BBCF/Es: Difference between revisions

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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{BBCF/CharacterLinks}}
{{Overview
<div id="home-content" class="home-grid">
|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. In short, Es has a '''strong neutral game.'''  
{{card|width=4
|header=Overview
|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. In short, Es has a '''strong neutral game.'''  


Es is not without her shortcomings, however. The poor frame advantage on her B and C normals, combined with the fact that cancels into Drive or Special moves during blockstrings will leave noticeable gaps: makes Es particularly susceptible to Instant Block and Overdrive punishes. Es is forced to commit harder during pressure in comparison to similar characters, and the player has to be careful where they make that commitment. Despite these weaknesses, Es is rather '''friendly for beginners'''. Her execution barrier is low, and she can change her simple gameplan on the fly.
Es is not without her shortcomings, however. The poor frame advantage on her B and C normals, combined with the fact that cancels into Drive or Special moves during blockstrings will leave noticeable gaps: makes Es particularly susceptible to Instant Block and Overdrive punishes. Es is forced to commit harder during pressure in comparison to similar characters, and the player has to be careful where they make that commitment. 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.
}}
|quote=
{{BBCF/Infobox
| fastestAttack = [[#5A|5A]] (6F)
| fastestAttack = [[#5A|5A]] (6F)
| reversal = [[#Type: Slasher "Griflet"|623C]] (13F)<br/>[[#Type: Slasher "Galahad"|632146C]] (21F)
| reversal = [[#Type: Slasher "Griflet"|623C]] (13F)<br/>[[#Type: Slasher "Galahad"|632146C]] (21F)
| fatalStarter = [[#6C| Dash 6C]]<br/>[[#Type: Slasher "Gawain"|214[B]]]<br/>[[#Type: Slasher "Mordred"|214C 214C]]
| fatalStarter = [[#6C| Dash 6C]]<br/>[[#Type: Slasher "Gawain"|214[B]]]<br/>[[#Type: Slasher "Mordred"|214C 214C]]
|summary= is a well-rounded character with a slight emphasis on projectiles and zoning.
}}
|pros=
{{Card|width=4
*'''Crests:''' Acting as delayed projectiles, Es' Crests allow her to make her mixups plus on block, and continue pressure. They can also be used as traps in neutral for zoning.
|header=Drive: Crest Arts
*'''Neutral:''' Thanks to her large normals and projectiles, Es' can make neutral difficult to navigate for most characters in the cast.
|content=
*'''Mobility:''' Es is very fast and has a unique airdash that's great for pressure.
*'''Great Reward:''' Lots of Es' combos have great corner carry, which allow her to start corner setplay quickly. She also gets great utility out of Crush Trigger.
|cons=
*'''Risky Pressure:''' Even with a crest backing her up, Es' pressure leaves many gaps that open her up to being exploited by IB and OD punishes. This forces many players to stick with 2A pressure, which while serviceable, is still linear
*'''Below-average Damage:''' Without resources, Es' average damage is subpar.
|unique_mechanic1_name= Drive: Crest Arts
|unique_mechanic1=
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 with the Bors buff.
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 with the Bors buff.
*Crests disappear if Es gets hit, blocks an attack, techs a throw, or if her opponent techs a throw.
*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 {{clr|D|j.D}} crest and then try to use a crest that activates immediately like {{clr|D|5D}} or {{clr|D|2D}} '''''before''''' the {{clr|D|j.D}} crest activates: {{clr|D|j.D}}'s crest will disappear.
*Only one crest can be on screen at a time. So for example, if you place a {{clr|D|j.D}} crest and then try to use a crest that activates immediately like {{clr|D|5D}} or {{clr|D|2D}} '''''before''''' the {{clr|D|j.D}} crest activates: {{clr|D|j.D}}'s crest will disappear.
*Bors power up is lost after Es uses any special that isn't a fireball, techs a throw (or opponent does) or she gets hit.
*Bors power up is lost after Es uses any special that isn't a fireball, techs a throw (or opponent does) or she gets hit.
|unique_mechanic2_name= Overdrive: Amplifier "Avalon"
|header2=Overdrive: Amplifier "Avalon"
|unique_mechanic2=
|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. {{clr|C|3C}} > {{clr|D|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.
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. {{clr|C|3C}} > {{clr|D|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.


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*Can have multiple Crests on screen
*Can have multiple Crests on screen
*{{clr|D|632146D}} (Percival) lasts for about 9 seconds instead of 7(1/2) seconds. (This is with max health in mind, {{clr|D|623146D}} will decrease at a much slower rate for as long as OD is active)
*{{clr|D|632146D}} (Percival) lasts for about 9 seconds instead of 7(1/2) seconds. (This is with max health in mind, {{clr|D|623146D}} will decrease at a much slower rate for as long as OD is active)
}}
}}
</div>
{{FrameChartKey}}


==Normal Moves==
==Normal Moves==
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|input=5A
|input=5A
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 3
|recovery = 10
}}
With the best pressure options available, {{clr|A|5A}} stands as the foundation of Es's pressure game. Structure your pressure around this move, from stagger pressure, to tick throw/throw reject miss setups and unreactable high/low mixups. It is also jump cancellable on block, useful for jump resets and baiting defensive options.  
With the best pressure options available, {{clr|A|5A}} stands as the foundation of Es's pressure game. Structure your pressure around this move, from stagger pressure, to tick throw/throw reject miss setups and unreactable high/low mixups. It is also jump cancellable on block, useful for jump resets and baiting defensive options.  


This jab can hit crouching, but be careful that can be low profiled by certain attacks like Kokonoe's {{clr|A|2A}} or Izanami's {{clr|B|2B}}.  
This jab can hit crouching, but be careful that can be low profiled by certain attacks like Kokonoe's {{MMC|chara=Kokonoe|input=2A|label={{clr|A|2A}}}} or Izanami's {{MMC|chara=Izanami|input=2B|label={{clr|B|2B}}}}.  
*Chains into itself up to 3 times.
*Chains into itself up to 3 times.
[[/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}}
}}
}}


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|input=5B
|input=5B
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 5
|recovery = 18
}}
Short ranged downward slash used primarily in combos and pressure. Sometimes anti-airs due to the hitbox. Its recommended to do {{clr|B|2B}} before {{clr|B|5B}} for {{clr|B|6B}} hitconfirm purposes.  
Short ranged downward slash used primarily in combos and pressure. Sometimes anti-airs due to the hitbox. Its recommended to do {{clr|B|2B}} before {{clr|B|5B}} for {{clr|B|6B}} hitconfirm purposes.  
[[/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}}
}}
}}


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|input=5C
|input=5C
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 3
|recovery = 21
}}
{{clr|C|5C}} has a lot of reach but not much reward on hit without a Bors buff or a counter hit. Best used for whiff punishing instead of raw poking since {{clr|C|5C}} has hefty whiff recovery, but if you need to reach out and touch your opponent then this is the longest range ground normal Es has. Special cancel into a fireball for safety or Mordred ({{clr|C|214C}}) for a combo.
{{clr|C|5C}} has a lot of reach but not much reward on hit without a Bors buff or a counter hit. Best used for whiff punishing instead of raw poking since {{clr|C|5C}} has hefty whiff recovery, but if you need to reach out and touch your opponent then this is the longest range ground normal Es has. Special cancel into a fireball for safety or Mordred ({{clr|C|214C}}) for a combo.


