be useful for side swap combos.

6C

Template:AttackDataHeader-BBCF
Normal 6C
Dash 6C

  • Great for for crouch confirms, midscreen Bors combos and corner combos.
  • Dash 6C Fatal Counters and has 110% Bonus Proration.
  • Dash 6C can blow back grounded opponents and give a small wall bounce only after you reach peak dash velocity.
  • On airborne opponents, 6C will always blowback and give a small wall bounce.

6C and dash 6C are both core combo tools in Es' more extensive combos, thanks to the blowback it causes on airborne opponents. It also sometimes used as a combo ender that will even allow you to go for a safe jump j.D.

3C

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  • Sometimes a good poke.
  • Good combo ender to get a Bors buff.
  • Knocks down. On Counter hit, the knockdown lasts long enough to pick up the combo with a dash up OTG 5B.

For the most part, 3C is a common combo tool. Sometimes as a combo ender because of its knockdown, sometimes as a means to sweep an opponent off their feet to make them airborne and sometimes to keep the combo going.

However, 3C can also be a rewarding frame trap in pressure and a good poke to hit people out of body invuln/guard point moves since it gives a hard knockdown you can pick up with microdash 2A or 5B. For similar reasons, 3C can also be a good button to poke someone out of trying to dash back in and reset their pressure with buttons. 3C has a pretty good amount of recovery on whiff though and is risky so you don't want to use 3C to poke too often .

j.A

Template:AttackDataHeader-BBCF

Mostly good for a fast air to air option up close.

j.B

Template:AttackDataHeader-BBCF
j.B
j.BB

  • Great air to air poke.
  • Sometimes a good jump in
  • Can cancel into j.BB on whiff.

Mostly used as an air to air poke because of its horizontal reach. It also goes slightly upwards so it can be good for hitting someone higher up in the air than you are, like Izanami floating at super jump height.

j.B can also be a pretty good jump in as well. j.B is good against standing opponents and opponents at airdash heights, while j.BB is good against people on the ground both standing and crouching.

j.C

Template:AttackDataHeader-BBCF

  • Good for safe jumps
  • Sometimes good for mixups
  • Sometimes good as a jump in
  • Knocks the opponent downward on hit

j.C has a pretty huge hitbox, making it a great button for jump ins sometimes. You mostly want to use it from low to the ground air dashes and certain instances when you're falling down from a jump. j.C can't cancel into anything on block so using it at a low height is an absolute thing you must do in order to have enough blockstun/hitstun to stay safe or keep pick up the combo.

Because j.C's hitbox hits so far below Es, you can also use it to do instant overheads. However, as mentioned in the previous paragraph concerning jump ins, you can't cancel into anything on block so it's a risky option and it's usually best used when you have 50 meter to rapid cancel to keep yourself safe and extend the combo into something more damaging. j.C can also be used for safe jumps on oki from certain enders

Drive Moves

5D

Template:AttackDataHeader-BBCF
5D
Crest

  • Good combo tool
  • Sometimes good for resetting pressure
  • Sometimes good for oki
  • Frame Advantage listed assumes the crest hits afterwards, If not, the frame advantage is -18

5D is mainly used as a common combo piece in Es' more extensive combo routes, 3C > 5D > 214[B] loop being the most notable place you'll see it used.

Also, while uncommon, microdash 5D oki after a midscreen Mordred ender can be a good way to catch no techs and people trying to delay tech. It also outranges many reversals.

2D

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2D
Crest

  • Good combo tool
  • Sometimes a good way to reset pressure
  • Similar looking hitbox to 5D, but actually extends above and behind Es more, making it something of a slow anti-crossup.

2D sees most of its use in Es' corner to corner carry combos since 6C > delay 2D is a good way to carry the opponent almost a fullscreen distance while remaining close to continue the combo . It also sees some use in a variation of Es' corner combo routes where you can do 6C > 2D > sjc j.2BB > (2D Crest Hits) > j.D as a combo piece.

Less frequently used, Es' 2D Crest can be a good way to reset pressure in a blockstring by doing 2D > 236A > delay 236B to force the opponent into blockstun long enough to force them to block 2D's Crest, which will cover your dash forward to reset pressure. Much like 5D though, any gatling into 2D has a gap that players can mash or jump out of so you need to vary your pressure well to catch opponents off guard and make these options less reliable to use.

6D

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6D
Crest

  • Good combo tool, especially in the corner
  • Sometimes a good pressure tool

Es' 6D sees most of its uses in corner combos in the infamous 6C > 6D > delay jc j.C > (6D Crest Hits) > j.D combo piece that her better corner combos always have. It's also used in some variations of midscreen combos

Though more rarely, you can also see 6D used in pressure sometimes to either catch backdashes, beat low mashing with its foot invuln or reset pressure, either by doing 6D > j.236A > air dash j.C or 6D > j.2B > 2B. However, much like her other grounded drives, any gatling into 6D has a gap that can be jumped out of or standing mashed out of so be sure to vary your pressure well to make these less reliable options for them.

j.D

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j.D
Crest

  • Good combo piece
  • Good for oki and pressure

Of all her drives, Es' j.D is probably the one with the most all around utility. j.D is useful in a lot of midscreen and corner combos because it's untech time makes it easy to combo from a low to the ground j.D juggle.

j.D is also pretty good for oki. The j.D attack itself can catch different tech options depending on the combo ender. At the same time, the j.D Crest that gets placed can be useful for either resetting pressure, limiting your opponent's options or making an instant overhead j.C safe/comboable without meter.

