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====== <font style="visibility:hidden" size="0">5A</font> ====== | ====== <font style="visibility:hidden" size="0">5A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Blitztank_5A.png |caption=All except 5AAAA are the same, albeit | |image=BBTag_Blitztank_5A.png |caption=All except 5AAAA are the same, albeit you can move backwards or forwards during it | ||
|image2=BBTag_Blitztank_5AAAA.png |caption2= | |image2=BBTag_Blitztank_5AAAA.png |caption2= | ||
|name=5A | |name=5A | ||
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{{#lsth:BBTag/Blitztank/Data|5AAAA}} | {{#lsth:BBTag/Blitztank/Data|5AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= Button can be held down to go through the entire string. j.A works the same way. | {{Description|7|text= Button can be held down to go through the entire string. j.A works the same way. It's also the only move of Blitztank that can be jump canceled, but only on hit however. | ||
}} | }} | ||
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{{Description|6|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|6|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. | ||
As far as overheads go, Blitz only has this and j.B | As far as overheads go, Blitz only has this and j.B as viable overheads, so you might be using this a little more than other characters might. | ||
}} | }} | ||
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{{#lsth:BBTag/Blitztank/Data|2C}} | {{#lsth:BBTag/Blitztank/Data|2C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=Very slow, but safe on block long range sweep. Can't be comboed into from any ground hit, | {{Description|6|text=Very slow, but safe on block long range sweep. Can't normally be comboed into from any ground hit, with the exception being the launch from 5BB. | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text=This will be your Anti-Air, for most of the time. With relative quick start-up and air armor, it can work if your reactions are on point. However, please remember that Blitz have the jump height of a knocked over turtle and many air moves vastly out range his own. | {{Description|7|text=This will be your Anti-Air, for most of the time. With relative quick start-up and air armor, it can work if your reactions are on point. However, please remember that Blitz have the jump height of a knocked over turtle and many air moves vastly out range his own. | ||
j.A also has a peculiar property of now scaling per hits, no matter how long you hold it for. This is crucial for optimal corner combos. | |||
}} | }} | ||
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{{#lsth:BBTag/Blitztank/Data|j.AD Attack}} | {{#lsth:BBTag/Blitztank/Data|j.AD Attack}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=A surprisingly strong counter-esque move, as it allows Blitz to act immediately 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 | {{Description|7|text=A surprisingly strong counter-esque move, as it allows Blitz to act immediately 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. | ||
Also, some multihit moves in the game make the Parry portion act a little weird, such as Elizabeth's 5A and Yukiko's Persona 5A, and won't let you act immediately. | Also, some multihit moves in the game make the Parry portion act a little weird, such as Elizabeth's 5A and Yukiko's Persona 5A, and won't let you act immediately. | ||
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{{Description|7|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|7|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. | ||
This laser also has the least amount of recovery, making it crucial for combos and conversions. From mid to full screen, you can tack on a bit extra with a second laser or 236BC. Close range, a Ansturm will hit nicely. In the corner, however, it's the second vital part of his corner loops, making 5BB 236C loop into itself for at least 6 times with a 5B starter. | This laser also has the least amount of recovery, making it crucial for combos and conversions. From mid to full screen, you can tack on a bit extra with a second laser or 236BC. Close range, a Ansturm will hit nicely. In the corner, however, it's the second vital part of his corner loops, making 5BB 236C loop into itself for at least 6 times with a 5B starter. Unlike most C moves, it does not cost meter | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{#lsth:BBTag/Blitztank/Data|j.214B}} | {{#lsth:BBTag/Blitztank/Data|j.214B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|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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{{#lsth:BBTag/Blitztank/Data|66}} | {{#lsth:BBTag/Blitztank/Data|66}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=A fast, armored, and most importantly SAFE ON BLOCK, dash attack. Useful to make your pressure safe, go through the opponents projectiles, and in general whenever you feel like running the opponent down. However, this move has HORRIBLE whiff recovery. The opponent has plenty of time to do whatever punish of their choice if this move is not used with care. It also does not reach full screen, so you sadly can't punish the | {{Description|6|text=A fast, armored, and most importantly SAFE ON BLOCK, dash attack. Useful to make your pressure safe, go through the opponents projectiles, and in general whenever you feel like running the opponent down. However, this move has HORRIBLE whiff recovery. The opponent has plenty of time to do whatever punish of their choice if this move is not used with care. It also does not reach full screen, so you sadly can't punish the opponents full screen zoning with this. | ||
Hits the opponent far away, making it useful for corner push. | Hits the opponent far away, making it useful for corner push. | ||
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{{#lsth:BBTag/Blitztank/Data|j.214C}} | {{#lsth:BBTag/Blitztank/Data|j.214C}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|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. | {{Description|7|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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{{#lsth:BBTag/Blitztank/Data|Distortion Skill Duo}} | {{#lsth:BBTag/Blitztank/Data|Distortion Skill Duo}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text=Nothing particularly special about this DSD. It can hit the assist tho, which is nice. | ||
}} | }} | ||
}} | }} |
Revision as of 22:00, 8 December 2019
Blitztank |
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Overview
To those meme warring, stop. you can meme, but meme constructively! keep the memes in the captions, and try and add move info to any moves you edit. P.S we deleted all the memes to stop the war. follow the above rule and you will be fine.