{{clr|C|5C}} CH leads to a full confirm into IAD j.C j.2BBB route, so it is a good idea to buffer IAD after pressing {{clr|C|5C}}. With Bors, you can autopilot {{clr|C|5C}} buffer 214C for a combo on hit (if close enough), and start pressure on block.
{{clr|C|5C}} CH leads to a full confirm into IAD > {{clr|C|j.C}} > {{clr|B|j.2BBB}} route, so it is a good idea to buffer IAD after pressing {{clr|C|5C}}. With Bors, you can autopilot {{clr|C|5C}} buffer {{clr|C|214C}} for a combo on hit (if close enough), and start pressure on block.
 
[[/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}}
}}
}}


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|input=2A
|input=2A
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 3
|recovery = 9
}}
{{clr|A|2A}} is a good abare tool, given it's speed and reach. {{clr|A|2A}} also has more range than {{clr|A|5A}}, making it easier to maintain stagger pressure against barrier block.
{{clr|A|2A}} is a good abare tool, given it's speed and reach. {{clr|A|2A}} also has more range than {{clr|A|5A}}, making it easier to maintain stagger pressure against barrier block.
However, {{clr|A|2A}} is generally outclassed by {{clr|A|5A}} in pressure as {{clr|A|5A}} has more offensive options available.
However, {{clr|A|2A}} is generally outclassed by {{clr|A|5A}} in pressure as {{clr|A|5A}} has more offensive options available.
*Chains into itself up to 3 times and can whiff cancel into itself.
*Chains into itself up to 3 times and can whiff cancel into itself.
[[/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}}
}}
}}


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|input=2B
|input=2B
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 3
|recovery = 20
}}
An important low. {{clr|B|2B}} is a good poke to go for since it has decent reach, hits low and has fewer recovery frames (3) than {{clr|C|5C}}. Do note the hurtbox on {{clr|B|2B}} is not particularly great and might lead to some trades. {{clr|B|2B}} complements her high/low mixups and makes her pressure scarier to jump out of.   
An important low. {{clr|B|2B}} is a good poke to go for since it has decent reach, hits low and has fewer recovery frames (3) than {{clr|C|5C}}. Do note the hurtbox on {{clr|B|2B}} is not particularly great and might lead to some trades. {{clr|B|2B}} complements her high/low mixups and makes her pressure scarier to jump out of.   


{{clr|B|2B}} moves Es forward and be [https://www.dustloop.com/wiki/index.php?title=Kara_Cancel kara canceled] into throws and barrier. The kara cancel can be good for increasing the range on Es's throw, whereas kara canceling into barrier is mostly useful for a crossunder left/right mixup on an opponent's neutral tech.
{{clr|B|2B}} moves Es forward and be [https://www.dustloop.com/wiki/index.php?title=Kara_Cancel kara canceled] into throws and barrier. The kara cancel can be good for increasing the range on Es's throw, whereas kara canceling into barrier is mostly useful for a crossunder left/right mixup on an opponent's neutral tech.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|5B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
}}
}}


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|input=2C
|input=2C
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 3
|recovery = 32
}}
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 {{clr|B|6B}} lacks the vertical height needed to reach the opponent. It is also easier to react with {{clr|C|2C}} instead of {{clr|B|6B}}, especially on defence. {{clr|C|2C}} is also a good punish starter, as it forces standing on counter hit which will allow you to combo into command grab for a damaging punish. It is sometimes used in pressure to setup a gapless instant overhead {{clr|C|j.C}}/{{clr|C|3C}} mixup, but it is preferred to use {{clr|A|5A}} for this purpose.
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 {{clr|B|6B}} lacks the vertical height needed to reach the opponent. It is also easier to react with {{clr|C|2C}} instead of {{clr|B|6B}}, especially on defence. {{clr|C|2C}} is also a good punish starter, as it forces standing on counter hit which will allow you to combo into command grab for a damaging punish. It is sometimes used in pressure to setup a gapless instant overhead {{clr|C|j.C}}/{{clr|C|3C}} mixup, but it is preferred to use {{clr|A|5A}} for this purpose.
While the Head invulnerability might seem laughably short for an antiair, it covers the only time where her hurtbox extends upwards. During the rest of the move, Es is pretty low to the ground, meaning that it can still beat out shallow jump-in attacks.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|5C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
}}
}}


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|input=6A
|input=6A
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 26
|active  = 3
|recovery = 20
}}
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 {{clr|A|5A}}/{{clr|A|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 {{clr|A|5A}}/{{clr|A|2A}} stagger pressure with crouching jabs.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
}}
}}


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|input=6B
|input=6B
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 14
|active  = 4
|recovery = 22
}}
{{clr|B|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 {{clr|B|6B}} by using additional air options or character specific tools is a good way to get yourself punished.
{{clr|B|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 {{clr|B|6B}} by using additional air options or character specific tools is a good way to get yourself punished.


An important hitconfirm for 6B anti-air is to route into j.B on normal hit, and falling j.D on counterhit. This unlocks more reward (damage/carry). The float time is generous, so this is doable with practice.
An important hitconfirm for {{clr|B|6B}} anti-air is to route into {{clr|B|j.B}} on normal hit, and falling {{clr|D|j.D}} on counterhit. This unlocks more reward (damage/carry). The float time is generous, so this is doable with practice.


{{clr|B|6B}} also sees heavy use in optimal combo routes. As it does not gatling out of {{clr|B|2B}}, it is recommended to do {{clr|B|2B}} before {{clr|B|5B}} in pressure to give more time for {{clr|B|6B}} hitconfirms.  
{{clr|B|6B}} also sees heavy use in optimal combo routes. As it does not gatling out of {{clr|B|2B}}, it is recommended to do {{clr|B|2B}} before {{clr|B|5B}} in pressure to give more time for {{clr|B|6B}} hitconfirms.  
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None
}}
}}


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|input=6C,66C |versioned=name
|input=6C,66C |versioned=name
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|title = <small>Normal 6C</small>
|startup  = 17
|active  = 3
|recovery = 18
}}
{{#invoke:FrameChart|drawFrameData
|title = <small>Dash 6C &nbsp;&nbsp;&nbsp;&nbsp;</small>
|startup  = 7
|active  = 3
|recovery = 18
}}
{{clr|C|6C}} and dash {{clr|C|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 in the corner to setup crest meaties.  
{{clr|C|6C}} and dash {{clr|C|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 in the corner to setup crest meaties.  
   