Universal Mechanics

Throw

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Forward
Back
Air

  • 100% minimum damage

Forward throw launches the opponent. Can be picked up with 5B or 214[B].

Back throw pushes the opponent behind her. Same pickup options as with Forward Throw.

Air throw knocks down the opponent. You can pick it up by linking 5B or 6C but you can actually special it as well. The timing is a bit awkward though. You have to do it just a bit after the final of the air throw when she's slamming the opponent into the ground. It might take some practice to get used to but once you get a feel for the timing, you can special cancel into Bors, which will keep you close and give you a Bors buff and then pick up the combo with 2C > en623C

Counter Assault

When blocking 6A+B

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  • Uses 5C's animation and hitbox.

Has a lot of horizontal range so it can catch characters from further away. Just be sure to watch out for situations where counter assaults can be baited with jump cancels as the counter assault is lacking vertical range.

Crush Trigger

5A+B (Chargeable)

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Uncharged
Charged

  • Can be charged.

Causes guard break on hit and can only be blocked with Barrier. Takes a lot of the Barrier Gauge, and can be charged to take more Barrier or increase damage in combos.

It doesn't really see much use in Es play since except for maybe the exception of a midscreen crouch confirm, Es Crush Trigger combos aren't very rewarding. In pressure, it can be an okay option to end a blockstring on a safe note if you try and go for a frame trap with 6C.


Specials

Type: Enchanter "Bors"

214D

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  • Goes away on being hit, and when a throw is teched.

Es assumes a stance that powers up her next special attack. An icon will be displayed above your heat gauge when the buff is active.

Bors is a very useful asset to have because it's going to make random confirms hit harder and carry the opponent to the corner no matter where you are as well as help with your mixup and pressure. You can safely get a Bors buff by special canceling a 3C or 6C combo ender but there are also opportunities in neutral to get a Bors buff once you've gotten used to playing neutral with Es.

Type: Slasher "Griflet"

623C (Air OK)

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Ground
Air
Crest
Enhanced Followup

  • Good reversal.
  • Only invulnerable up to the first hit.
  • Buffed version is a good combo extender.

Es performs a crouching over the shoulder swing followed by a massive upward slash. It has a lot of reach in all directions, making it reliable as a reversal. That said, reversals like these are always a gamble so try to mostly use it when you have 50 meter to rapid cancel it or a burst to escape the punish combo you're going to take if your opponents baits your reversal. Beating this move is a little different to other reversals since the two-stage nature of the move will beat out a lot of backdashes. However it takes longer to perform and is only invulnerable for the first strike, so if it does miss or get blocked, your opponent has a long time to react with their best punish.

The enchanted version of Griflet has a third strike that knocks the opponent downwards and ground bounces. It can be picked up with falling j.D to keep the combo going, making it great as a combo extender, it doesn't make it safe on block however.

Type: Assaulter "Erec"

214A

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  • Command Grab that whiffs on crouchers
  • Combo throw, will not incur purple !! marks in hit- or blockstun for any reason. Does not have 100% minimum damage.
  • First hit prevents the second hit from dealing base damage due to the character combo rate taking effect.

Mostly used in punish combos since Erec adds a lot of damage to combos when comboed into earlier on. It doesn't see much use as a mixup because it's very unsafe on whiff and you don't get to see its huge base damage anyway.

Type: Slasher "Gawain"

214B

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Gawain
Charged Gawain
Crest

  • Good combo tool both uncharged and charged
  • Sometimes good for resetting pressure
  • Charged version can fatal counter
  • Crest Activates 12 frames after slash becomes active
  • [] = Charged version values

Gawain sees most of its use in combos. Charged Gawain sees the most frequent use in 3C > 5D > 214[B] loops but uncharged Gawain is also used from time to time in some midscreen routes.

The charged version of Gawain is also great for resetting pressure when you manage to get an opponent to block 5D as explained in 5D's section.

Type: Slasher "Mordred"

214C

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214C
214C Crest
214C->214C
214C > 214C Crest

  • Crest Activates as soon as 214C becomes active
  • Good combo ender midscreen when you don't want to go for a Bors buff
  • Good Combo Extender in the corner
  • [] = values for Enchanted version
  • Second hit can fatal counter

Mostly used in combos, either as an ender or as an extension in the corner.

When you have a Bors buff, the first attack of Mordred becomes a pretty useful way of resetting pressure since it becomes + on block and the rush forward closes the gap between you and your opponent.