- I got a document of move pics! i dont have an account yet but i am getting one, so in the meantime here yall go: https://drive.google.com/open?id=1CpPaYvwOjmxW99ErrUzOc_DK_i5_jndx - yellowslotcar
Backstory
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 it's whereabouts are unknown. It's speculated Blitztanks are made with human subjects.
Playstyle
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C |
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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. As far as overheads go, Blitz only has this and j.B as viable overheads, so you might be using this a little more than other characters might. |
2A
2A | Template:AttackDataHeader-BBTag | ||||
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Blitz fastest normal, making it your go-to abare button. Speculated to be 8f. As this move too has armor on it, it can be potentially used even when at a small frame disadvantage, but do remember that like all of his armored moves, it has no Low armor. |
2B
2B | Template:AttackDataHeader-BBTag | ||||
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A 2 hit low that moves forward and has a lot of range. Both hits can be canceled. |
2C
2C |
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Very slow, but safe on block long range sweep. Can't normally be comboed into from any ground hit, with the exception being the launch from 5BB. |
j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B |
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This will be one of your more versatile options as it can be used as an instant overhead on the entire cast. In the corner Blitz can combo off it solo for a full combo, while midscreen he can get some additional damage and a super if you are willing to spend the bars. It also allows Blitz to get a pretty strong knockdown from corner loops to place a meaty Mine on their wake-up. |
j.C
j.C |
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Unblockable fullscreen ground pound. Not only can it be canceled into specials and supers, with select assists you can get some decent combos off it. The damage scaling is harsh, but that's the price to pay for such a unique option. It also somehow counts as a projectile, meaning some characters can counter it if used outside of blockstrings. |
Universal Moves
Ground Throw
Ground Throw 5B+C |
Template:AttackDataHeader-BBTag
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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. |
Reflector
Reflector 5A+D (Air OK) |
Template:AttackDataHeader-BBTag |
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Skills
Elektro Auge
Elektro Auge 236A/B/C (air OK) |
Template:AttackDataHeader-BBTag |
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Blitz Mine
Blitz Mine 214A/B (air OK) |
Template:AttackDataHeader-BBTag |
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Ansturm
Ansturm 66 |
Template:AttackDataHeader-BBTag
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A fast, armored, and most importantly SAFE ON BLOCK, dash attack. Useful to make your pressure safe, go through the opponents projectiles, and in general whenever you feel like running the opponent down. However, this move has HORRIBLE whiff recovery. The opponent has plenty of time to do whatever punish of their choice if this move is not used with care. It also does not reach full screen, so you sadly can't punish the opponents full screen zoning with this. Hits the opponent far away, making it useful for corner push. |
Extra Skills
EX Blitz Mine
EX Blitz Mine 214C (air OK) |
Template:AttackDataHeader-BBTag |
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Partner Skills
5P
5P Ansturm |
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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. This move has pretty bad damage proration so don’t go out of your way to squeeze an extra one of these into your combo. |
6P
6P Electro Auge B |
Template:AttackDataHeader-BBTag | ||||
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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 by. |
4P
4P Entladung |
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Multihit and an extremely large hitbox with plenty of hitstun. Easy to convert off in combos, and recovers relatively quickly. Also has bad scaling. |
Distortion Skills
Gjallarhorn
Gjallarhorn 236B+C |
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The signature full screen, very fast, extremely damaging Gjallarhorn. Makes Ziodyne look like a baby's first painting compared to this Mona Lisa of lasers. As the highest damaging super laser in the game, it can be tacked on after just about every combo, and makes getting hit by any 236C or j.C no matter where the opponent is painful. However, for how good it is, it also comes with some issues. It has no invulnerability, or at least nothing after the Super Flash, making it impossible to use as a wake-up. It's unsafe on block, but depending on the distance to the opponent that might be hard for them to take advantage of. But anyone with their own full screen option will be able to readily punish it. On top of that, it actually has less minimum damage than Blitzlauf, however in situations where that matters only really come up in very long and highly prorated combos. |
Blitzlauf
Blitzlauf 214B+C |
Template:AttackDataHeader-BBTag | ||||
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Blitz second super, and the only one with full invulnerability on start-up. Goes full screen, and can hit the assist as well if needed. It's, however, very unsafe on block so use with caution. As mentioned above, this super has higher minimum damage than Gjallarhorn, giving you a little bit more damage after long combos. |
Distortion Skill Duo
Gjallarhorn P during Main Character's Distortion Skill |
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Nothing particularly special about this DSD. It can hit the assist tho, which is nice. |
Astral Heat
Ragnarok 222B+C |
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not a bad option, as tank generaly doesnt brn more than 2 or 3 meter in an RB combo, meaning that you can easily accumulate meter in LV4 blaze. |
Roadmap
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
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •