https://www.dustloop.com/wiki/api.php?action=feedcontributions&user=GunBlaze&feedformat=atomDustloop Wiki - User contributions [en]2024-03-28T13:34:17ZUser contributionsMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=BBCF/Lambda-11&diff=400128BBCF/Lambda-112023-06-12T02:54:47Z<p>GunBlaze: </p>
<hr />
<div>==Overview==<br />
{{BBCF/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content= Lambda-11 (stylized as <big>ᴧ</big>-No.11-) is a '''hybrid''' character with tools split between rushdown, zoning and light setplay while having '''some of the best corner carry in the game'''. Lambda's main goal is to carry her opponent to the corner and force them into '''strong okizeme setups''' — She achieves this through Gravity Seed and Act Parcer Tri: Cavalier, which allow her to do corner-to-corners with ease while achieving consistently strong damage. Lambda's neutral is versatile: she can either play a more passive zoning style or commit more to a rushdown approach. Her Drive has '''high recovery''' on whiff, however, and players will need to be aware of how far they are from the corner at all times to adjust their routes on the fly. A flexible mindset and good understanding of match flow will take any Lambda player a long way.<br />
<br />
[[BBCF/FAQ#Lambda-11_and_Nu-13_seem_to_look_and_play_identically.2C_what.27s_the_difference.3F|For a brief overview of how Nu-13 and Lambda-11 differ, click here.]]<br />
}}<br />
{{BBCF/Infobox<br />
|fastestAttack= [[#5A|5A]] (6F, whiffs some crouchers)<br/>[[#2A|2A]] (7F)<br />
|reversal= [[#Exiga Nail|22D]] (26F)<br/>[[#Calamity Sword|632146D]] (11F)<br />
|fatalStarter= [[#6C|6C]]<br/>[[#Gravity Seed|214A/B/C]]<br/>[[#Act Parcer Tri: Cavalier|236C]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Sword Summoner EX<br />
|content=<br />
Lambda's Drive lets her summon projectiles which can be pointed at different angles. There is an automatic follow-up hit if said projectiles connect with the opponent. Unlike other characters' projectiles, Lambda can gatling hers into other moves on block and hit. <br />
<br />
Sword Summoner EX has '''no limit''' on the amount of times it can be used, so a string like {{clr|D|2D}} → {{clr|D|6D}} → {{clr|D|5D}} → {{clr|D|4D}} can be perfomed, and it's possible to go into specials and then summon more later in a combo. However, they '''can't reverse beat''' with each other, so a string like {{clr|D|5D}} → {{clr|D|4D}} → {{clr|D|5D}} is not possible.<br />
<br />
Sword Summoner EX is a good tool for controlling screen space since it is much faster than most of the projectiles that other characters have, and can lead to pressure on block, but all of the summons have very high recovery if they miss, so caution is needed in using them. <br />
<br />
While Sword Summoner EX seems very similar to [[BBCF/Nu-13|Nu-13]]'s Drive, there are key differences. Notably, all of Lambda's Drive moves spawn different-sized projectiles, and they typically spawn much closer to her, reducing her deadzones in exchange for less range and speed.<br />
|header2=Overdrive: Elysium<br />
|content2=<br />
Lambda's swords grow larger in size. Additionally, the second attack of each Drive deals double damage and becomes a Level 5 attack (increasing their P2 and all forms of stun). Furthermore, aerial swords will launch grounded opponents on normal hit.<br />
<br />
Lambda's Drive specials also receive the following changes:<br />
<br />
*Gravity Seed recharges at a quicker rate.<br />
*Sickle Storm summons two wheels that travel in opposite directions.<br />
*Spike Chaser travels the entire stage.<br />
*Crescent Saber causes a small groundbounce.<br />
*Exiga Nail has its recovery reduced, to the point that Lambda recovers in midair.<br />
*Legacy Edge fires more projectiles.<br />
*Calamity Sword tracks the opponent horizontally.<br />
<br />
Her OD gives new conversions that significantly increase her damage without needing to spend Gravity Seed.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
A disjointed jab that hits most of the cast crouching but whiffs on some. {{clr|A|5A}} is decent for stagger and can be used as an anti-air since it has a better hitbox than {{clr|A|6A}}, but it has less reward and no invul.<br />
*Jump-cancelable on hit or block.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
<table class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="Open" data-collapsetext="Close" width:100%; max-width: 500px;"><br />
<tr><th colspan="3"; style="text-align: center>Characters {{clr|A|5A}} Hits While Crouching</th></tr><br />
<tr><th style="text-align: center>Crouch</th><th style="text-align: center>Crouching Prox. Guard</th><th style="text-align: center>Does Not Hit Any Crouch</th></tr><br />
<tr><td><br />
{{CLabel|BBCF|Carl Clover|label=Carl}}<br><br />
{{CLabel|BBCF|Hakumen|label=Hakumen}}<br><br />
{{CLabel|BBCF|Hazama|label=Hazama}}<br><br />
{{CLabel|BBCF|Jubei|label=Jubei}}<br><br />
{{CLabel|BBCF|Kagura Mutsuki|label=Kagura}}<br><br />
{{CLabel|BBCF|Nine the Phantom|label=Nine}}<br><br />
{{CLabel|BBCF|Platinum the Trinity|label=Platinum}}<br><br />
{{CLabel|BBCF|Relius Clover|label=Relius}}<br><br />
{{CLabel|BBCF|Iron Tager|label=Tager}}<br><br />
{{CLabel|BBCF|Yuuki Terumi|label=Terumi}}(Must be staggered)<br><br />
{{CLabel|BBCF|Valkenhayn R. Hellsing|label=Valkenhayn}}<br><br />
</td><td><br />
{{CLabel|BBCF|Amane Nishiki|label=Amane}}<br><br />
{{CLabel|BBCF|Arakune|label=Arakune}}<br><br />
{{CLabel|BBCF|Bang Shishigami|label=Bang}}<br><br />
{{CLabel|BBCF|Lambda-11|label=Lambda}}<br><br />
{{CLabel|BBCF|Makoto Nanaya|label=Makoto}}<br><br />
{{CLabel|BBCF|Mu|label=Mu}}<br><br />
{{CLabel|BBCF|Nu-13|label=Nu}}<br><br />
{{CLabel|BBCF|Rachel Alucard|label=Rachel}}<br><br />
{{CLabel|BBCF|Ragna the Bloodedge|label=Ragna}}<br><br />
{{CLabel|BBCF|Susano'o|label=Susanoo}}<br><br />
{{CLabel|BBCF|Taokaka|label=Taokaka}}<br><br />
{{CLabel|BBCF|Tsubaki Yayoi|label=Tsubaki}}<br><br />
</td><td><br />
{{CLabel|BBCF|Azrael|label=Azrael}}<br><br />
{{CLabel|BBCF|Bullet|label=Bullet}}<br><br />
{{CLabel|BBCF|Celica A. Mercury|label=Celica}}<br><br />
{{CLabel|BBCF|Es|label=Es}}<br><br />
{{CLabel|BBCF|Hibiki Kohaku|label=Hibiki}}<br><br />
{{CLabel|BBCF|Izanami|label=Izanami}}<br><br />
{{CLabel|BBCF|Izayoi|label=Izayoi}}<br><br />
{{CLabel|BBCF|Jin Kisaragi|label=Jin}}<br><br />
{{CLabel|BBCF|Kokonoe|label=Kokonoe}}<br><br />
{{CLabel|BBCF|Litchi Faye Ling|label=Litchi}}<br><br />
{{CLabel|BBCF|Mai Natsume|label=Mai}}<br><br />
{{CLabel|BBCF|Naoto Kurogane|label=Naoto}}<br><br />
{{CLabel|BBCF|Noel Vermillion|label=Noel}}<br><br />
</td></tr><br />
</table><br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
One of her best starters. This easily nets 4.0k to 4.7k on any gravity confirm and still hurts without it. {{clr|B|5B}} is good blockstring filler, but {{clr|B|2B}} is used for meaties as it has lower recovery.<br />
<br />
*Jump-cancelable on hit or block.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
