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{| | {{InvisibleHeader}}{{NavTabs|game=BBTag|chara=Blitztank}} | ||
======<span style="visibility:hidden;font-size:0">Overview</span>====== | |||
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{{FP Box|header=Overview | |||
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{{ | |||
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{{Bio | {{Bio | ||
| name = Blitztank | | name = Blitztank | ||
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| quote = WHEEEN WHEEEN | | quote = WHEEEN WHEEEN | ||
| lore = | | lore = | ||
While Akatsuki's submarine went through the Artic, the Gesellschaft's research division did not stop. The potential of the Blitz Engines were fruitful, and one of the products of this were the ''Blitztank'' units: armored fortresses, armed with fire throwers, lightning grenades, deadly lasers and sheer, bulk power. Sadly, only a single test unit was produced, and | While Akatsuki's submarine went through the Artic, the Gesellschaft's research division did not stop. The potential of the Blitz Engines were fruitful, and one of the products of this were the ''Blitztank'' units: armored fortresses, armed with fire throwers, lightning grenades, deadly lasers and sheer, bulk power. Sadly, only a single test unit was produced, and its whereabouts are unknown. In truth, Blitztanks were once human subjects, involving genetic surgeries which Akatsuki's old friend, Fritz use to involved with prior to defecting Gesellschaft. | ||
}} | }} | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = | | intro = Blitztank is a slow, stationary fortress specialized in zoning and setplay using his unblockable attack. | ||
| pros = | | pros = | ||
* Numerous moves have Armor. | * Numerous moves have Armor. | ||
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* Poor MU spread, will need a partner able to deal with near-unwinnable matchups like nine and yosuke. | * Poor MU spread, will need a partner able to deal with near-unwinnable matchups like nine and yosuke. | ||
}} | }} | ||
}} | |||
{{#lst: | {{Closediv}}<!--END TOP SECTION--> | ||
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| content={{CharaInfo | |||
| game=BBTag | |||
| fullname=Blitztank | |||
| health={{#lst:{{PAGENAME}}/Data|health}} | |||
| comborate={{#lst:{{PAGENAME}}/Data|comborate}} | |||
| prejump={{#lst:{{PAGENAME}}/Data|prejump}} | |||
| backdash={{#lst:{{PAGENAME}}/Data|backdash}} | |||
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}} | |||
}} | |||
}} | |||
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| header=Blitztank's Armor | |||
| content= | |||
All of Blitztank's normals(save 5c) have Armor. Armor is a mechanic that allows a move to take hits and still continue. What type of hit each Armor can take depends on the attribute, be it Head, Body, or Feet attribute. | |||
Armor as the following features: | |||
*Blitztank can't die from an Armor hit, even at 1 health. | |||
*Armor, regardless of attribute, can take all projectiles during their armored frames. | |||
*Armor can take all hits of their intended attribute, regardless if it's a Normal move or a Distortion Skill. | |||
*Armor will reduce damage taken by 50%. | |||
*Armor will NOT scale multi hit attacks and subsequent moves. | |||
*Armor will stay on the frame it got hit until it's free to move on. Meaning, if 5B takes a multi hit attack during the 6th frame, it will stay on that 6th frame for subsequent hits. This also applies to a string of different moves as long as there's little to no gap in between the hits. For example, Elizabeth's 5AAA string. | |||
}} | |||
==Normal Moves== | ==Normal Moves== | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5A}} | {{AttackVersion|name=5A}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5A}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=5AA}} | {{AttackVersion|name=5AA}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5AA}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=5AAA}} | {{AttackVersion|name=5AAA}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5AAA}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=5AAAA}} | {{AttackVersion|name=5AAAA}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text=*Has Armor against Body-Attribute attacks during frames 4-11. All subsequent As also has armor for specific periods of their active frames and start-up. Details in framedata tab. | {{Description|8|text=*Has Armor against Body-Attribute attacks during frames 4-11. All subsequent As also has armor for specific periods of their active frames and start-up. Details in framedata tab. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">5B</span> ====== | ====== <span style="visibility:hidden;font-size:0">5B</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5B}} | {{AttackVersion|name=5B}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5B}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text=*Has Armor against Body-Attribute attacks during frames 4-14. | {{Description|8|text=*Has Armor against Body-Attribute attacks during frames 4-14. | ||
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}} | }} | ||