   
*Dash {{clr|C|6C}} Fatal Counters and has 110% Bonus Proration. Dash {{clr|C|6C}} also blows back grounded opponents and give a wall bounce only after you reach peak dash velocity.
*Dash {{clr|C|6C}} Fatal Counters and has 110% Bonus Proration. Dash {{clr|C|6C}} also blows back grounded opponents and give a wall bounce only after you reach peak dash velocity. Reaching max dash velocity takes 17 frames.
*On airborne opponents, {{clr|C|6C}} will always blowback and give a small wall bounce.
*On airborne opponents, {{clr|C|6C}} will always blowback and give a small wall bounce.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}
}}
}}


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|input=3C
|input=3C
|description=
|description=
A low sweep that leads to a hard knockdown, good combo ender to get a Bors buff. Common combo route if unable to route into {{clr|B|6B}}.  
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|active  = 3
|recovery = 24
}}
A low sweep that leads to a knockdown, good combo ender to get a Bors buff. Common combo route if unable to route into {{clr|B|6B}}.  


{{clr|C|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 {{clr|A|2A}} or {{clr|B|5B}}. {{clr|C|3C}} has high recovery on whiff though, so do not abuse as a poke. Can low profile certain attacks such as Kagura's Wyvern. In pressure, it can be single-hit hitconfirmed into Overdrive cancel or Palamedes for a full combo, making this a low to respect.
{{clr|C|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 on counter hit that you can pick up with {{clr|D|5D}} or microdash OTG > {{clr|A|2A}} / {{clr|B|5B}}. {{clr|C|3C}} has high recovery on whiff though, so do not abuse as a poke. Can low profile certain attacks such as Kagura's {{MMC|chara=Kagura Mutsuki|input=6D~C|label=Wyvern}}. In pressure, it can be single-hit hitconfirmed into Overdrive cancel or {{MMC|input=632146A/B|label=[[#Type: Shooter "Palamedes"|Palamedes]]}} for a full combo, making this a low to respect.
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}


On Counter hit, the knockdown lasts long enough to pick up the combo with a dash up OTG {{clr|B|5B}}.
}}
}}


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|input=j.A
|input=j.A
|description=
|description=
Can be used to jail an air blocking opponent to the ground with j.A spam. Mostly good for a fast air to air option up close. Sometimes used as a fuzzy options after a deep j.C safejump, but Es already has access to instant overheads, so this setup is not as strong.  
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 4
|recovery = 9
}}
Can be used to jail an air blocking opponent to the ground with {{clr|A|j.A}} spam. Mostly good for a fast air to air option up close. Sometimes used as a fuzzy options after a deep {{clr|C|j.C}} safejump, but Es already has access to instant overheads, so this setup is not as strong.  
 
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|D|j.D}}
}}
}}


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|input=j.B,j.BB |versioned=input
|input=j.B,j.BB |versioned=input
|description=
|description=
Very strong button due to its speed, range, reward (with Bors) and whiff cancels. 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. With Bors buff, confirming {{clr|B|j.B}} {{clr|B|j.BB}} into {{clr|C|j.623C}} is an important confirm that will make her air-to-air game scary to contend with.  
{{#invoke:FrameChart|drawFrameData
|title = <small>j.B&nbsp;&nbsp;</small>
|startup  = 9
|active  = 3
|recovery = 18
}}
{{#invoke:FrameChart|drawFrameData
|title = <small>j.BB</small>
|startup  = 7
|active  = 3
|recovery = 19
}}
Very strong button due to its speed, range, reward (with {{MMC|input=214D|label=[[#Type: Enchanter "Bors"|Bors]]}}) and whiff cancels. 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. With Bors buff, confirming {{clr|B|j.B}} > {{clr|B|j.BB}} into {{clr|C|j.623C}} is an important confirm that will make her air-to-air game scary to contend with. Learning to apply superjump and instant airdash {{clr|B|j.BB}} to dominate air space is pivotal to Es' neutral game.


{{clr|B|j.B}} can also be a pretty good jump in as well. {{clr|B|j.B}} is good against standing opponents and opponents at airdash heights, while {{clr|B|j.BB}} is good against people on the ground both standing and crouching.   
{{clr|B|j.B}} can also be a pretty good jump in as well. {{clr|B|j.B}} is good against standing opponents and opponents at airdash heights, while {{clr|B|j.BB}} is good against people on the ground both standing and crouching.   
*Can whiff cancel into {{clr|B|j.BB}}.
*Can whiff cancel into {{clr|B|j.BB}}.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|j.BB}}, {{clr|C|j.C}}, {{clr|D|j.D}}
}}
}}


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|input=j.C
|input=j.C
|description=
|description=
The core of Es high/low mixup. Due to its hitbox reaching so low, {{clr|C|j.C}} is an 17f instant overhead when input while rising. Good to use after {{clr|A|5A}}/{{clr|C|2C}} on block with the jump cancel. Better reward with Bors buff, 50 meter, or a {{clr|D|j.D}} crest to back you up in the corner.
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 4
|recovery = 26
}}
The core of Es high/low mixup. Due to its hitbox reaching so low, {{clr|C|j.C}} is an 17f instant overhead when input while rising. Good to use after {{clr|A|5A}}/{{clr|C|2C}} on block with the jump cancel. Better reward with {{MMC|input=214D|label=[[#Type: Enchanter "Bors"|Bors]]}} buff, 50 meter, or a {{clr|D|j.D}} crest to back you up in the corner.


However, it is unsafe on block as {{clr|C|j.C}} does not have any gatlings, so it is recommended to have 50 meter for a rapid cancel to stay safe on block. It is also unsafe to Overdrive, so try to bait that out with 5A staggers.
However, it is unsafe on block as {{clr|C|j.C}} does not have any gatlings, so it is recommended to have 50 meter for a rapid cancel to stay safe on block. It is also unsafe to Overdrive, so try to bait that out with 5A staggers.
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It has a big hurtbox, so it will trade unexpectedly in many situations.
It has a big hurtbox, so it will trade unexpectedly in many situations.
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}
}}
}}


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===<big>{{clr|D|5D}}</big>===
===<big>{{clr|D|5D}}</big>===
{{BBCF Move Card
{{BBCF Move Card
|input=5D,5D Crest|versioned=input
|input=5D,5D Crest,5D (whiff) Crest|versioned=input
|description=
|description=
*Good combo tool
{{clr|D|5D}} is mainly used as a common combo piece in Es' more extensive combo routes, {{clr|C|3C}} > {{clr|D|5D}} > {{clr|B|214[B]}} loop being the most notable place you'll see it used.
*Sometimes good for resetting pressure
*Sometimes good for oki
*Frame Advantage listed assumes the crest hits afterwards, If not, the frame advantage is -18


{{clr|D|5D}} is mainly used as a common combo piece in Es' more extensive combo routes, {{clr|C|3C}} > {{clr|D|5D}} > {{clr|B|214[B]}} loop being the most notable place you'll see it used.
Also, while uncommon, microdash {{clr|D|5D}} oki after a midscreen {{MMC|input=214C|label=[[#Type: Slasher "Mordred"|Mordred]]}} ender can be a good way to catch no techs and people trying to delay tech. It also outranges many reversals. If the crest is blocked after the slash whiffs, Es will be at least +11, allowing her to easily and safely continue pressure.