Another great starter. It's disjointed and has good range but it's mostly combo filler because of the slow startup and lengthy recovery. It's not safe against ODR, but the opponent will be forced into an EA punish instead of a full combo because of {{clr|C|5C's}} active frames.<br />
<br />
{{clr|C|5C}} has high damage so it's used often in combos and any of the hits can be special cancelled so it's a potential reset point with either {{clr|C|5C}} → {{clr|A|236A}} or {{clr|C|5C}} → {{clr|D|236D}}. Both of these can be challenged on their own, but the decent amount of cancels {{clr|C|5C}} still has can discourage the opponent from pressing buttons. <br />
<br />
*Hitbox doesn't extend until frame 21<br />
*Counts as a projectile.<br />
**If this 'clashes' with another projectile, Lambda can whiff cancel into other normals but not specials. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
A crouching jab used for poking out of pressure and setting up TRMs. It's typically outclassed in MUs where {{clr|A|5A}} hits crouchers, but can fufill the same functions.<br />
<br />
Lambda's hurtbox becomes small and the hitbox is disjointed, so it can low profile some air normals.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
A good poke that's her best low starter. It can be a strong stagger tool and reverse beats with {{clr|A|6A}} so it's a staple in pressure. The reward off this button is very high with Gravity scoring 4.2k from midscreen. Gravity-less routes are weaker but it's still possible to get over 3k while carrying them to the corner with IAD routes. <br />
<br />
The low recovery on whiff makes it nice for catching rolls and staying safe from ODR.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
An anti-air normal. It's slower, and harder to capitalise on than {{clr|A|6A}}, but it has a better hitbox and is invul during the active frames, although this invul is quite late so it's better for premptive use. {{clr|C|2C}} is disjointed and active forever so it's good against jump-ins that have a delayed momentum like {{Character Label|BBCF|Azrael|label=Azrael's}} {{MiniMoveCard|game=BBCF|chara=Azrael|input=j.2C|label={{clr|C|j.2C}}}}<br />
<br />
Being the only C normal that's jump cancellable on block makes it a good option in pressure, but it's the worst button to get OD'd through, as it gives your opponent a crouch confirm.<br />
<br />
*Lambda's hurtbox rises before the invul kicks in.<br />
*Jump cancellable on hit/block from 4th hit onwards.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
Another anti-air normal. {{clr|A|6A}} is great for reactionary use as it has early invul, although it ends shortly after going active. The low recovery makes this button very safe on whiff or against baits.<br />
Compared to {{clr|C|2C}} and {{clr|D|2D}}, the reward is far higher as it can score 4k and oki on hit, but the poor hitbox and lack of invul actives can make it susceptible to clashing or being beaten by disjointed jump-ins.<br />
<br />
For pressure, {{clr|A|6A}} is good since it goes into and reverse beats with {{clr|B|5B}} and {{clr|B|2B}} which are safe cancels against OD, and the latter is 0 on block to stagger with. <br />
<br />
*Jump-cancelable on hit or block.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
One of Lambda's two overhead normals. {{clr|B|6B}}'s quicker than {{clr|D|4D}}, and many normals cancel into it to catch the opponent. While it has no gatlings, the decent pushback combined with Lambda's backdash results in it being quite safe on normal block, futhermore, the recovery can be OD or special cancelled to call out characters mashing or running forward.<br />
<br />
On hit, IAD routes are stable and always lead to the corner, but converting with {{clr|D|tk.214D}} nets more reward. It's used in crouch confirms to launch when the opponent is too far for gravity as {{clr|C|5C}} → {{clr|B|6B}} always works except from short starters like {{clr|A|5A}}/{{clr|A|2A}}.<br />
<br />
{{clr|B|6B}} can go over low-hitting buttons like {{Character Label|BBCF|Bang_Shishigami|label=Bang's}} {{MiniMoveCard|game=BBCF|chara=Bang Shishigami|input=3C|label=3C}}, but this isn't the main purpose of the move as it has no Foot invul. Despite what the animation suggests, Lambda is not considered airborne and thus can be thrown. <br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
The main purpose of {{clr|C|6C}} is to be combo-filler. It will knockdown opponents on air hit, making it important for corner carries and okizeme— Usually Spiker Chaser or Gravity. <br />
<br />
It has great pushback on block, so it can be used as a pressure ender instead of Blade or Exiga, but the long startup and recovery leave it unsafe to OD. The fatal property is also saboutaged by CH {{clr|C|6C}} having a low launch that's difficult to convert.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
Lambda's sweep: a multi-hit low with great range, speed and a hurtbox small enough to low-profile moves like {{Character Label|BBCF|Hakumen|label=Hakumen's}} {{MiniMoveCard|game=BBCF|chara=Hakumen|input=4C|label={{clr|C|4C}}}}, being a decent roundstart option. The hard knockdown on Counter Hit enables conversions with {{clr|D|214D}} or OTG {{clr|B|2B}}/{{clr|C|3C}} for high reward. <br />
<br />
In pressure, it's not the best because cancels like {{clr|C|3C}} > {{clr|B|236B}} leave a gap that can be reversal'd — Cancelling {{clr|C|3C}} into {{clr|A|214A}} or {{clr|D|22D}} will beat most reversals though.<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
Lambda's fastest air button, disjointed with decent range, and her hurtbox becomes very small. <br />
<br />
It's a good panic button to press in scrambles, and the reverse gatlings are good for pressure or setting up air TRMs.<br />
<br />
*One of the few non-jump cancellable air buttons, but this never matters in practice. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j,2C}}<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
Lambda's best air button— The disjointed hitbox and short recovery make it a great air-to-air or roundstart option. Similar to {{clr|A|j.A}}, it has good gatlings and can cancel into air throw for TRMs. <br />
<br />
It's common combo filler in IAD routes, and used for safejumps after Tri, for example: {{clr|B|236B}} → 66 → falling {{clr|B|jB}}.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|j.A}}, {{clr|C|j,C}}, {{clr|C|j,2C}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
An okay air-to-air, but not as disjointed as {{clr|B|j.B}} and the recovery is considerably longer, so it tends to be used when retreating after an IABD.<br />
<br />
Lambda's {{clr|C|j.C}} acts more as a mixup tool; all the hits are overheads and cross behind her, this often catches people if they are locked down by {{clr|D|236D}} or are conditioned. <br />
<br />
