|"If this is one of the "possibilities", then I'll perform my duty to the fullest"|
|Lore:||The main heroine of the XBlaze series. Es, short for Embyro Storage, was created by Soichiro Unomaru to be a vessel for the Embryo. She was once a member of the Mitsurugi Agency's Sleipnir unit, tasked with hunting down Unions and capturing them for rehabiliation. At the end of the events of XBlaze, Es leaves her world and timeline and later returns in the main BlazBlue series during the events of BlazBlue Central Fiction. Having lost all memories of her previous life, Es now only exists to protect the gates to the Azure.|
|Es is a character that specializes in controlling the flow of the match in neutral. She has moderately fast movement and her big broadsword gives her normals with a lot of reach, allowing her to rushdown very well. Her Breunor projectile is a powerful ranged option for controlling space that when used properly it'll force your opponent to approach more cautiously and in certain ways that you can exploit.|
Drive: Crest Arts
Es has attacks that create an afterimage called a crest. After a delay, which varies from move to move, the crest detonates and hit anything in the space it covered.
Attacks that create crests: 5B, j.C, and 4P.
- Es fastest normal
- Can cancel into itself several times, and to pretty much any other move.
- Like all A normals, it can be delayed canceled into a throw to create a tick throw setup
- Can be jump canceled on block
The multiple cancel options can make this move useful at the start of an offensive blockstring. It can also be stuffed inside gaps in the opponent's pressure because of its sheer speed.
5A: Big and fast and is your best friend as Es 5AA: Used mostly as combo and blockstring filler 5AAA: At certain distance, this move will whiff even if 5AA connects
- Off of air hit, you can combo 5B after this move
- Also mostly combo and blockstring filler, but is very useful in grounded combos to gatling 5B when the opponent is in the air
5AAAA: Standard autocombo ender
- Cannot follow up this normal with other normals, specials, or supers
- Mostly unused, very minus and doesn't give much reward on hit either.
- 5B is big, but slow startup. Puts a crest on the field that detonates near immediately.
This can be a good tool to frame trap during pressure. It's also useful because the crest lingers for a little bit, so if they pushblock this move, they can't run in immediately or they get hit by the exploding crest.
As a starter on a standing opponent, can connect a 214A afterwards to do a full combo
- 5BB is jump cancellable on hit
Since this is jump cancellable on hit, you can do 5BB jB jC as a combo ender which, in the corner, covers all tech options and gives good oki
Otherwise, is mostly combo or blockstring filler.
- Her old 6A
- Combos from 5B and 5BB in the corner
Standard overhead, punishable on block
Feels very short and given Es's big range on all her other normals, is a bit difficult to fit into blockstrings
- Cannot be cancelled into itself
Es's fastest low, with good range.
- Anti-Air with a lot of vertical reach
- Jump cancellable on block
- 10-12f head invulnerable
Used mostly as an anti-air, but on block it can be jump cancelled, which can open up instant overheads with jB
- On hit, makes opponent airborne and leads to a ground tech
Commonly used near the end of blockstrings and combos. Very useful in solo combos since 2C>236C in the corner allows for a 5A followup and also makes the opponent airborne, opening up much better combo routes for Es in the corner
- j.A is a really big air normal, good for both air-to-airs and air-to-grounds.
All of Es's buttons in the air are good. This is the fastest, which makes it useful for challenging people in the air. It hits overheads and still has a good hitbox, so it can be used for jump-ins as well.
- j.AA can be done even if jA whiffs
This hit is angled a bit more downwards, making it a bit better for jump-ins. Is useful for confirming stray jA hits.
- Good for jump ins, mixups and ending air combos
On certain characters, this move can be an instant overhead, although you need an assist to convert off of non-counterhit IOH jB
On counterhit, you can connect a jC after a jB on a grounded opponent
- Good for oki
Probably her best jump normal. Very big, crest allows for this to still get hits even if the first hit whiffs, hits overhead and puts the opponent in an airborne state if it does hit, and can be comboed off of with 5A.
- Standard throw
For forward throw, it makes the opponent airborne and you can link a 5AAA into a good combo. You can also link into Gawain, although this might leave you with less options.
For back throw, you can cancel into a 214A which leads into a standard 214A combo
5A+D (Air OK)
Good vertical range and decent horizontal range. Hitbox does come up slower than some other DPs, which means this move might get blocked if you try to use it as an antiair.
You can press another button on hit to activate the followup, but the followup isn't available on block or whiff.
The followup can sometimes whiff even if the first part of the move hits. The followup has a very long recovery window as well, which can lead to you being punished if the first part hits but the followup whiffs, so be careful about doing the followup.
Generally you want to use this though because it leads to better advantage for you.
- A version projectile moves almost immediately after the projectile comes out, but doesn't travel fullscreen
- B version projectile lingers at Es for a little bit, then moves forward
Very good fireballs. Pretty big and fast and can be really annoying for characters to get around.
- The Powered Up Shot is done by doing the B version followed by the A version quickly
The two fireballs become one really big one. It's larger than both the A and B versions, and while the A and B version will clash once with most regular projectiles, this one will pass through most projectiles or clash with EX projectiles.
Very strong and annoying tool for people to deal with. If you setup first, you can use this to invalidate zoners trying to do their thing fullscreen/midscreen.
Air Type:Shooter "Breunor"
- A version is sent diagonally down
- B version is sent horizontally forward
Also a very annoying tool for people to deal with. The projectiles are still good and by mixing up the two, you can catch people either running in with the A version or people jumping at you with the B version.
This move can be TKed, but even TKed, this move will send Es pretty high up in the air. If you want to do the B versions close to the ground, you'll have to jump and then when coming down, input the special. No TK j236B sadly :(
- Command grab
- Whiffs on crouching and airborne
Very easy to react to, has a ton of recovery if whiffed, whiffs on crouchers and overall not a very strong tool that you won't see often and won't want to use often.
Note that, while you can combo 5B>214A, this combo will whiff in the 5B hit an opponent while crouching.
It does have a really cute animation when it whiffs though.
While it is an overhead, it is pretty reactable and it's uncharged version doesn't give much reward on hit. The uncharged version is not seen very often, even in combos.
The charged version does have some uses, since it causes a splat on air hit and allows for 5A to combo afterwards. The most common way of comboing this tool is 5B>214[B] on an airborne opponent. The charged version is also slightly plus, which makes it good for reseting pressure. Note, though, that it can be mashed out of.
Es moves forward and does one slash. This can be useful if you've exhausted all your normal cancels on block so you can do this with an assist to continue pressure. Otherwise, isn't that useful for pressure.
Most combos that use an assist will have the assist be called during 214C~X, allowing for a pickup afterwards.
- The followup hit launches the opponent on hit
Cannot continue a combo after hitting with this solo, unless you hit them very high in the air. You can get a safe jump off it (assuming they don't tech away).
On block, is extremely minus and is not recommended in blockstrings without an assist, and even with an assist, 214C is probably just better.
EX Type:Shooter "Breunor"
- Makes a powered up shot without having to do both B and A fireballs
This is a very useful tool in certain matchups since it makes a powered up shot much quicker than normally. This can be useful to catch people's jumps, or to go through a zoner's projectile.
Air EX Type:Shooter "Breunor"
- Throws a B version of the air fireball, then the A version of the air fireball, much quicker than normal
Not quite as useful as the grounded version, but still has its uses. Can be good if you're unsure how an opponent will approach and want to be extra safe.
- Good for extending combos
- On block or whiff, it will only do the first hit
- On hit, it'll automatically perform the followup attack
Used mostly for combo extensions, can be useful in neutral since it moves pretty far and fast and can catch people off guard.
- Great for covering approaches
- Somewhat useful for pressure
This partner skill has Es fire the staggered version of her Breunor projectile. She does the A then B version, however unlike when used on point they do not combine. The two projectiles can severely limit your opponent's options on the ground and are perfect opportunity to approach and close the gap between you and your opponent. This can be very helpful to improve your partner's neutral, especially in some matchups and for some partner characters lacking neutral tools. However, it does have a bit of startup on it though so be wary about using this too close to your opponent. Try to aim to use this further out to avoid both Es and you getting pinned down by rushdown.
It can also be good for pressure. The 2 Breunor projectiles provide a good amount of blockstun for you to reset pressure or potentially go for a mixup depending on your character and the situation.
- Has two hits, similar to 5B and 5BB. First is a physical hit where the sword is, and then a crest is made, which then explodes shortly after it's made.
A pretty good anti air assist. It will always create the crest, which means it can help cover you even if the anti air whiffs.
If the first hit connects, the opponent will have a lot of untech time, allowing you to have a very easy followup.
Is a really reliable answer to bursts.
236B+C (Air OK)
- Big projectile super that hits fullscreen
- Is full invul on startup
This can be really useful in fullscreen situations where you read an airdash in or someone throwing a fireball. Can also be used to punish other certain fullscreen supers. Can be punished on block if done right next to someone, but can only be punished fullscreen by something like another fullscreen super.
- Es dashes forward and, if she connects, lunges through them
- Full invul on startup
Doesn't quite travel fullscreen, but does still move forward very far. Is not as minus as it seems, so people might drop their punishes on this move.
This move is also Es's DHC and is also very useful as one. It has very little recovery on block, which means you can do something like Gordeau's 214BC, DHC into Es, and Es will recover while Gordeau is still doing the super, allowing you to run mixups while Gordeau is doing his super.
Distortion Skill Duo
P during Partner's Distortion Skill
Type: Exterminator "Artorius"
|To edit frame data, edit values in BBTag/Es/Data.|
- 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