Also, while uncommon, microdash {{clr|D|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.
*Frame advantage assumes the crest is blocked; in the rare case that it whiffs, then the strike is -18 on block. The crest is unlikely to whiff in any situation other than the strike being Instant Blocked while crouching at point blank.
*Frame advantage of OD version assumes both crest hits are blocked; the second hit is further out, creating a much larger deadzone close to Es and will more consistently whiff on opponents crouching directly in front of Es.
}}
}}


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*100% minimum damage
*100% minimum damage


Air throw knocks down the opponent. You can pick it up by linking {{clr|B|5B}} or {{clr|C|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 {{clr|C|2C}} > en623C
Air throw knocks down the opponent. You can pick it up by linking {{clr|B|5B}} or {{clr|C|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 {{clr|C|2C}} > {{Tt|{{clr|C|en623C}}|623C enhanced by Bors}}
}}
}}


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}}
}}


===<big>Crush Trigger</big>===
===<big>[[BBCF/Mechanics#Crush_Trigger|Crush Trigger]]</big>===
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}
{{BBCF Move Card
{{BBCF Move Card
|input=5A+B,5[A+B]|versioned=input
|input=5A+B,5[A+B]|versioned=input
|description=
|description=
*Can be charged.
* [[BBCF/Mechanics#Crush_Trigger|Functions like every other Crush Trigger]]
* 180F Heat Gauge Cooldown
* Wall bounces on air hit midscreen
** Wall sticks in the corner.
 
Es' main use of Crush trigger is for combos where you do not have {{clr|D|214D}} Bors buff, as it gives Es efficient damage and corner carry returns.
In the corner, a successful uncharged crush trigger leads to {{clr|A|5A}} or a throw combo. With her {{clr|D|j.D}} crest setups, Es can setup uncharged and charged crush trigger combos.
 
However, crush trigger as a pressure tool is not advised as the option is easily shut down by barrier block.
 
 


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 {{clr|C|6C}}.
}}
}}


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|input=236A,236B,236A/B~236A/B,236A/B Powered Up |versioned=input
|input=236A,236B,236A/B~236A/B,236A/B Powered Up |versioned=input
|description=
|description=
* Good for controlling space and helping cover approaches
Es's projectile. 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 {{clr|A|236A}}/{{clr|B|B}} again (Can not be followed up repeatedly).  
* If a followup Breunor touches the previous Breunor, They both combine into a single 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.  
When used at the right heights and in the right situations, Breunor can help make the opponent move at your pace and make them easier to predict, complementing your rushdown and footsies. Additionally, it beats out many other projectiles in the game. The B version of Breunor is good to throw out ahead of you and then dash in after to cover your approach due to its delayed movement.


In pressure, staggered Breunor projectiles can be good for ending pressure or if you're doing it from {{clr|D|2D}}, it can be good for helping to reset pressure
Staggered Breunor projectiles can be good for ending pressure, as well as resetting pressure if you're doing it from {{clr|D|2D}}.


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 {{clr|C|6C}} > {{clr|D|6D}} routes or be used as an ender that'll give you time to go for safe jumps.
By inputting {{clr|A|236A}}/{{clr|B|B}} again, Es will fire an additional followup Breunor. If a followup Breunor touches the first Breunor, they both combine into a single powered-up shot. 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 {{clr|C|6C}} > {{clr|D|6D}} routes or be used as an ender that'll give you time to go for safe jumps.
}}
}}


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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.
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.


Instant air backdash j.236B is a very strong option to create space for Bors or to check the opponents movement.
Instant air backdash {{clr|B|j.236B}} is a very strong option to create space for Bors or to check the opponents movement.
}}
}}


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*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. It looks like her 214B so it catches people off guard sometimes.
Mostly used in punish combos since Erec adds a lot of damage when used earlier on in combos. It doesn't see much use as a mixup because it's very unsafe on whiff and it doesn't deal all of its huge base damage anyway. It looks like her {{clr|B|214B}} so it catches people off guard sometimes.
}}
}}


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{{InputBadge|{{clr|B|214B}}}}
{{InputBadge|{{clr|B|214B}}}}
{{BBCF Move Card
{{BBCF Move Card
|input=214B,214[B],214B Crest |versioned=input
|input=214B,214[B],214B Crest,214[B] Crest |versioned=input
|description=
|description=
*Good combo tool both uncharged and charged
*Holding B causes the move to hit later but have better properties.
*Sometimes good for resetting pressure
*Good combo tool both uncharged and charged.
*Charged version can fatal counter
*Sometimes good for resetting pressure.
*Crest Activates 12 frames after slash becomes active
*Charged version can fatal counter.
*[] = Charged version values
*[] = Charged version values


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|input=214C,214C Crest, 214C~214C, 214C~214C Crest |versioned=input
|input=214C,214C Crest, 214C~214C, 214C~214C Crest |versioned=input
|description=
|description=
* Crest Activates as soon as {{clr|C|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
*Second hit can fatal counter
*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.
Without a {{MMC|input=214D|label=[[#Type: Enchanter "Bors"|Bors]]}} buff, 214c is a lacking pressure tool. Even at the maximum delay possible, the blockstun is too high for there to be a gap present between the two hits on regular block. This makes the special functionally unusable as a rekka, despite appearances and a fatal counter on the second hit.
 
When you have a {{MMC|input=214D|label=[[#Type: Enchanter "Bors"|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. The second 214c is not plus even with {{MMC|input=214D|label=[[#Type: Enchanter "Bors"|Bors]]}}, however.
}}
}}


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|input=214D
|input=214D
|description=
|description=
*Goes away on being hit, and when a throw is teched.


Es assumes a stance that powers up her next special attack, except fireballs. An icon will be displayed above your heat gauge when the buff is active.  
Es assumes a stance that powers up her next {{clr|B|214B}}, {{clr|C|214C}}, or {{clr|C|623C}}. An icon will be displayed above your heat gauge when the buff is active.  


Bors is crucial to Es play. Es has subpar damage without Bors. It increases the reward on all her hits, making neutral, pressure, mixup and defence significantly more rewarding for her in terms of damage and corner carry.  You can safely get Bors from combos by special canceling {{clr|C|3C}} or {{clr|C|6C}} combo enders. With Es' strong neutral, she usually has no problem finding the space to safely acquire Bors. You need Bors.
Bors is crucial to Es play. It increases the reward on all her hits, making neutral, pressure, mixup and defense significantly more rewarding for her in terms of damage and corner carry.  You can safely get Bors from combos by special canceling {{clr|C|3C}} or {{clr|C|6C}} combo enders. With Es' strong neutral, she usually has no problem finding the space to safely acquire Bors. You need Bors.
 
* Goes away if Es is hit or if either player techs a throw.
* Ends as soon as Es uses an enhanceable special move, even if it whiffs or is interrupted.
}}
}}


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|input=j.2B,j.2BB,j.2BBB |versioned=input
|input=j.2B,j.2BB,j.2BBB |versioned=input
|description=
|description=
*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 {{clr|B|j.2BB}} into {{clr|B|j.B}} in some air combos to extend the air combo a little more to either get more damage or better knockdown. Similarly, {{clr|B|j.2BB}} is popular in some corner combo routes as a means to buy time for a {{clr|D|2D}} Crest to activate and extend your combo.
Es strikes below herself 3 times, each hit requiring an additional 2B input. Good air combo ender, as the last hit knocks the opponent down to the ground.
 