*Hitbox extends fully on frame 11.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|C|j,2C}}, {{clr|D|j.D}}, {{clr|D|j.2D}}, {{clr|D|j,6D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
This button has a decent hitbox, but it's on the slow side, so her other normals are better for air-to-airs. It's great for jailing opponents to the ground with its multi-hits though, and it makes Lambda fall faster.<br />
<br />
Once the opponnet is conditioned, this can set up delayed airdash 50/50s with either {{clr|B|j.B}} → {{clr|C|j.C}} → {{clr|C|j.2C}}(w) → {{clr|B|2B}} or {{clr|B|j.B}} → {{clr|C|j.C}} → {{clr|D|j.214D}}, although meter is needed to make the latter safe. <br />
<br />
*Has long untech on CH, Lambda can fall to the ground and corner carry.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|j.D}}, {{clr|D|j.2D}}, {{clr|D|j,6D}}<br />
}}<br />
<br />
==Drive Moves==<br />
*All Drives will followup automatically into the second hit if it connects with the opponent, but not if it misses or hits a doll or other projectile.<br />
**Automatic followups will counterhit carry from the first hit.<br />
*All Drives except {{clr|D|4D}} are Projectile Level 2 and decrease to Projectile Level 1 after a set amount of active frames unless overdrive is active.<br />
*All Drives are Attack Level 4 and become Attack Level 5 in OD.<br />
*All Drives have a deadzone in front of Lambda where they have no hitbox.<br />
*Air Drives will launch the opponent on CH or OD.<br />
*None of them can be jump-cancelled on block.<br />
<gallery widths="300px" heights="300px"><br />
BBCF Lambda groundDrive.png | Ground Drive angles (Click to see full size)<br />
BBCF Lambda AirDrive.png | Air Drive angles (Click to see full size)<br />
</gallery><br />
<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D,5D Followup|versioned=input<br />
|description=<br />
A projectile that goes nearly fullscreen, {{clr|D|5D}} is used to stop the opponent running at Lambda and to punish things from a far distance. Though the recovery, with all other drives, leaves her vulnerable on whiff, so it's recommended to setup Gravity first before using this. <br />
<br />
It's a key normal for pressure with {{clr|B|236B}} being a true blockstring when not too far, and a powerful frametrap when further out or delayed. The threat of CH Tri makes it a good spot to reset with either Zwei or Sickle Storm, and then fish for high damage frame traps once they become agitated. <br />
<br />
*Crumple stuns on CH<br />
*Frame advantage is for stand block; crouch is -1 or -2 for most characters.<br />
----'''Overdrive Version'''<br />
{{clr|D|5D}} becomes a Lv 5 attack, so going into {{clr|D|4D}} becomes gapless and safe from reversals. On crouch block, it can be up to +3, making it stronger to reset with.<br />
<br />
The extra stun enables conversions into Cavalier and Sparda on normal hit, and the damage buff results in {{clr|D|5D}} being stronger in combos. This applies to all other drives in OD as well. <br />
<br />
*Doesn't crumple stun on CH<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D,2D Followup|versioned=input<br />
|description=<br />
This summon goes steeply upwards and is a good Anti-Air against characters who like to go high in the air like {{Character Label|BBCF|Mu|label=Mu}} and {{Character Label|BBCF|Rachel_Alucard|label=Rachel}}. This can be followed up with either {{clr|B|236B~}}{{clr|C|6C}} or IAD → {{clr|B|j.B}} → {{clr|C|j.C}} → {{clr|A|6A}} routes to land them in the corner. <br />
<br />
The second hit pushes the opponent downwards, making it possible score a soft KD from it at the end of combos.<br />
<br />
*Increases in size the further it flies away<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|5D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D,6D Followup|versioned=input<br />
|description=<br />
Lambda's furthest reaching summon. It's a long-range anti-air and good at catching people who try to jump out of pressure. The hitbox is big and will hit most characters standing on the ground, so it can be used to cover both ground and air approaches at the same time.<br />
<br />
Long-range confirms can be converted with either other swords like {{clr|D|4D}} or Cavalier. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
{{BBCF Move Card<br />
|input=4D,4D Followup|versioned=input<br />
|description=<br />
A summon that tracks the opponent and appears behind them. This overhead is slower than {{clr|B|6B}}, but Lambda can still pressure if it's blocked. In the corner, {{clr|D|4D}} becomes 'invisible' making it nasty if the opponent isn't paying attention to Lambda's pose.<br />
<br />
Be careful, as {{clr|D|5D}} → {{clr|D|4D}} has a gap that's vulnerable against fullscreen supers like {{CLabel|BBCF|Ragna the Bloodedge|label=Ragna's}} {{MiniMoveCard|game=BBCF|chara=Ragna The Bloodedge|input=632146D|label=Carnage Scissors}} — OD {{clr|D|5D}} → {{clr|D|4D}} is gapless on normal block, however.<br />
*Forces crouching on hit.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D,j.D Followup|versioned=input<br />
|description=<br />
One of Lambda's furthest reaching drives, going almost fullscreen and more distance than {{clr|D|5D}}, the second hit pushes the target downwards making it possible to connect with {{clr|D|j6D's}} angle, or to score a soft knockdown at longer range.<br />
<br />
It covers a decent space, but it can't be converted from at long range. On contact, Lambda recovers in time to block or air dash, but on whiff she is stuck in recovery until landing, so use this with caution. <br />
<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|j.2D}}, {{clr|D|j.6D}}<br />
}}<br />
<br />
===<big>{{clr|D|j.2D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2D,j.2D Followup|versioned=input<br />
|description=<br />
The least used summon. The angle is weak compared to other Drives and the launch on CH can be difficult to convert, so it's restricted to combo filler. Can sometimes be used to bait Anti-Airs.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
<br />
===<big>{{clr|D|j.6D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.6D,j.6D Followup|versioned=input<br />
|description=<br />
An air-to-ground sword. It can be a good summon for catching people running at you after an IAD/Jump back, and it's safe on block as the stun lasts until Lambda lands.<br />
<br />
It vacuums in, so you can KD grounded opponents with Crescent, usually. On CH, the second hit now launches, so it becomes convertible with {{clr|B|665B}}.<br />
<br />
*Much shorter range than {{clr|D|j.D}}<br />
<br />
----'''Overdrive Version'''<br />
OD {{clr|D|j.6D}} always launches grounded opponents towards Lambda, and is converted with Crescent's bounce for easy Gravity combos. The damage isn't too crazy, but can be worth spending OD for, as it enables corner carry and Spike Chaser from an otherwise unrewarding hit. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|j.D}}, {{clr|D|j.2D}}<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{InputBadge|{{clr|B|B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
