BBCF/Es

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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.
Playstyle
Es is a well-rounded character with a slight emphasis on projectiles and zoning.
Pros Cons
  • 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.
  • Neutral: Thanks to her large normals and projectiles, Es' can make neutral difficult to navigate for most characters in the cast.
  • 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.
  • 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.

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)

Normal Moves

5A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 6 3 10 -1 B

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 2A or Izanami's 2B.

  • Chains into itself up to 3 times.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 100 80 +8

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600 Mid 8 5 18 -9 B

Short ranged downward slash used primarily in combos and pressure. Sometimes anti-airs due to the hitbox. Its recommended to do 2B before 5B for 6B hitconfirm purposes.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 100 85 -4

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
750 Mid 12 3 21 -7 B

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.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89 -9

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 All 7 3 9 ±0 F

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.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 100 80 +8

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
530 Low 10 3 20 -9 F

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.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 2 90 85 -6

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 Mid 10 3 32 -18 B 10~12 H

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.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89 -18

6A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
650 High 26 3 20 -6 B 4~28F

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

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 3 80 89 -22
  • Bonus Proration 110%

6B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
760 Mid 14 4 22 -9 B 8~17 H

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.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 79 -13

6C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
Normal 6C 700 Mid 17 3 18 -4 B
Dash 6C 700 Mid 7 3 18 -4 B

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.
  • On airborne opponents, 6C will always blowback and give a small wall bounce.
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
6C Long 3 90 89 -11
66C Long 3 90 89

6C: 66C:

  • Fatal Counter
  • Bonus Proration 110%

3C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
790 Low 13 3 24 -10 F

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 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 you can pick up with microdash 2A or 5B. 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.

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

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 79 -13

j.A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 High/Air 7 6 7 H

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.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 80 80

j.B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.B 630 High/Air 9 3 18 H
j.BB 770 High/Air 7 3 19 H

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 j.B j.BB into j.623C is an important confirm that will make her air-to-air game scary to contend with.

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.
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.B Long 2 80 85
j.BB Long 2 80 85

j.B: j.BB:

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
850 High/Air 12 4 26 H

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 Bors 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.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89

Drive Moves

5D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5D 730 Mid 25 [23] 5 29 0 B
5D Crest 740 [740×2] All 49 [47] 3 [3(7)3] P1
  • Good combo tool
  • Sometimes good for resetting pressure
  • Sometimes good for oki
  • Frame Advantage listed assumes the crest hits afterwards, If not, the frame advantage is -18

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

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

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5D Long 3 100 89 -32 [-30]
5D Crest Normal 1 80 89 [89×2]

5D:

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

5D Crest:

  • Values in [] are during OD

2D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
2D 760 Mid 30 [27] 6 17 -5 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.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
2D Long 3 90 89 -26 [-23]
2D Crest Normal 1 80 89 [89×2]

2D:

  • Values in [] are during OD

2D Crest:

  • Values in [] are during OD

6D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
6D 850 Mid 25 [23] 6 14+10L -11 B 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.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
6D Long 4 90 92 -28 [-26]
6D Crest Normal 1 80 89 [89×2]

6D:

  • Values in [] are during OD

6D Crest:

  • Values in [] are during OD

j.D

Version Damage Guard Startup Active Recovery On-Block 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.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.D Long 3 80 89
j.D Crest Normal 1 80 89 [89×2]

j.D:

  • Values in [] are during OD

j.D Crest:

  • Values in [] are during OD

Universal Mechanics

Ground Throw

5B+C 4B+C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
Forward Throw 0, 500×3 Throw(70) 7 3 23 T
Back Throw 0, 1500 Throw(70) 7 3 23 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.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
B+C Normal 0, 3×3 100 50 -6
4B+C Normal 0, 4 100 50 -6

B+C:

  • Minimum Damge 100% (1500)

4B+C:

  • Minimum Damge 100% (1500)

Air Throw

j.B+C

Damage Guard Startup Active Recovery On-Block 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 > en623C

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0×2, 3 100 50
  • Minimum Damge 100% (1500)

Counter Assault

6A+B while Blocking

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0 All 13 3 32 -16 B 1~20 All
  • Uses 5C's animation and hitbox.

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

Starter Rating Level P1 P2 On-ODR Cancel Timing
Very Short 4 50 92

Crush Trigger

5A+B (Chargeable)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 B
  • Can be charged.

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

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

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5A+B Normal 80 60 -19
5[A+B] Long 80 100 -29~60

5A+B: 5[A+B]:

Specials

Type: Shooter "Breunor"

236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 800 All 15 30? Total: 44 -8 P1
236B 800 All 27 122? Total: 48 0 P1
236A/B~236A/B 800 All 16 30? Total: 42 -5 P1
236A/B Powered Up 1200 All 1 103 P2
  • Good for controlling space and helping cover approaches
  • Powered Up Shot is good for corner combos
  • Sometime helpful for resetting pressure
  • Can fire a followup up Breunor by inputting 236A/B again (Can not be followed up repeatedly).
  • If a followup Breunor touches the previous Breunor, 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.

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

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

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236A Long 2 80 85 -18
236B Long 2 80 85 -22
236A/B~236A/B Long 2 80 85 -16
236A/B Powered Up Long 3 80 85

236A: 236B: 236A/B~236A/B: 236A/B Powered Up:

  • If followup shot touches first shot, it becomes a powered up shot

Air Type: Shooter "Breunor"

j.236A/B

Version Damage Guard Startup Active Recovery On-Block 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.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.236A Long 2 80 85
j.236B Long 2 80 85
j.236A/B~j.236A/B Long 2 80 85

j.236A: j.236B: j.236A/B~j.236A/B:

Type: Slasher "Griflet"

623C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
623C 880×2 All 13 3(12)9 Until L+12 -33 B 1~15 All
j.623C 880×2 All 10 3 (12) 6 Until L+12 H 1~12 All
623C Crest 800 All Ground: 56
Air: 53
6 -18 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.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
623C Very Short 4 60 82
j.623C Very Short 4 60 82
623C Crest Long 1 60 100
623C Followup Long 4 60 100

623C:

  • Enhanced version cancels into Griflet Followup on 46 on hit
  • reversal

j.623C:

  • Enhanced version cancels into Griflet Followup on 46F on hit

623C Crest: 623C Followup:

Type: Assaulter "Erec"

214A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 3000 Throw(70) 31 9 Until L+24 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 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.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 3 80 100,70

Type: Slasher "Gawain"

214B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214B 1000 High/Air 27 4 Until L+13 -3 H 9~30 FT
214[B] 1300 High/Air 36 3 13 +3 H 9~38 FT
214B Crest 800 All 12 +4 [+10] P1
  • Good combo tool both uncharged and charged
  • Sometimes good for resetting pressure
  • Charged version can fatal counter
  • Crest Activates 12 frames after slash becomes active
  • [] = Charged version values

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

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

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
214B Normal 4 90 82 -22
214[B] Normal 4 90 82 -25
214B Crest Long 1 70 100

214B: 214[B]:

  • Fatal Counter

214B Crest:

  • Values in [] are for full charge
  • Crest activates 12F after slash becomes active

Type: Slasher "Mordred"

214C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214C 1000 All 16~22 4 22 -7 B
214C Crest 800 All 21 6 +3 P1
214C~214C 1000 All 11 4 23+7L -16 B
214C~214C Crest 800 All 23 4 -4 P1
  • Crest Activates as soon as 214C becomes active
  • Good combo ender midscreen when you don't want to go for a Bors buff
  • Good Combo Extender in the corner
  • [] = values for Enchanted version
  • Second hit can fatal counter

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

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

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
214C Long 4 90 82 -15~21
214C Crest Long 1 70 100
214C~214C Long 4 80 82 -18
214C~214C Crest Long 1 70 100

214C: 214C Crest:

  • Crest activates 21F after Mordred becomes active
  • Crest does not come out if Mordred Followup is used
  • Crest comes out on the 21st frame

214C~214C:

  • Fatal Counter

214C~214C Crest:

Type: Enchanter "Bors"

214D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
36
  • 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.

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 3C or 6C combo enders. With Es' strong neutral, she usually has no problem finding the space to safely acquire Bors. You need Bors.

Starter Rating Level P1 P2 On-ODR Cancel Timing
-10

Type: Assaulter "Tristan"

j.2B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.2B 600 All 10 12 8+4L H
j.2BB 600 All 10 6 7+4L H
j.2BBB 900 All 15 4 12+8L H
  • Good air combo ender
  • Sometimes good combo extender

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

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.2B Long 2 80 90
j.2BB Long 2 80 90
j.2BBB Long 3 80 90

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

Distortion Drives

Type: Shooter "Palamedes"

632146A/B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
632146A/B 2200
[2200, 220×N]
All 3+(50 Flash)+6 Until Hit 23+12L -10 P2 1~12 P
Flash~Flash All
j.632146A/B 2200
[2200, 220×N]
All 3+(50 Flash)+6 Until Hit Until L+15 P2 1~12 P
Flash~Flash All
  • 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.
  • 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 spear or Izanami 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.

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 Rating Level P1 P2 On-ODR Cancel Timing
632146A/B Very Short 4 70 72 -18
j.632146A/B Very Short 4 70 72

632146A/B:

  • Values in [] are during OD
  • Invul during super flash becomes only Projectile invuln 10F before super flash ends
  • Minimum Damage 30%: 660 [660 + 66*N]

j.632146A/B:

  • Values in [] are during OD
  • 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 Guard Startup Active Recovery On-Block Attribute Invuln
1000, 2500
[1000, 150×6, 2500]
All 6+(40 Flash)+15 9 24 -14 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 5D oki or Lambda Sickle Storm oki. However, it's best used only for these scenarios where Griflet won't reach. On rapid cancel, you can even take advantage of the fact that Galahad crumples to pick up the combo with dash 6C to squeeze out more damage.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Very Short 4 100 100, 70 [100×7, 70] -27
  • Values in [] are during OD
  • Minimum Damage 30%: 1050 [1320]
  • reversal

Type: Enchanter "Percival"

632146D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
4+(109 Flash)+10 4~End All
  • Lasts 450Fs (7 1/2 Seconds).
  • Leaves Es Airborne at the end of the animation.
  • Has some invincibility
  • Timer depletes at half the speed during overdrive.
  • Activating the move again will refresh duration to max, it will not stack.
  • Using Type: Enchanter "Bors" during this move's effect will still perform the animation, but it will do nothing.

After activating Percival, you will be allowed to use the enchanted version of Es' specials for as long as 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.

Starter Rating Level P1 P2 On-ODR Cancel Timing
+12
  • Lasts for 450F, 900F during OD
  • Activating again refreshes duration

Exceed Accel

Type: Braver "Lancelot"

A+B+C+D during Overdrive

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600×5 {600×5, 550×5} All 20 [10] 3 34 -10 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.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 100 100 -30 [-20]
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • Minimum Damage 10%: 300 {575+55}


Astral Heat

Type: Exterminator "Artorius"

236236C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
30000 All 4+(55 Flash)+14 3 64 -26 B 1~18 All
  • Hitbox extends to the end of the crest.

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

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 5 -58


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
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Color 5
Color 6
BBCF Es color 7.png
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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


External References


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