In some cases, ending the Tristan sequence at the second hit can be used to extend combos. Depending on the height of you and your opponent, you can link {{clr|B|j.2BB}} into {{clr|B|j.B}} to extend some air combos for more damage or a better knockdown. Similarly, {{clr|B|j.2BB}} is useful in some corner combo routes as a means to buy time for a {{clr|D|2D}} Crest to activate and extend your combo.
 
*Despite its simple input, this is a special move and can be special cancelled into.
}}
}}


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|description=
|description=
* 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 additional hits the more it travels. Midscreen you can get up to 9 additional hits. In the corner, you won't get any.
*Only a reversal against projectiles, but it still comes out extremely quickly for such a large move.
*Only a reversal against projectiles, but it still comes out extremely quickly for such a large move.
*Quite safe for a super
*Quite safe for a super
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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.  


Has projectile invuln, travels very quickly and is very large, so it can be used to punish projectiles such as Mai spear or Izanami Drive activation on reaction.  
Has projectile invuln, travels very quickly and is very large, so it can be used to punish projectiles such as Mai {{MMC|chara=Mai Natsume|input=5D|label=spear}} or Izanami {{MMC|chara=Izanami|input=5D|label=Drive activation}} on reaction.  


With 100 meter and Overdrive, 3C OD 3C 5D(3) 632146A 632146B is a potent meter dump at the end of combos.  
With 100 meter and Overdrive, {{clr|C|3C}} > OD > {{clr|C|3C}} > {{clr|D|5D(3)}} > {{clr|A|632146A}} > {{clr|B|632146B}} is a potent meter dump at the end of combos.  


Due to its fast startup, can be single hit hitconfirmed after 5C or 3C. Midscreen, this is useful for finishing rounds. In the corner, this leads to a full combo.  
Due to its fast startup, can be single hit hitconfirmed after {{clr|C|5C}} or {{clr|C|3C}}. Midscreen, this is useful for finishing rounds. In the corner, this leads to a full combo.  


Can be 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.  
Can be 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.  
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*Minimum Damage = 30% (1050 {1320})
*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 {{clr|D|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 {{clr|C|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 {{MMC|chara=Nu-13|input=5D|label={{clr|D|5D}}}} oki or Lambda {{MMC|chara=Lambda-11|input=236D|label=Sickle Storm}} oki. However, it's best used only for these scenarios where {{MMC|input=623C|label=[[#Type: Slasher "Griflet"|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 {{clr|C|6C}} to squeeze out more damage.  
}}
}}


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|input=632146D
|input=632146D
|description=
|description=
*Lasts 450Fs (7 1/2 Seconds).
Install that lets you use the enchanted version of Es' specials freely for its duration. Unfortunately, this currently doesn't see much practical use. A lot of Percival combo routes do similar or worse damage as 25 meter routes so it's often viewed as an inefficient use of meter.
 
*Lasts 450f (7.5 seconds) normally. Timer depletes at half speed during overdrive.
*Leaves Es Airborne at the end of the animation.
*Leaves Es Airborne at the end of the animation.
*Has some invincibility
*Activating the move again will refresh duration to max; it will not stack.
*Timer depletes at half the speed during overdrive.
*Using {{MMC|input=214D|label=[[#Type: Enchanter "Bors"|Type: Enchanter "Bors"]]}} while this move is active will still perform the animation, but it will do nothing.
*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 Percival lasts. Unfortunately, this currently doesn't see much use in practical play. A lot of Percival combo routes pretty much do the same or worse damage as 25 meter routes so it's often viewed as an inefficient use of meter.
}}
}}


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|input=A+B+C+D
|input=A+B+C+D
|description=
|description=
*[[BBCF/Offense#Exceed_Accel| Behaves the same as every other Exceed Accel.]]
*[[BBCF/Mechanics#Exceed_Accel| Behaves the same as every other Exceed Accel.]]
*300/630 Minimum Damage
*300/630 Minimum Damage


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==Astral Heat==
==Astral Heat==
===<big>Type: Exterminator "Artorius"</big>===
===<big>Type: Exterminator "Artorius"</big>===
{{InputBadge|{{clr|C|236236C}}}}
{{InputBadge|{{clr|C|236236C}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}
{{BBCF Move Card
{{BBCF Move Card
|input=236236C
|input=236236C
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==Colors==
==Colors==
{{BBCFColors|Size=120|Character=Es}}
{{BBCFColors|Size=120|Character=Es}}
<br style="clear:both;"/>
==External References==
*Japanese Name: エス
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=es&pref=0 Arcade Profile Dan Rankings]
*[http://www.dustloop.com/forums/index.php?/forums/forum/367-es/ Character Video Thread]
*[https://blazblue.wiki/wiki/Es/Gameplay#Palettes Color Palettes on https://blazblue.wiki]
<br style="clear:both;"/>
<br style="clear:both;"/>


==Navigation==
==Navigation==
<center>{{Character Label|BBCF|Es|42px}}</center>
<center>{{Character Label|BBCF|Es|size=42px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{BBCF/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{#lst:BBCF/Navigation}}
 
{{BBCF/Navigation}}

Latest revision as of 01:26, 28 March 2024

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. In short, Es has a strong neutral game.

Es is not without her shortcomings, however. The poor frame advantage on her B and C normals, combined with the fact that cancels into Drive or Special moves during blockstrings will leave noticeable gaps: makes Es particularly susceptible to Instant Block and Overdrive punishes. Es is forced to commit harder during pressure in comparison to similar characters, and the player has to be careful where they make that commitment. Despite these weaknesses, Es is rather friendly for beginners. Her execution barrier is low, and she can change her simple gameplan on the fly.
BBCF Es Nameplate.png
BBCF Es Portrait.png
Health
10,500
Prejump
4F
Backdash
25F (1~5F Inv All, 2~15 airborne)
Unique Movement Options
Arched Forward Air Dash
Fastest Attack
5A (6F)
Reversals
623C (13F)
632146C (21F)
Fatal Starters
Dash 6C
214[B]
214C 214C
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 with the Bors buff.

  • 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.
  • Bors power up is lost after Es uses any special that isn't a fireball, techs a throw (or opponent does) or she gets hit.
    Overdrive: Amplifier "Avalon"

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)
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 6 3 10 -1 +8 B
Total: 18

With the best pressure options available, 5A stands as the foundation of Es's pressure game. Structure your pressure around this move, from stagger pressure, to tick throw/throw reject miss setups and unreactable high/low mixups. It is also jump cancellable on block, useful for jump resets and baiting defensive options.

This jab can hit crouching, but be careful that can be low profiled by certain attacks like Kokonoe's 2ABBCP Kokonoe 2A.pngGuardAllStartup7Recovery8Advantage-2 or Izanami's 2BBBCF Izanami 2B.pngGuardLowStartup9Recovery24Advantage-16.

  • Chains into itself up to 3 times.