Lambda's throw launches the opponent high at an angle, and the recovery can only be cancelled into Drive normals or specials. Doing {{clr|D|4D}} → {{clr|D|2D}} → IAD... route is one way to confirm midscreen and {{clr|D|214D}} in the corner. <br />
<br />
Despite what it may seem at first, it's very easy to convert into Gravity routes by going into Sparda, as the large untech time and launch make {{clr|C|3C}} → 214X possible. <br />
<br />
*Backthrow has an identical launch and combo routes, just on the other side.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
Similar to ground throw, this is usually converted with Drive normals into IAD routes, in this case Air Throw → {{clr|D|662D}} → {{clr|D|5D}} → IAD... etc.<br />
<br />
It's possible to followup with regular normals if they're inside Gravity Seed, however.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
Triggers the {{clr|B|5B}} animation with a slightly different hitbox. It's invincible but easily low-profiled by crouching buttons, so be cautious about using this. <br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B]|versioned=input<br />
|description=<br />
Lambda's CT is one of the better ones in the game. It's fully disjointed and her hurtbox shifts backwards during the attack, so it can be used to bait DPs or mashes for big reward.<br />
<br />
For combos, it's done after CH Tri for huge damage, and then niche applications like corner carry when Gravity's cooldown.<br />
It's possible to do charged CT gaplessly after {{clr|D|236D}} which can be a safe mixup for 25 meter.<br />
<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Sickle Storm</big>===<br />
{{InputBadge|{{clr|D|236D}}}}<br />
{{BBCF Move Card<br />
|input=236D<br />
|description=<br />
A multi-hit projectile that locks the opponent in place if they block it. An all-around strong move with many applications: {{clr|D|236D}} is very plus netting Lambda a mixup or safe approach; CAs can be baited with dash break due to multi-hits and it's active until it disappears from the screen, so it can catch poorly timed Bursts/OD. The chip damage from this builds up to a decent amount if blocked repeatedly as well. <br />
<br />
With that said, chaining into this move is rarely a true blockstring; thus, it can be jumped or even mashed on reaction. The opponent can try delay teching it on wakeup, but if they get pedictable, run up {{clr|B|2B}} could be used instead for a blue beat OTG. <br />
<br />
*Deals 20% chip damage on block (80*4 = 320).<br />
----'''Overdrive Version'''<br />
Sickle Storm now spawns two wheels in the same location that go in opposite ways, effectively covering all of the floor. It's still easy to jump over, however. <br />
<br />
Both the wheels can hit at the same time, which makes OD combos higher in damage and inflicts massive chip on block. <br />
}}<br />
<br />
===<big>Spike Chaser</big>===<br />
{{InputBadge|{{clr|D|214D}}}}<br />
{{BBCF Move Card<br />
|input=214D<br />
|description=<br />
Lambda's '''strongest option for okizeme''', Spike Chaser can be used in combos and controlling space in neutral too. It's only minus on the first spike, becoming increasingly plus the further out it's blocked — When spaced, buttons after will be true blockstrings and catch fuzzy jumps, so the opponent has to sit still and guess the incoming mixup. <br />
<br />
Spike Chaser covers almost every wakeup option (rolls; reversals; no tech; quick rise etc...) and is '''unpunishable if spaced right''' making it a nightmare for most characters to deal with.<br />
<br />
There is a very small window to delay tech through, but this is risky as {{clr|D|214D}} is active forever, is a big damage starter (even without Gravity available), and can be beaten by the Lambda player varying their input timing. Lambda is also still safe and can retreat to neutral on successful delay tech.<br />
<br />
----'''Overdrive Version'''<br />
<br />
Spike Chaser now travels the entire stage, and Lambda can act independent and run along the spikes. This makes it even stronger as a screen control option if Gravity is setup beforehand, as most characters won't be able to reach Lambda in time to interrupt the startup, and have to jump to avoid the oncoming Spikes, greatly hindering their movement. <br />
<br />
}}<br />
<br />
===<big>Crescent Saber</big>===<br />
{{InputBadge|{{clr|D|j.214D}}}}<br />
{{BBCF Move Card<br />
|input=j.214D<br />
|description=<br />
Crescent Saber's main function is to '''score knockdowns from air combos'''. It's also used mid-combo for optimal {{clr|A|6A}} and {{clr|B|6B}} confirms. For mixups, it's Lambda's second fastest overhead and has quite good reward with meter to RC. It's active for a long time and hits behind Lambda, so it can cross up.<br />
<br />
To pickup on non-OD hits, an RC {{clr|C|j.2C}} will be needed if high in the air, or just {{clr|B|2B}} / {{clr|C|3C}} if TK'd properly.<br />
<br />
*Hits crouchers on frame 17. If TK'd, Crescent Saber is a 22F overhead that's -13 on block.<br />
<br />
----'''Overdrive Version'''<br />
OD Crescent Saber bounces which makes it a common move in OD combos as the OTG pickups become possible from any position, the {{clr|C|663C}} link is easier and high damage combos are safer to go for as a result. <br />
<br />
If using Crescent as a mixup, the groundbounce means RC is no longer needed for combos, but it's best to have 50 meter availible lest it's blocked.<br />
}}<br />
<br />
===<big>Gravity Seed</big>===<br />
{{InputBadge|{{clr|A|214A}}/{{clr|B|B}}/{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=214A<br />
|description=<br />
This move summons a field which launches the opponent on hit and drags them towards it. The field still appears on whiff and reduces the opponent's movement to 30% of their normal speed — This includes momentum from specials and teleport dashes like {{Character Label|BBCF|Azrael|label=Azrael}}, {{Character Label|BBCF|Nine|label=Nine}} and {{Character Label|BBCF|Arakune|label=Arakune's}}. It does not slow down projectiles nor Ignis / Nirvana.<br />
<br />
Gravity is also an important combo tool. It acts as a stabilizer for confirms, allowing Lambda to carry the opponent to the corner from almost anything. The move shines in combos due to its 99 P2 and large untech time which lead to heavy damage. While it has a recharge period, it only takes up a 1/3 of the gauge on whiff, and the lack of hitstop on buttons like {{clr|C|5C}}, {{clr|D|236D}}, {{clr|D|214D}} etc... means it will always be near full by the end of combos. <br />
<br />
*Recharge becomes faster in OD.<br />
*All 3 versions are different moves and don't inflict SMP<br />
----<br />
;{{clr|A|214A}}<br />
This summons the field next to Lambda. It's used for corner combos and okizeme after a {{clr|C|6C}} KD, as the spacing cripples their mobility while keeping Lambda outside the range of reversals. This is very strong against characters without a normal dash. <br />
----<br />
;{{clr|B|214B}}<br />
This version summons the field in the middle of the screen and is used most in neutral. It creates a wall so characters can't run at Lambda for free, making it safer to summon Drives for zoning. It can be used in midscreen combos, but {{clr|C|214C}} is better most of the time.<br />
----<br />
;{{clr|C|214C}}<br />
This version summons the field at the opposite end of the screen. It's not used in zoning but is the go-to version for combos. It pulls the opponent much further out than the other two, so it's used for corner-to-corners where {{clr|B|214B}} wouldn't travel enough, or at midscreen to ensure they'll wallsplat after {{clr|C|236C}} for high damage routes.<br />
}}<br />
<br />
===<big>Act Parcer Zwei</big>===<br />
{{InputBadge|{{clr|A|236A}}}}<br />
{{BBCF Move Card<br />
|input=236A<br />
|description=<br />
A command dash. It goes roughly 3/4th of the screen, and is tied for the fastest in the game. One use of this move is to bait things, as while Zwei doesn't have invul, it can pass through wake-up reversals and proximity hittboxes before they become active — It can then cancel into {{clr|B|236B}} or {{clr|C|236C}} for a hefty punish. <br />
<br />
Another use is pressure resets or unexpected throws, and while this can be challeneged on its own, it can cancel into {{clr|D|22D}} for a punishing frametrap to deter the opponent mashing. It can still be jumped, but the use of Tri and Blade in pressure can make the opponent reluctant to hold upback, as Zwei's startup animation is identical to the aformentioned move. <br />
<br />
It's not used in combos much, as Tri has an earlier cancel window if forward momentum is needed.<br />
<br />
*Shares almost the same animation as {{clr|B|236B}} between frames 1-11.<br />
*Cancellable into various moves, some of which have shortened inputs when cancelled from this move. See below<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Full Rekka options" data-collapsetext="Hide Full Rekka options"><br />
<gallery class="center"><br />
BBCF_Lambda_236A.png|200px|thumb|{{clr|A|236A}} Act Parcer Zwei<br />
</gallery><br />
<gallery class="center"><br />
BBCF_Lambda_236B.png|200px|thumb|{{clr|B|236B}} Act Parcer Tri<br />
BBCS_Lambda_ActParserC.png|200px|thumb|{{clr|C|236C}} Act Parcer Tri: Cavalier<br />
BBCP_Lambda_Exiga_Nail_2.png|200px|thumb|{{clr|D|22D}} Exiga Nail<br />
BBCS_Lambda_throw.png|200px|thumb|{{clr|B|B}}+{{clr|C|C}} or {{clr|B|4B}}+{{clr|C|C}} Ground Throw<br />
BBCS Lambda SOD.png|200px|thumb|{{clr|D|214214D}} Sword of Destruction<br />
</gallery><br />
<div style="text-align: center;">{{clr|B|236B}} Cancels into</div><br />
<gallery class="center"><br />
BBCS_Lambda_ActParserSpada.png|{{clr|A|6A}} Act Parcer Tri: Spada *<br />
BBCS_Lambda_ActParserB.png|200px|thumb|{{clr|B|6B}} Act Parcer Tri: Blade *<br />
BBCS_Lambda_ActParserC.png|200px|thumb|{{clr|C|6C}} Act Parcer Tri: Cavalier<br />
</gallery><br />
<div style="text-align: center;">Moves listed with * cannot be performed standalone and must use the previous move in the rekka series</div><br />
</div><br><br />
}}<br />
<br />
===<big>Act Parcer Tri</big>===<br />
{{InputBadge|{{clr|B|236B}}}}<br />
{{BBCF Move Card<br />
|input=236B<br />
|description=<br />
Tri is the first part of Lambda's rekka. It travels a good distance and is a true blockstring if done close after a Drive like {{clr|D|5D}}. In pressure, it can be canceled into either Blade or Sparda for high-low mixup. The cancel window is long, so the followups can be delayed to frametrap, and then, once the opponent becomes afraid to press buttons, you can reset pressure by going into normals. This is suceptible to the same problems as other Rekkas, however, so don't get predictable. <br />
<br />
Tri being able to whiff cancel makes it very safe against ODR, going into {{clr|D|22D}} will outright beat EAs and buttons pressed after the flash, and for quite high reward.<br />
*Shares almost the same animation as {{clr|A|236A}} between frames 1-11.<br />
}}<br />
<br />
===<big>Act Parcer Tri: Sparda</big>===<br />
{{InputBadge|{{clr|B|236B}}~{{clr|A|6A}}}}<br />
{{BBCF Move Card<br />
|input=236B 6A<br />
|description=<br />
Sparda is Lambda's fastest overhead, clocking at 21f, and it's the most rewarding one when used with Gravity — Getting roughly 4k or over plus a Spike Chaser setup. Generally, a CH or RC will be needed midscreen, but it's possible to instantly cancel Tri into this to get the spacing for meterless conversions. In the corner, it's easy to convert with double side-swap routes which are stable.<br />
It's good to throw this out to add to the opponent's mental stack and help enforce the threat of Blade in mixups, but don't get too carried away as it's often punishable on block.<br />
<br />
Lambda's hurtbox goes high in the air, giving the move the ability to low crush butttons; there's no Foot invul, however, so it can occasionally trade with some characters' {{clr|A|2A}}s.<br />
<br />
*Triggers cross-up protection and can be blocked by holding either 4 or 6.<br />
*Lambda side-switches on hit/block unless done from far away.<br />
}}<br />
<br />
===<big>Act Parcer Tri: Blade</big>===<br />
{{InputBadge|{{clr|B|236B}}~{{clr|B|6B}}}}<br />
{{BBCF Move Card<br />
|input=236B 6B<br />
|description=<br />
Low option from Tri. It's a pretty fast sweep that's good at catching people who expect {{clr|D|4D}}. Lambda slightly low-profiles while having quite a disjointed hitbox, so this can be a decent thing to throw out in neutral from time to time. It is safe on normal block, but can be punished on IB, so adjusting the timing and ending pressure in {{clr|D|22D}} as well are important.<br />
<br />
At midscreen, Blade can be RC'd for good reward, but in the corner or inside Gravity Seed it can be converted without meter. <br />
<br />
*The range of Blade varies with the time {{clr|B|236B}} was cancelled from; max range is fullscreen.<br />
}}<br />
<br />
===<big>Act Parcer Tri: Cavalier</big>===<br />
{{InputBadge|{{clr|C|236C}}\{{clr|B|236B}}~{{clr|C|6C}}}}<br />
{{BBCF Move Card<br />
|input=236C<br />
|description=<br />
Cavalier is a staple in combos and what makes Lambda's corner carry strong as it has massive blowback while wallbouncing in midscreen loops. The high base damage and Fatal property make it her strongest starter as well.<br />
<br />
The vertical hitbox goes much higher than what the animation suggests, so it can be used as a hard read anti-air for great reward. It's not used in either pressure nor frameteraps, but it is safe on normal block.<br />
*Wallbounces midscreen.<br />
*Wallsticks in the corner.<br />
}}<br />
<br />
===<big>Exiga Nail</big>===<br />
{{InputBadge|{{clr|D|22D}}}}<br />
{{BBCF Move Card<br />
|input=22D<br />
|description=<br />
Lambda's meterless reversal. It can be hard to use as its invincibility ends before becoming active; but if timed right, Exiga Nail can beat anything shorter than 8 active frames. The pushback and frame advantage mean Lambda can escape pressure even if the opponent blocks this, as an offset to its slow startup.<br />
The opponent can delay their meaties as a callout, but Lambda can safely roll away if they begin to do this.<br />
<br />
The reward on CH is great, crumple stunning for easy 4k combos, and it's safe on block and even IB, so Exiga can be used instead of Blade for a safe pressure ender. It's also good for baiting other reversals and OD/CA when used mid-pressure. Be wary of using this to escape the corner, as it can whiff on everyone point blank except {{Character Label|BBCF|Iron_Tager|label=Tager}} and {{Character Label|BBCF|Valkenhayn|label=Valkenhayn}} in wolf form.<br />
<br />
*Frame advantage is -3 point blank, but goes up to 0 when spaced.<br />
*Groundbounces on air-hit.<br />
<br />
----'''Overdrive Version'''<br />
The recovery is reduced to the point Lambda is able to act mid-air shortly after Exiga becomes active. It can be air dash cancelled backwards to stay safe even on whiff or to gain more ground when retreating. <br />
<br />
For offence, the early recovery enables pressure reset attempts on block, and full combos even on normal hit. E.x: OD {{clr|D|22D}} → AD → {{clr|D|j.2D}} → ({{clr|D|j.6D}}) → {{clr|D|j.214D}} to then land back on the ground and carry them to the corner.<br />
}}<br />
<br />
==Distortion Drives==<br />
===<big>Calamity Sword</big>===<br />
{{InputBadge|{{clr|D|632146D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=632146D,j.632146D|versioned=input<br />
|description=<br />
Lambda's metered reversal. It hits overhead and is used to escape pressure or add damage at the end of combos. It can combo off CH (which it will usually be), leading to big damage and corner-to-corner combos. <br />
<br />
It can score up to 5k midscreen, and just under in the corner. The projectile property means it will blow-up moves that only have Body invul, too. But be aware, having this baited will lead to a nasty punish. <br />
<br />
----'''Overdrive Version'''<br />
Calamity Sword's damage and hitbox become bigger, but also now spawns at the opponent's position, and thus becomes very threatening in neutral, as it can be used for fullscreen punishes if the opponent does anything committal. It can be used as a strong anti-zoning tool as a resullt. <br />
}}<br />
<br />
===<big>Legacy Edge</big>===<br />
{{InputBadge|{{clr|D|236236D}}}}<br />
{{BBCF Move Card<br />
|input=236236D<br />
|description=<br />
Legacy Edge is an anti-zoning super that fires forth a barrage of projectiles. All of them are level 2 and will beat any other projectile attack in the game short of {{Character Label|BBCF|Nu|label=Nu's}} Legacy Edge — But it has no invul, so it has to be used pre-emptively in some cases. Legacy can also be used to skip neutral for the price of 50 heat to immediately begin pressure, and Lambda can use the frame advantage to perform a variety of mixups such empty jump → {{clr|B|2B}}, late airdash → {{clr|B|jB}}, IAD → {{clr|C|jC}} crossups, etc...<br />
<br />
The super '''is guarenteed to come out after the superflash''' so trading with this is very bad for the opponent. Although if they aren't committed to an action, they can chicken block and mash to IB all the projectiles which gives them a ton of heat while staying safe from mixups. <br />
<br />
*Not all hits land on crouchers<br />
<br />
----'''Overdrive Version'''<br />
<br />
OD Legacy Edge is a strong starter, but landing it is situational. Other than that, it fires more projectiles to capitalise on the frame advantage from further away, or to carry them further after launch. <br />
<br />
There are unblockable setups involving Crush Trigger in the corner, these lead to high damage and are difficult to escape, so it can be a strong round closer but requires almost max resources. <br />
<br />
}}<br />
<br />
==Exceed Accel==<br />
===<big>Duo Cultus</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
This is used either as a reversal in OD or as a combo ender. The knockdown from Duo Cultus doesn't allow for much more than setting up Gravity Seed midscreen, so it's essentially a reset to neutral which may or may not be a good thing depending on the Matchup.<br />
*[[BBCF/Offense#Exceed_Accel|Behaves the same as every other Exceed Accel.]]<br />
}}<br />
<br />
==Astral Heat==<br />
===<big>Sword of Destruction</big>===<br />
{{InputBadge|{{clr|D|214214D}}}}<br />
{{BBCF Move Card<br />
|input=214214D<br />
|description=<br />
Lambda grabs the opponent and plunges a mighty sword down upon them.<br />
<br />
It has no startup invul, so it can't be used as a reversal, but it's very easy and practical to combo into from buttons such as: <br />
*{{clr|C|5C}}<br />
*{{clr|C|3C}}<br />
*{{clr|A|6A}} (air hit)<br />
*{{clr|D|5D}} (air hit)<br />
*{{clr|C|236C}} (in the corner)<br />
*And many more<br />
}}<br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Lambda}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Lambda-11|42px|BBCF_Lambda_Icon.png|Λ-No.11-}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=GGACR/Millia_Rage&diff=400047GGACR/Millia Rage2023-06-08T18:13:55Z<p>GunBlaze: Removed large deadzone in overview</p>
<hr />
<div>==Overview==<br />
{{Overview/navigation<br />
|okizeme=true<br />
}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content= Millia is a mobile, versatile character with access to strong lockdown and looping setplay.<br />
<br />
One of Millia's defining features is her mobility, which is among the best in the game. In addition to her two airdashes, {{MMC|chara=Millia Rage|input=j.236K|label=Turbo Fall}}, {{MMC|chara=Millia Rage|input=j.214K|label=Silent Force}}, and aerial {{MMC|chara=Millia Rage|input=j.236D|label=FB Pretty Maze}}, allow her to alter her trajectory and position in the air in ways which can be difficult to follow or predict. Her {{MMC|chara=Millia Rage|input=j.214K|label=Silent Force}} (Pin) is a fast traveling projectile that can make anti-airing or approaching her difficult. Millia also boasts strong ways of converting stray air-to-air hits into knockdowns, enhancing her neutral control. <br />
<br />
Once Millia gets a knockdown, she can use {{MMC|chara=Millia Rage|input=236H|label=Tandem Top}} or {{MMC|chara=Millia Rage|input=214H > H|label=Secret Garden}} to keep her opponent blocking on wakeup and run powerful {{keyword|okizeme}}. These special moves can lock the opponent down for a considerable amount of time, often forcing the opponent to block the following mixup. In addition, the combos she can get after successfully opening up an opponent will often lead into another knockdown, allowing Millia to repeat the situation.<br />
<br />
However, Millia has the second worst defense of the cast, and will take heavier damage from hits compared to most characters. Due to this, smart use of universal defensive options is necessary. Millia will also often need to play more evasively in neutral, abusing her high mobility and strong conversions to score a knockdown safely. Managing your pin and movement effectively, as well as developing flexible ways to confirm stray hits into knockdown, are central to her effectiveness. <br />
}}<br />
{{GGACR/Infobox<br />
|fastestAttack = [[#5K|5K]] (5F)<br/>[[#2P|2P]] (5F)<br/>[[#2K|2K]] (5F)<br />
|reversal = [[#Winger|2141236H]] (6F)<br />
}}<br />
{{ProsAndCons<br />
|intro= is a mobile offensive character with a variety of strong tools for controlling neutral. Once she secures a knockdown, she can run extremely potent looping okizeme. <br />
|pros=<br />
*'''Amazing Mixups''': Millia excels at pushing high/low and left/right mixups, and combined with a rewarding and potent tick throw game, her ability to keep the opponent guessing on defense is outstanding.<br />
*'''Powerful Setplay''': {{MMC|chara=Millia Rage|input=236H|label=H Tandem Top}} (Disc) and {{MMC|chara=Millia Rage|input=214H > H|label=Secret Garden}} give Millia some of the strongest setplay in the game. Her ability to regain knockdown off of pretty much every mixup option she has allows her to continuously loop her setups ad infinitum.<br />
*'''High Mobility''': Millia has access to a variety of great mobility tools, including two airdashes, a fast run with a {{keyword|low profile}}, and momentum-changing special moves.<br />
*'''Air Control''': Has many strong jumping attacks that control the airspace very well, on top of her exeptional anti-airs and air mobility.<br />
*'''Great Normals''': Millia has a variety of fast, low-commitment normals useful for whiff punishing and controlling space.<br />
*'''Corner Carry''': Many of Millia's common combo routes naturally bring the opponent closer to the corner, giving Millia access to strong positioning and better okizeme.<br />
*'''Silent Force''': A fast fullscreen projectile that covers a multitude of angles, has virtually no recovery, and always leads to a full combo on air hit, giving Millia access to exceptional space control in neutral, air-to-airs, pressure resets, and routes into her strongest okizeme.<br />
|cons=<br />
*'''Fragile''': Millia has the second lowest effective health in the game, as well as having the highest guard bar multiplier in the game. In addition, her options to contest approaches or poke out of pressure are below average.<br />
*'''Economy''': Millia’s Tension gain is below average. In addition, Silent Force is a one-time-use item that must be picked up off the ground to be replenished, and can only be picked up after a few seconds have elapsed. Much of Millia’s damage and pressure is locked behind careful usage of these resources, meaning using Tension or pin at all comes with a significant opportunity cost.<br />
*'''Situational Damage''': Millia has a hard time converting many useful tools, such as {{clr|S|f.S}} and max range {{clr|K|2K}}, into damage. In addition, she is not good at cranking the guard bar, and her highest damage is locked behind resources, specific conditions, and the right hits. All this together means Millia cannot access her damaging routes often.<br />
}}<br />
</div><br />
===Starter Guide===<br />
{{StarterBlurb}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 5<br />
|recovery = 6<br />
}}<br />
{{clr|1|5P}} is one of Millia's main anti-airs, though it is not as easily abused as it was in its previous incarnation. Covers a solid area above and in front of Millia with a mostly disjointed hitbox. She can use it to stop jump-outs or to check the opponent's jump. It's safer than {{clr|1|6P}} on whiff, and its low recovery makes it a low-commitment option for this purpose.<br />
*Due to its low recovery, {{clr|1|5P}} is also a key part of her burst baits, with {{clr|1|2P}}{{clr|1|5P}} after throw or {{clr|1|5PP}} being solid options.<br />
*Will whiff on crouching opponents.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 6<br />
|recovery = 14<br />
}}<br />
Covers a decent arc in front of Millia. Can hit opponents directly above her, though it's not an exceptional anti-air. Gatlings into itself (even on whiff), {{clr|2|2K}}, and {{clr|2|6K}}, allowing for a high-low mixup on block. It also gatlings into {{clr|3|2S}}, allowing for a more rewarding low option or a way to gatling into heavier normals. Primarily used for pressure, such as with the string {{clr|2|2K5K2K}}.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}} {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}} <br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 6<br />
|recovery = 17<br />
}}<br />
Situational anti-air that can be used when under the opponent due to its straight vertical hitbox. Useful for stopping the opponent from jumping out of the corner. Can also be used to catch techs in the corner. Also solid punish starter due to its fairly quick startup, lack of initial proration, and gatling into {{clr|4|2H}} for a full air combo.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 2<br />
|recovery = 16<br />
}}<br />
One of Millia's essential grounded pokes. Gatlings into {{clr|4|5H}}, which then gatlings into {{clr|5|2D}}. If you're in range, this is your main way of securing a grounded knockdown off a poke. Can also combo into [[#Longinus|Longinus]] for a combo from slightly farther ranges, giving you a knockdown for 25 meter and a combo in the corner. Can't confirm into a knockdown at maximum range or off a launch, but can combo into [[#Emerald Rain|Emerald Rain]].<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 6<br />
|inactive = 2<br />
|offset = 4<br />
|recovery = 21<br />
}}<br />
Another solid grounded poke. Used less commonly than {{clr|3|f.S}}, but still good to remember. Slower than {{clr|3|f.S}} if not very close, but reaches farther forwards. Has more recovery than {{clr|3|f.S}}, however, making it riskier to use in neutral. <br />
<br />
Also an essential piece of combo filler, with its two-hit nature making it an easy hitconfirm into {{clr|5|2D}} for a knockdown.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR_Move_Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 27<br />
|active = 3<br />
|recovery = 23<br />
}}<br />
Universal overhead. Slow, awful on block, and doesn't lead to much on hit. Rarely used as an overhead option, since Millia has much better options for mixups.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 12<br />
|recovery = 20<br />
}}<br />
One of Millia's main anti-airs, with upper body invulnerability with a good sized hitbox. Leaves Millia quite vulnerable on whiff, so keep in mind if the opponent still has air options available. Opponents can land behind Millia on occasion when she uses this, which is something to avoid.<br />
<br />
Staggers on grounded counter-hit. If both hits connect, however, the second hit will undo the stagger of the first hit, making converting off a counterhit stagger difficult.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 18<br />