{{AttackVersion|name=5BB}} | {{AttackVersion|name=5BB}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5BB}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text=*Has Armor against Body-Attribute attacks during frames 4-18. | {{Description|8|text=*Has Armor against Body-Attribute attacks during frames 4-18. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">5C</span> ====== | ====== <span style="visibility:hidden;font-size:0">5C</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5C}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=The standard slow but safe 5C. Due to the generous knock-up and hitstun on 5BB, it can easily be comboed into even in very long corner combos for a good knockdown. Do keep in mind however that the opponent needs to be decently close to the ground for the 5C to connect. | {{Description|7|text=The standard slow but safe 5C. Due to the generous knock-up and hitstun on 5BB, it can easily be comboed into even in very long corner combos for a good knockdown. Do keep in mind however that the opponent needs to be decently close to the ground for the 5C to connect. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">2A</span> ====== | ====== <span style="visibility:hidden;font-size:0">2A</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|2A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=*Has Armor against Body-Attribute attacks during frames 4-10. | {{Description|7|text=*Has Armor against Body-Attribute attacks during frames 4-10. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">2B</span> ====== | ====== <span style="visibility:hidden;font-size:0">2B</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|2B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=*Has Armor against Body-Attribute attacks during frames 4-14. | {{Description|7|text=*Has Armor against Body-Attribute attacks during frames 4-14. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">2C</span> ====== | ====== <span style="visibility:hidden;font-size:0">2C</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|2C}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=*Has Armor against Body-Attribute attacks during frames 4-27. | {{Description|7|text=*Has Armor against Body-Attribute attacks during frames 4-27. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.A</span> ====== | ====== <span style="visibility:hidden;font-size:0">j.A</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=j.A}} | {{AttackVersion|name=j.A}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.A}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text=*Has Armor against Head-Attribute attacks during frames 4-8. | {{Description|8|text=*Has Armor against Head-Attribute attacks during frames 4-8. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.B</span> ====== | ====== <span style="visibility:hidden;font-size:0">j.B</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=*Has Armor against Head-Attribute attacks during frames 4-16. | {{Description|7|text=*Has Armor against Head-Attribute attacks during frames 4-16. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.C</span> ====== | ====== <span style="visibility:hidden;font-size:0">j.C</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.C}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=*Has Armor against Head-Attribute attacks, unknown amount. | {{Description|7|text=*Has Armor against Head-Attribute attacks, unknown amount. | ||
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The shockwave upon landing on the ground counts as a projectile, [https://twitter.com/commiku1/status/1197733473034870785 meaning some characters can counter it if used outside of blockstrings.] | The shockwave upon landing on the ground counts as a projectile, [https://twitter.com/commiku1/status/1197733473034870785 meaning some characters can counter it if used outside of blockstrings.] | ||
despite its small hitbox, it is possible to block while airborne, which sometimes is confused for blocking it while standing | |||
}} | }} | ||
}} | }} | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=A rather below average throw due to Blitz poor movement speed, but it does give little over 5k midscreen, and Blitz always have the option to add in a bit extra damage with Supers. In the corner, it allows him to go straight into corner loops. | {{Description|7|text=A rather below average throw due to Blitz poor movement speed, but it does give little over 5k midscreen, and Blitz always have the option to add in a bit extra damage with Supers. In the corner, it allows him to go straight into corner loops. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Reflector</span> ====== | ====== <span style="visibility:hidden;font-size:0">Reflector</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Blitztank_Reflector.png |caption= | |image=BBTag_Blitztank_Reflector.png |caption= As if armour wasn't enough, here's a damn counter | ||
|image2=BBTag_Blitztank_Entladung.png |caption2= | |image2=BBTag_Blitztank_Entladung.png |caption2= Is this really necessary? | ||
|name=Reflector | |name=Reflector | ||
|input=5A+D (Air OK) | |input=5A+D (Air OK) | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Reflector|subtitle=Catch}} | {{AttackVersion|name=Reflector|subtitle=Catch}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|AD}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Entladung|subtitle=Attack}} | {{AttackVersion|name=Entladung|subtitle=Attack}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|AD Attack}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Reflector|subtitle=Air Catch}} | {{AttackVersion|name=Reflector|subtitle=Air Catch}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.AD}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Entladung|subtitle=Air Attack}} | {{AttackVersion|name=Entladung|subtitle=Air Attack}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.AD Attack}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text=A surprisingly strong counter-esque move, as it allows Blitz to act if the follow-up doesn't trigger. Useful to ignore the opponents projectiles, and will build you a small amount of meter. Be aware, however, that it still has the same weaknesses that all other A+D attacks in the game share. | {{Description|8|text=A surprisingly strong counter-esque move, as it allows Blitz to act if the follow-up doesn't trigger. Useful to ignore the opponents projectiles, and will build you a small amount of meter. Be aware, however, that it still has the same weaknesses that all other A+D attacks in the game share. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=236A}} | {{AttackVersion|name=236A}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|236A}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text=With the sharpest angle, it's Blitztank go-to laser for ending combos and ending pressure safely. It hits anyone right roughly in front of Blitz. | {{Description|8|text=With the sharpest angle, it's Blitztank go-to laser for ending combos and ending pressure safely. It hits anyone right roughly in front of Blitz. | ||
}} | }} | ||
{{AttackVersion|name=236B}} | {{AttackVersion|name=236B}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|236B}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text=The go-to space control laser for Blitztank. It hits the entire screen in length at a relative shallow angle, ending slightly above the corner on the other side. Snipe the opponent for doing something, hit the assist, you name it. | {{Description|8|text=The go-to space control laser for Blitztank. It hits the entire screen in length at a relative shallow angle, ending slightly above the corner on the other side. Snipe the opponent for doing something, hit the assist, you name it. | ||
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}} | }} | ||
{{AttackVersion|name=236C}} | {{AttackVersion|name=236C}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|236C}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text=The Anti-Air laser. It goes straight forward the entire screen, completely missing the entire cast except for standing Tager, Merkava, and an opponent Blitztank. It acts as his best option to stop anyone from trying to jump too much at long ranges. | {{Description|8|text=The Anti-Air laser. It goes straight forward the entire screen, completely missing the entire cast except for standing Tager, Merkava, and an opponent Blitztank. It acts as his best option to stop anyone from trying to jump too much at long ranges. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=j.236A}} | {{AttackVersion|name=j.236A}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.236A}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=j.236B}} | {{AttackVersion|name=j.236B}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.236B}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=j.236C}} | {{AttackVersion|name=j.236C}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.236C}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text=Mostly the same with varying angles, but the most important feature is that the recovery of air lasers is cut short when landing, making them potentially much safer on block to the point of possibly being + on block, AND making combos after them possible. A quick TK air Laser can be up to +3 on block, while a fully delayed air laser can be up to +8 on block. A very key part in Blitztank zoning, as he can keep the pressure going and stop other characters from retaliating. | {{Description|8|text=Mostly the same with varying angles, but the most important feature is that the recovery of air lasers is cut short when landing, making them potentially much safer on block to the point of possibly being + on block, AND making combos after them possible. A quick TK air Laser can be up to +3 on block, while a fully delayed air laser can be up to +8 on block. A very key part in Blitztank zoning, as he can keep the pressure going and stop other characters from retaliating. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Blitz Mine</span> ====== | ====== <span style="visibility:hidden;font-size:0">Blitz Mine</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=214A}} | {{AttackVersion|name=214A}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|214A}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=214B}} | {{AttackVersion|name=214B}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|214B}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=j.214A}} | {{AttackVersion|name=j.214A}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.214A}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=j.214B}} | {{AttackVersion|name=j.214B}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.214B}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text=A 2 hit projectile that go in an arc from Blitztank. In the current state of the game, not particularly useful except for niche corner oki and even that is rather weak. | {{Description|8|text=A 2 hit projectile that go in an arc from Blitztank. In the current state of the game, not particularly useful except for niche corner oki and even that is rather weak. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Ansturm</span> ====== | ====== <span style="visibility:hidden;font-size:0">Ansturm</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|66}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=*Has Armor against Body-Attribute attacks during frames 4-7. | {{Description|7|text=*Has Armor against Body-Attribute attacks during frames 4-7. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|214C}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.214C}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= Combos into itself for meme value. Most useful in using to confirm off of a lockdown assist + j.c unblockable, due to its long untech time. It can be used as an anti-air due to it's relative faster speed compared to the other Mines, but even this has niche use. | {{Description|8|text= Combos into itself for meme value. Most useful in using to confirm off of a lockdown assist + j.c unblockable, due to its long untech time. It can be used as an anti-air due to it's relative faster speed compared to the other Mines, but even this has niche use. | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5P}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=No armor, but is relative fast. Hits the opponent upwards, instead of away like his regular version does. The recovery is still long, however, making it a bit harder to use in CC compared to other similar assists like Tager's 5P. | {{Description|7|text=No armor, but is relative fast. Hits the opponent upwards, instead of away like his regular version does. The recovery is still long, however, making it a bit harder to use in CC compared to other similar assists like Tager's 5P. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">6P</span> ====== | ====== <span style="visibility:hidden;font-size:0">6P</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|6P}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=The B version of Electro Auge. Full screen laser for whenever you feel like the opponent has it to good over there. Decently fast for being a full screen projectile. It will not hit small opponents that are close to Blitztank. | {{Description|7|text=The B version of Electro Auge. Full screen laser for whenever you feel like the opponent has it to good over there. Decently fast for being a full screen projectile. It will not hit small opponents that are close to Blitztank. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">4P</span> ====== | ====== <span style="visibility:hidden;font-size:0">4P</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|4P}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=Fast, multihit, and an extremely large hitbox with plenty of hitstun. Easy to convert off in combos, and recovers relatively quickly. Has very bad P1 scaling, often reducing meterless damage down to below 5k if used as a starter. | {{Description|7|text=Fast, multihit, and an extremely large hitbox with plenty of hitstun. Easy to convert off in combos, and recovers relatively quickly. Has very bad P1 scaling, often reducing meterless damage down to below 5k if used as a starter. | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|236BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=*1f of invul during super flash, rest has nothing. | {{Description|7|text=*1f of invul during super flash, rest has nothing. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Blitzlauf</span> ====== | ====== <span style="visibility:hidden;font-size:0">Blitzlauf</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Blitztank_Blitzlauf.png |caption= | |image=BBTag_Blitztank_Blitzlauf.png |caption= The Ultimate Driveby | ||
|input=214B+C | |input=214B+C | ||
|name=Blitzlauf | |name=Blitzlauf | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|214BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=*1-15f of invul. | {{Description|7|text=*1-15f of invul. | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Distortion Skill Duo}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=Nothing particularly special about this DSD. It can hit the assist tho, which is nice. | {{Description|7|text=Nothing particularly special about this DSD. It can hit the assist tho, which is nice. | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|222BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= Blitztank rarely uses meter for anything but Supers, and his corner combos do good damage without spending meter. If managed you will most likely have meter for it and it's speed and forward momentum makes it easy to combo into. | {{Description|7|text= Blitztank rarely uses meter for anything but Supers, and his corner combos do good damage without spending meter. If managed you will most likely have meter for it and it's speed and forward momentum makes it easy to combo into. | ||
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<br style="clear:both;"/> | <br style="clear:both;"/> | ||
== | |||
==External References== | |||
==Navigation== | ==Navigation== | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Links}} | ||
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Revision as of 03:22, 12 October 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
Overview
"WHEEEN WHEEEN" | |
Lore: | While Akatsuki's submarine went through the Artic, the Gesellschaft's research division did not stop. The potential of the Blitz Engines were fruitful, and one of the products of this were the Blitztank units: armored fortresses, armed with fire throwers, lightning grenades, deadly lasers and sheer, bulk power. Sadly, only a single test unit was produced, and its whereabouts are unknown. In truth, Blitztanks were once human subjects, involving genetic surgeries which Akatsuki's old friend, Fritz use to involved with prior to defecting Gesellschaft. |
Blitztank Blitztank is a slow, stationary fortress specialized in zoning and setplay using his unblockable attack.