Gatling options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 6D

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600 Mid 8 5 18 -9 -4 B

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
750 Mid 12 3 21 -7 -9 B
Total: 35

5C has a lot of reach but not much reward on hit without a Bors buff or a counter hit. Best used for whiff punishing instead of raw poking since 5C has hefty whiff recovery, but if you need to reach out and touch your opponent then this is the longest range ground normal Es has. Special cancel into a fireball for safety or Mordred (214C) for a combo.

5C CH leads to a full confirm into IAD > j.C > j.2BBB route, so it is a good idea to buffer IAD after pressing 5C. With Bors, you can autopilot 5C buffer 214C for a combo on hit (if close enough), and start pressure on block.

Gatling options: 2C, 6C, 3C, 5D, 2D, 6D

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 All 7 3 9 (10) ±0 (-1) +8 (+7) F
Total: 18

2A is a good abare tool, given it's speed and reach. 2A also has more range than 5A, making it easier to maintain stagger pressure against barrier block. However, 2A is generally outclassed by 5A in pressure as 5A has more offensive options available.

  • Chains into itself up to 3 times and can whiff cancel into itself.

Gatling options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 6D

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
530 Low 10 3 20 -9 -6 F
Total: 32

An important low. 2B is a good poke to go for since it has decent reach, hits low and has fewer recovery frames (3) than 5C. Do note the hurtbox on 2B is not particularly great and might lead to some trades. 2B complements her high/low mixups and makes her pressure scarier to jump out of.

2B moves Es forward and be kara canceled into throws and barrier. The kara cancel can be good for increasing the range on Es's throw, whereas kara canceling into barrier is mostly useful for a crossunder left/right mixup on an opponent's neutral tech.

Gatling options: 5B, 5C, 2C, 6C, 3C, 5D, 2D, 6D

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
800 Mid 10 3 32 -18 -18 B 10~12 H
Total: 44

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 lacks the vertical height needed to reach the opponent. It is also easier to react with 2C instead of 6B, especially on defence. 2C is also a good punish starter, as it forces standing on counter hit which will allow you to combo into command grab for a damaging punish. It is sometimes used in pressure to setup a gapless instant overhead j.C/3C mixup, but it is preferred to use 5A for this purpose.

While the Head invulnerability might seem laughably short for an antiair, it covers the only time where her hurtbox extends upwards. During the rest of the move, Es is pretty low to the ground, meaning that it can still beat out shallow jump-in attacks.

Gatling options: 5C, 3C, 5D, 2D, 6D

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
650 High 26 3 20 -6 -22 B 4~28 F

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
760 Mid 14 4 22 -9 -13 B 8~17 H
Total: 39

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.

An important hitconfirm for 6B anti-air is to route into j.B on normal hit, and falling j.D on counterhit. This unlocks more reward (damage/carry). The float time is generous, so this is doable with practice.

6B also sees heavy use in optimal combo routes. As it does not gatling out of 2B, it is recommended to do 2B before 5B in pressure to give more time for 6B hitconfirms.

Gatling options: None

6C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Normal 6C 700 Mid 17 3 18 -4 -11 B
Dash 6C 700 Mid 7 3 18 -4 B
Normal 6C
Total: 37
Dash 6C     
Total: 27

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 in the corner to setup crest meaties.

  • Dash 6C Fatal Counters and has 110% Bonus Proration. Dash 6C also blows back grounded opponents and give a wall bounce only after you reach peak dash velocity. Reaching max dash velocity takes 17 frames.
  • On airborne opponents, 6C will always blowback and give a small wall bounce.

Gatling options: 5D, 2D, 6D

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
790 Low 13 3 24 -10 -13 F
Total: 39

A low sweep that leads to a knockdown, good combo ender to get a Bors buff. Common combo route if unable to route into 6B.

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 on counter hit that you can pick up with 5D or microdash OTG > 2A / 5B. 3C has high recovery on whiff though, so do not abuse as a poke. Can low profile certain attacks such as Kagura's WyvernBBCP Kagura 6D~C.pngGuardAllStartup13~18Recovery26Advantage-11. In pressure, it can be single-hit hitconfirmed into Overdrive cancel or PalamedesBBCF Es ShooterPalamedes.pngGuardAllStartup3+(50 Flash)+6Recovery23+12LAdvantage-10 for a full combo, making this a low to respect.

Gatling options: 5D, 2D, 6D

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 High/Air 7 4 9 H
Total: 19

Can be used to jail an air blocking opponent to the ground with j.A spam. Mostly good for a fast air to air option up close. Sometimes used as a fuzzy options after a deep j.C safejump, but Es already has access to instant overheads, so this setup is not as strong.

Gatling options: j.A, j.B, j.C, j.D

j.B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.B 630 High/Air 9 3 18 H
j.BB 770 High/Air 7 3 19 H
j.B  
Total: 29
j.BB
Total: 28

Very strong button due to its speed, range, reward (with BorsBBCF Es EnchanterBors.pngGuardStartupRecovery36Advantage-) and whiff cancels. 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. With Bors buff, confirming j.B > j.BB into j.623C is an important confirm that will make her air-to-air game scary to contend with. Learning to apply superjump and instant airdash j.BB to dominate air space is pivotal to Es' neutral game.

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.

  • Can whiff cancel into j.BB.

Gatling options: j.BB, j.C, j.D

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
850 High/Air 12 4 26 H
Total: 41

The core of Es high/low mixup. Due to its hitbox reaching so low, j.C is an 17f instant overhead when input while rising. Good to use after 5A/2C on block with the jump cancel. Better reward with BorsBBCF Es EnchanterBors.pngGuardStartupRecovery36Advantage- buff, 50 meter, or a j.D crest to back you up in the corner.

However, it is unsafe on block as j.C does not have any gatlings, so it is recommended to have 50 meter for a rapid cancel to stay safe on block. It is also unsafe to Overdrive, so try to bait that out with 5A staggers.

j.C has a pretty huge hitbox, making it a great button for jump ins. You mostly want to use it from low to the ground air dashes and certain instances when you're falling down from a jump. Make sure to do the j.C close to the ground to retain frame advantage for safety and combos. j.C can also be used for safe jumps on oki from certain enders such as 214CC.

It has a big hurtbox, so it will trade unexpectedly in many situations.

Gatling options: j.D

Drive Moves

5D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5D 730 Mid 25 [23] 5 29 0 -32 [-30] B
5D Crest 740 [740×2] All 38 [36] 3 [3(7)3] Total: 58 [56] 0 [+10] P1
5D (whiff) Crest 740 [740×2] All 49 [47] 3 [3(7)3] Total: 58 [56] +11 [+21] P1

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 MordredBBCF Es SlasherMordred.pngGuardAllStartup16~22Recovery24Advantage-7 ender can be a good way to catch no techs and people trying to delay tech. It also outranges many reversals. If the crest is blocked after the slash whiffs, Es will be at least +11, allowing her to easily and safely continue pressure.