Type: Shooter "Breunor"

236A/B

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Ground
Additional Breunor A/B
Powered Up

  • Good for controlling space and helping cover approaches
  • Powered Up Shot is good for corner combos
  • Sometime helpful for resetting pressure
  • Can fire a followup up Breunor by inputting 236A/B again (Can not be followed up repeatedly).
  • If a followup Breunor touches the previous Breunor, it will become a powered up shot

Mostly used to control space and cover approaches. Throwing Breunors at the right heights and in the right situations can make it hard for your opponent to move freely and can compliment your rushdown and footsies by convincing the opponent to move at your pace or in ways that'll make them easier to predict. The Breunors are a high projectile level too and will beat or cancel out a good amount of other projectiles in the game. The B version of Breunor is also good to throw out ahead of you and then dash in after to have it help cover your approach.

In pressure, staggered Breunor projectiles can be good for ending pressure or if you're doing it from 2D, it can be good for helping to reset pressure

Additionally, the powered up Breunor shot is useful for some corner combos because the sliding knockdown it gives can either be used to go into dash 6C > 6D routes or be used as an ender that'll give you time to go for safe jumps.

Air Type: Shooter "Breunor"

j.236A/B

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Air A
Air B
Additional Air Breunor

Air Bruenors are great tools for zoning. You can use them relatively safely from most ranges, and by delaying their followups you can cover slightly different angles. Keep in mind that air powered up shots are not possible, so you're better off using followups to cover different angles.

Type: Assaulter "Tristan"

j.2B

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j.2B
j.2BB
j.2BBB

  • Good air combo ender
  • Sometimes good combo extender

Tristan is mostly good to end air combos on since it knocks the opponent down to the ground. However, in some cases, ending the Tristan sequence at the second hit of Tristan can be good for extending a combo. Depending on the height of you and your opponent, you can link j.2BB into j.B in some air combos to extend the air combo a little more to either get more damage or better knockdown. Similarly, j.2BB is popular in some corner combo routes as a means to buy time for a 2D Crest to activate and extend your combo.

Distortion Drives

Type: Enchanter "Percival"

632146D

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  • Lasts 450Fs (7 1/2 Seconds).
  • Leaves Es Airborne at the end of the animation.
  • Has some invincibility
  • Timer depletes at half the speed during overdrive.
  • Activating the move again will refresh duration to max, it will not stack.
  • Using Type: Enchanter "Bors" during this move's effect will still perform the animation, but it will do nothing.

After activating Percival, you will be allowed to use the enchanted version of Es' specials for as long as Perceival lasts. Unfortunately, this currently doesn't see much use in practical play. A lot of Perceival combo routes pretty much do the same or worse damage as meterless routes so it's often viewed as an inefficient use of meter.

Type: Shooter "Palamedes"

632146A/B (Air OK)

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Ground
Air

  • Minimum Damage = 30% (660 {660 + 66*n})
  • The overdrive version does more addtional hits the more it travels. Midscreen you can get up to 9 additional hits. In the corner, you won't get any.

A version shoots straight forward, ground B version shoots diagonally upwards, air B version shoots diagonally downwards.

For the most part, Palamedes is just used as a combo ender in the air when the extra damage will kill an opponent to finish the round. In some match up specific situations, reversal OD > Palamedes can be a good way to punish ranged projectile options in an opponent's pressure.


Type: Slasher "Galahad"

632146C

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  • Good round ender
  • Sometimes a good reversal
  • Crumples
  • Minimum Damage = 30% (1050 {1320})

Mostly used to end combos when the extra damage will kill an opponent to finish the round. However, because it has a good amount invuln from frame 1 and covers a good amount of ground, wakeup Galahad can be a great reversal against specific ranged oki options like Nu-13 5D oki or Lambda Sickle Storm oki. However, it's best used only for these scenarios where Griflet won't reach. On rapid cancel, you can even take advantage of the fact that Galahad crumples to pick up the combo with dash 6C to squeeze out more damage.


Exceed Accel

Type: Braver "Lancelot"

During Overdrive ABCD

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  • Does not cost Heat, but immediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.

Puts Es in Active Flow if she hasn't already been in it. On Active Flow, Es slashes the opponent four times, and finishes with a downward slash that summons a large, multi-hitting crest from the ground. Has full invuln, but it has a measly 5% minimal damage, somewhat unsafe on block and cannot be rapid-canceled.

Es' Exceed Accel can be comboed into from many moves, most notably 3C, 5B, and 2C. Because it has a vertical kick as the start up animation, it doesn't have much of a horizontal hitbox making it unusable as a reversal in some suitations. However, it can instead act as a pseudo anti-air, since it hits a good height above her.


Astral Heat

Type: Exterminator "Artorius"

236236C

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  • Hitbox extends to the end of the crest.

Es' astral can be comboed into by using 3C or Throw. It's relatively easy to set up and the hitbox is solid, so it's a good way to close out rounds.


External References


Navigation

To edit frame data, edit values in BBCF/Es/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.