Pros
Cons
- Numerous moves have Armor.
- Very strong Reversal in the form of a Parry with Reflector
- Access to a full screen and highly applicable unblockable in j.C.
- Highly damaging and extremely fast Distortion Skills.
- Strong Corner Carry in combos ending in Ansturm.
- High Damage with Assists and very high Corner Damage.
- Elektro Auge is a strong beam projectile to facilitate zoning and long range lockdown.
- Large and versatile Assists.
- With the aforementioned j.C and high damage, can capitalize and enable many teams to perform devastating unblockable setups.
- Extremely slow and limited movement.
- Massive hurtbox.
- Only 1 jump with low height, to the point where it needs to super jump to jump over most of the cast.
- High landing recovery on all of his moves, making the standard jump in Combos very inconsistent.
- Although corner combos do huge damage, mid screen combos without an Assist are weak in comparison.
- Lack of a proper Anti-Air forcing Blitztank to rely on DP, j.A, 214C, 236C, or to simply block.
- Zoning capabilities can't cover the air space above 236C, making Blitztank overall very weak to air approach and air zoning.
- Only 2 overheads, with no standing overhead outside of Clash Assault
- Poor MU spread, will need a partner able to deal with near-unwinnable matchups like nine and yosuke.
Blitztank's Armor
All of Blitztank's normals(save 5c) have Armor. Armor is a mechanic that allows a move to take hits and still continue. What type of hit each Armor can take depends on the attribute, be it Head, Body, or Feet attribute. Armor as the following features:
- Blitztank can't die from an Armor hit, even at 1 health.
- Armor, regardless of attribute, can take all projectiles during their armored frames.
- Armor can take all hits of their intended attribute, regardless if it's a Normal move or a Distortion Skill.
- Armor will reduce damage taken by 50%.
- Armor will NOT scale multi hit attacks and subsequent moves.
- Armor will stay on the frame it got hit until it's free to move on. Meaning, if 5B takes a multi hit attack during the 6th frame, it will stay on that 6th frame for subsequent hits. This also applies to a string of different moves as long as there's little to no gap in between the hits. For example, Elizabeth's 5AAA string.
Normal Moves
5A | Template:AttackDataHeader-BBTag |
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5B | Template:AttackDataHeader-BBTag |
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5C | Template:AttackDataHeader-BBTag |
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2A | Template:AttackDataHeader-BBTag |
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2B | Template:AttackDataHeader-BBTag |
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2C | Template:AttackDataHeader-BBTag |
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j.A | Template:AttackDataHeader-BBTag |
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j.B | Template:AttackDataHeader-BBTag |
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j.C | Template:AttackDataHeader-BBTag |
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Universal Moves
Ground Throw 5B+C |
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Reflector 5A+D (Air OK) |
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Skills
Elektro Auge 236A/B/C (air OK) |
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Blitz Mine 214A/B (air OK) |
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Ansturm 66 |
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Extra Skills
EX Blitz Mine 214C (air OK) |
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Partner Skills
5P Ansturm |
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6P Electro Auge B |
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4P Entladung |
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Distortion Skills
Gjallarhorn 236B+C |
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Blitzlauf 214B+C |
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Distortion Skill Duo
Gjallarhorn P during Main Character's Distortion Skill |
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Astral Heat
Ragnarok 222B+C |
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External References
To edit frame data, edit values in BBTag/Blitztank/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
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