  • Frame advantage assumes the crest is blocked; in the rare case that it whiffs, then the strike is -18 on block. The crest is unlikely to whiff in any situation other than the strike being Instant Blocked while crouching at point blank.
  • Frame advantage of OD version assumes both crest hits are blocked; the second hit is further out, creating a much larger deadzone close to Es and will more consistently whiff on opponents crouching directly in front of Es.
Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
5D Long 100 89 3
5D Crest Normal 80 89 [89×2] 1
5D (whiff) Crest Normal 80 89 [89×2] 1

5D:

  • Values in [] are during OD
  • Frame Adv listed assumes 5D Crest hits afterwards
  • If Crest does not hit, then Frame Adv -18


5D Crest:

  • Values in [] are during OD
  • Startup is from start of 5D - hitstop


5D (whiff) Crest:

  • Values in [] are during OD
  • Startup is from start of 5D

2D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
2D 760 Mid 30 [27] 6 17 -6 -26 [-23] B
2D Crest 740 [740×2] All 113 [110] 3 [3(7)3] P1
  • 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. Its crest also appears much later.

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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
6D 850 Mid 25 [23] 4 16+10L -11 -28 [-26] H 6~44 FT
[6~42 FT]
6D Crest 740 [740×2] All 78 [76] 3 [3(7)3] P1
  • 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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.D 800 High/Air 23 [21] 5 23+8L H
j.D Crest 740 [740×2] All 141 [139] 3 [3(7)3] P1
  • 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

Ground Throw

5B+C 4B+C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Forward Throw 0, 500×3 Throw(70) 7 3 23 -6 T
Back Throw 0, 1500 Throw(70) 7 3 23 -6 T
  • 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

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0×2, 1500 Throw(120) 7 3 23+3L T
  • 100% minimum damage

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 > en623C623C enhanced by Bors

Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0 All 13 3 32 -16 B 1~20 All

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 -19 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 -29~60 B

Es' main use of Crush trigger is for combos where you do not have 214D Bors buff, as it gives Es efficient damage and corner carry returns. In the corner, a successful uncharged crush trigger leads to 5A or a throw combo. With her j.D crest setups, Es can setup uncharged and charged crush trigger combos.

However, crush trigger as a pressure tool is not advised as the option is easily shut down by barrier block.

Specials

Type: Shooter "Breunor"

236A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236A 800 All 15 30 Total: 44 -8 -18 P1
236B 800 All 27 122 Total: 48 0 -22 P1
236A/B~236A/B 800 All 13 A: 30
B: 125
Total: 42 -8 -16 P1
236A/B Powered Up 1200 All 103 P2

Es's projectile. Good for controlling space and helping cover approaches.

When used at the right heights and in the right situations, Breunor can help make the opponent move at your pace and make them easier to predict, complementing your rushdown and footsies. Additionally, it beats out many other projectiles in the game. The B version of Breunor is good to throw out ahead of you and then dash in after to cover your approach due to its delayed movement.

Staggered Breunor projectiles can be good for ending pressure, as well as resetting pressure if you're doing it from 2D.

By inputting 236A/B again, Es will fire an additional followup Breunor. If a followup Breunor touches the first Breunor, they both combine into a single powered-up shot. 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.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
236A Long 80 85 2
236B Long 80 85 2
236A/B~236A/B Long 80 85 2
236A/B Powered Up Long 80 85 3

236A:

  • Cancellable into followup 236A/B on frames 18~32


236B:

  • Cancellable into followup 236A/B on frames 27~38
  • If cancelled on frame 27 into 236A followup, does not become active


236A/B Powered Up:

  • If followup shot touches first shot, it becomes a powered up shot
  • 236B~236A has total startup 39, -2 on block
  • Maximum Slide duration 10F

Air Type: Shooter "Breunor"

j.236A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.236A 800 All 17 Until Hit Total: 47 + 9L P1
j.236B 800 All 26 Until Hit Total: 47 + 9L P1
j.236A/B~j.236A/B 800 All 13 Until Hit Total: 39 + 9L P1

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.

Instant air backdash j.236B is a very strong option to create space for Bors or to check the opponents movement.

Type: Slasher "Griflet"

623C (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
623C 880×2 All 13 3(12)9 32+12 (28) -34 B 1~15 All
j.623C 880×2 All 10 3 (12) 9 Until L+12 (28) H 1~12 All
623C Crest 800 All Ground: 42 {55}
Air: 39 {52}
6 Total Ground: 80 (64)
Total Air: - (61)
Ground: -18 {-5}
Air: -
P1
623C Followup 600 22 8 40 Total P1
  • 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. However, it doesn't make it safe on block since it doesn't activate unless the previous parts hit.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
623C Very Short 60 82 4
j.623C Very Short 60 82 4
623C Crest Normal 60 100 1
623C Followup Long 60 100 4

623C:

  • On hit, normal version has 28 recovery, recovers airborne
  • On hit, Enhanced version cancels into Griflet Followup on frame 49
  • Airborne on frame 28, recovery until landing (on block/whiff) plus landing animation
  • reversal


j.623C:

  • On hit, normal version has 28 recovery, recovers airborne
  • On hit, Enhanced version cancels into Griflet Followup on frame 46


623C Crest:

  • Values in {} are on 623C whiff
  • Startup is from start of 623C - hitstop
  • Crest appears on frame 28 of 623C (first active frame of second hit) on hit/block, or frame 29 on whiff
  • Startup from crest appearing is 27
  • Recovery in () is on hit

Type: Assaulter "Erec"

214A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 3000 Throw(70) 31 9 8+15+24L H
  • 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 when used earlier on in combos. It doesn't see much use as a mixup because it's very unsafe on whiff and it doesn't deal all of its huge base damage anyway. It looks like her 214B so it catches people off guard sometimes.

Type: Slasher "Gawain"

214B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214B 1000 High/Air 27 4 5+13L -3 -22 H 9~30 FT
214[B] 1300 High/Air 36 3 13 +3 -25 H 9~38 FT
214B Crest 800 All 32 {44} 6 Total: 48 +4 {+16} P1
214[B] Crest 800 All 41 {53} 6 Total: 51 +10 {+22} P1
  • Holding B causes the move to hit later but have better properties.
  • Good combo tool both uncharged and charged.
  • Sometimes good for resetting pressure.
  • Charged version can fatal counter.
  • [] = 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.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
214B Normal 90 82 4
214[B] Normal 90 92 4
214B Crest Normal 70 100 1
214[B] Crest Normal 70 100 1

214B:

  • Forces crouching on ground hit
  • Airborne from frame 13


214[B]:

  • Fatal Counter
  • Forces crouching on ground hit
  • Airborne from frame 13


214B Crest:

  • Startup is from start of 214B - hitstop
  • Values in {} are on 214B whiff
  • Crest appears on first active frame of 214B, startup from crest appearing is 18


214[B] Crest:

  • Startup is from start of 214B - hitstop
  • Values in {} are on 214B whiff
  • Crest appears on first active frame of 214B, startup from crest appearing is 18

Type: Slasher "Mordred"

214C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
214C 1000 All 16~22 2 24 -7 -15~21 B
214C Crest 800 All 24~30 6 Total: 41~47 +3 P1
214C~214C 1000 All 11 4 23+7L -16 -18 B
214C~214C Crest 800 All 21 {33} 6 Total: 44 -4 {+8} P1
  • Good combo ender midscreen when you don't want to go for a Bors buff
  • Good Combo Extender in the corner
  • Second hit can fatal counter

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

Without a BorsBBCF Es EnchanterBors.pngGuardStartupRecovery36Advantage- buff, 214c is a lacking pressure tool. Even at the maximum delay possible, the blockstun is too high for there to be a gap present between the two hits on regular block. This makes the special functionally unusable as a rekka, despite appearances and a fatal counter on the second hit.

When you have a BorsBBCF Es EnchanterBors.pngGuardStartupRecovery36Advantage- 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. The second 214c is not plus even with BorsBBCF Es EnchanterBors.pngGuardStartupRecovery36Advantage-, however.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
214C Long 90 82 4
214C Crest Normal 70 100 1
214C~214C Long 80 82 4
214C~214C Crest Normal 70 100 1

214C:

  • Cancellable into followup on 5th and 6th frames of recovery


214C Crest:

  • Startup is from start of 214C
  • Activates on 214C's 7th frame of recovery
  • If 214C is Rapid Cancelled, activates 21 (+ hitstop) frames from 214C's first active frame
  • Does not activate if 214C is cancelled into followup


214C~214C:

  • Fatal Counter
  • Airborne from frame 9


214C~214C Crest:

  • Startup is from start of 214C~214C - hitstop
  • Values in {} are on 214C~214C whiff
  • Crumple Duration 36F, Crumple Fall 55F

Type: Enchanter "Bors"

214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
36 -10

Es assumes a stance that powers up her next 214B, 214C, or 623C. An icon will be displayed above your heat gauge when the buff is active.

Bors is crucial to Es play. It increases the reward on all her hits, making neutral, pressure, mixup and defense significantly more rewarding for her in terms of damage and corner carry. You can safely get Bors from combos by special canceling 3C or 6C combo enders. With Es' strong neutral, she usually has no problem finding the space to safely acquire Bors. You need Bors.

  • Goes away if Es is hit or if either player techs a throw.
  • Ends as soon as Es uses an enhanceable special move, even if it whiffs or is interrupted.

Type: Assaulter "Tristan"

j.2B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.2B 600 All 10 12 8 (19+4L) H
j.2BB 600 All 10 6 7 (13+4L) H
j.2BBB 900 All 15 4 12+8L H

Es strikes below herself 3 times, each hit requiring an additional 2B input. Good air combo ender, as the last hit knocks the opponent down to the ground.

In some cases, ending the Tristan sequence at the second hit can be used to extend combos. Depending on the height of you and your opponent, you can link j.2BB into j.B to extend some air combos for more damage or a better knockdown. Similarly, j.2BB is useful in some corner combo routes as a means to buy time for a 2D Crest to activate and extend your combo.

  • Despite its simple input, this is a special move and can be special cancelled into.

Distortion Drives

Type: Shooter "Palamedes"

632146A/B (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
632146A/B 2200
[2200, 220×N]
All 3+(50 Flash)+6 Until Hit 23+12L -10 -18 P2 1~12 P
j.632146A/B 2200
[2200, 220×N]
All 3+(50 Flash)+6 Until Hit Until L+15 P2 1~12 P
  • Minimum Damage = 30% (660 {660 + 66*n})
  • The overdrive version does more additional hits the more it travels. Midscreen you can get up to 9 additional hits. In the corner, you won't get any.
  • Only a reversal against projectiles, but it still comes out extremely quickly for such a large move.
  • Quite safe for a super

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

Has projectile invuln, travels very quickly and is very large, so it can be used to punish projectiles such as Mai spearBBCF Mai Natsume 5D.pngGuardAllStartup25~80
[20~55]
RecoveryTotal: 72~127
[Total: 67~102]
Advantage-28
or Izanami Drive activationBBCF Izanami 5D.pngGuardStartupRecoveryGround: 27
Air: 30
Advantage-
on reaction.

With 100 meter and Overdrive, 3C > OD > 3C > 5D(3) > 632146A > 632146B is a potent meter dump at the end of combos.

Due to its fast startup, can be single hit hitconfirmed after 5C or 3C. Midscreen, this is useful for finishing rounds. In the corner, this leads to a full combo.

Can be 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.

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
632146A/B Very Short 70 72 4
j.632146A/B Very Short 70 72 4

632146A/B:

  • Values in [] are during OD
  • [First hit that hits/is blocked deals 2200 damage, subsequent hits deal 220]
  • [Hits every 3 frames]
  • Invul during super flash becomes only Projectile invuln 10F before super flash ends
  • Minimum Damage 30%: 660 [660 + 66*N]
  • Airborne from frame 5


j.632146A/B:

  • Values in [] are during OD
  • [First hit that hits/is blocked deals 2200 damage, subsequent hits deal 220]
  • [Hits every 3 frames]
  • Invul during super flash becomes only Projectile invuln 10F before super flash ends
  • Minimum Damage 30%: 660 [660 + 66*N]

Type: Slasher "Galahad"

632146C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000, 2500
[1000, 150×6, 2500]
All 6+(40 Flash)+15 9 24 -14 -27 B 1~23 All
  • 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 5DBBCP Nu 5D.pngGuardAllStartup15RecoveryTotal 48Advantage-12 [-4] oki or Lambda Sickle StormBBCP Lambda SickleStorm.pngGuardAllStartup38RecoveryTotal: 61Advantage+34 oki. However, it's best used only for these scenarios where GrifletBBCF Es 623C-1.pngGuardAllStartup13Recovery32+12 (28)Advantage-34 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.

Type: Enchanter "Percival"

632146D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
4+(109 Flash)+10 +12 4~End All

Install that lets you use the enchanted version of Es' specials freely for its duration. Unfortunately, this currently doesn't see much practical use. A lot of Percival combo routes do similar or worse damage as 25 meter routes so it's often viewed as an inefficient use of meter.

  • Lasts 450f (7.5 seconds) normally. Timer depletes at half speed during overdrive.
  • Leaves Es Airborne at the end of the animation.
  • Activating the move again will refresh duration to max; it will not stack.
  • Using Type: Enchanter "Bors"BBCF Es EnchanterBors.pngGuardStartupRecovery36Advantage- while this move is active will still perform the animation, but it will do nothing.

Exceed Accel

Type: Braver "Lancelot"

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600×5 {600×5, 550×5} All 20 [10] 3 34 -10 -30 [-20] B 1~22 All
[1~12 All]

Es's 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 when Astral Conditions are met

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe 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. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
30000 All 4+(55 Flash)+14 3 64 -26 -58 B 1~18 All


Colors

BBCF Es color 1.png
BBCF Es color 2.png
BBCF Es color 3.png
BBCF Es color 4.png
BBCF Es color 5.png
BBCF Es color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Es color 7.png
BBCF Es color 8.png
BBCF Es color 9.png
BBCF Es color 10.png
BBCF Es color 11.png
BBCF Es color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Es color 13.png
BBCF Es color 14.png
BBCF Es color 15.png
BBCF Es color 16.png
BBCF Es color 17.png
BBCF Es color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Es color 19.png
BBCF Es color 20.png
BBCF Es color 21.png
BBCF Es color 22.png
BBCF Es color 23.png
BBCF Es color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24


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