|active = 4<br />
|recovery = 8<br />
}}<br />
One of Millia's main overheads that she uses in her mixup game. It's special cancellable on hit or block, allowing for a combo on hit without any prior setup. Also serves as a solid meaty for disc oki, providing a safer high option than Bad Moon.<br />
*Invulnerable to lows for much of its animation, making it a strong low crush option.<br />
*+5 on block, meaning she can continue to pressure the opponent even if they block it.<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 16<br />
|active = 3<br />
|recovery = 25<br />
}}<br />
Has slow startup and is horrible to whiff, making it rare to see in neutral. However, it knocks the opponent down on hit and is special cancellable, making it a useful combo ender. Many of Millia's corner combos end with {{clr|4|6H}} to secure a knockdown into oki. No gatling options, meaning you can't continue pressure on block without going directly into a special. Can also be used to stop jump outs in the corner.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 6<br />
}}<br />
Shorter range than {{clr|2|2K}}, but the same startup. Tied for Millia's fastest normal. Hits mid and is primarily used after throw for burst baiting.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
An incredible normal for a variety of reasons, and one of your best tools for neutral and pressure. Millia's primary pressure starter due to its frame advantage, which makes it good for frametraps and tick throws. Bigger than most similar low kicks, letting you start pressure from farther away, especially with dash momentum. Also gatlings into itself and and {{clr|2|5K}}, making it a good low option. Works well as a meaty in disc oki due to its low commitment and good hitconfirm ability. <br />
*Lowers Millia's hurtbox significantly, letting you go under normals such as Johnny's f.S.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 4<br />
|recovery = 15<br />
}}<br />
Hits low and has better proration than {{clr|2|2K}}, but starts up slower. Can be used as part of high/low mixup pressure. Also another solid meaty option, since it hits low and gatlings into {{clr|4|2H}}. Fairly long range and low profile makes it useful as a poke, especially since it generally confirms into knockdown.<br />
*Can gatling into {{clr|1|5P}} to go backwards in the gatling table, allowing for unique pressure resets.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}} <br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 7<br />
|recovery = 12<br />
}}<br />
Millia's primary launcher for combos. You want to gatling into this when you're in range. It also has its uses as an anti-air, but its slow startup makes it situational. Has a good amount of untechable time on counter-hit.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Another of Millia's main ground moves alongside {{clr|2|2K}} that can be used to fish for knockdowns and for whiff punishing. Can be cancelled into roll to start disc oki on hit or into FB Secret Garden to start Garden oki from anywhere.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 6<br />
|recovery = 8<br />
}}<br />
Spammable short-ranged aerial jab. Useful in air-to-air and air-to-ground situations due to its speed and respectable hitbox. Can go into {{clr|2|j.K}} for pressure on block.<br />
*Whiff cancels into itself and {{clr|2|j.K}}, further decreasing the move's risk.<br />
*Actually slower to start up than {{clr|2|j.K}}, which is something to note.<br />
*Important for disarming {{Character Label|GGACR|Testament}}'s {{MMC|chara=Testament|input=214H|label=Zeinest}} without spending pin.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|4|j.2H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 9<br />
|recovery = 9<br />
}}<br />
Extremely fast air normal useful for catching opponents directly above you. Can be special cancelled into K/S pin on block for pressure or used in mixups as a fast high option. It's also an important tool for Millia's air combos, as it confirms into {{clr|3|j.S}} and {{clr|4|j.H}}. <br />
*Can hit opponents directly in front of Millia, letting it serve as an air-to-ground option, especially when used as a gatling out of other air normals.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 12<br />
}}<br />
Your main air-to-ground move, ideal for hitting opponents below you. Airdash cancellable on block, allowing for strong high-low mixups; you can either airdash again and use more high jump-ins, or you can land and use a low or throw. Also important combo filler, having enough untech time to combo into {{clr|4|j.H}}.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|4|j.2H}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 3<br />
|recovery = 11<br />
}}<br />
Solid air-to-air with a good amount of untech time. The hitbox is almost entirely disjointed, allowing it to beat many other air normals. However, shorter range than {{clr|5|j.D}} means it isn't Millia's default air-to-air from far ranges. If the opponent is close enough to beat her {{clr|5|j.D}}, {{clr|4|j.H}} is a better choice.<br />
<br />
Also an essential part of Millia's air combos, having high untech time and cancelling into airdash on hit for additional extensions. Try to confirm into this to get an air conversion going if you can.<br />
*Whiffs on crouching opponents, making it poor for air-to-ground.<br />
}}<br />
<br />
===<big>{{clr|4|j.2H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 4<br />
|inactive2 = 2<br />
|active3 = 6<br />
|inactive4 = 2<br />
|active5 = 4<br />
|recovery = 17<br />
}}<br />
Millia's primary combo ender at lower heights, as it grants a knockdown that allows Millia to set up Disc oki immediately afterwards. Depending on height and hitsun decay, it may be cancelled into Bad Moon or replaced with Pin to secure the knockdown. Not much use outside of combo filler, since Millia's other air normals generally control the air better.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 7<br />
|recovery = 9<br />
|specialRecovery = 6<br />
}}<br />
Millia's default long range air-to-air. It's airdash cancellable, meaning it can be used in specific combos or to close the gap after you hit someone with it. Grants a far-reaching untechable knockdown on counter-hit, allowing Secret Garden setups from fullscreen or disc oki when close. <br />
<br />
Horrible air-to-ground move, as many characters can run or crouch under this move and punish its recovery. Has some landing recovery, making it not great to whiff, which further increases the risk of using it against grounded opponents.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR_Move_Card<br />
|input=Ground Throw<br />
|description=<br />
Very important to your mixup game. The throw range is short, but her quick dash speed makes it hard to see coming. Can be used after Roll ({{clr|2|214K}}) for a tricky mixup. Dash and combo into {{clr|1|2P5P}}, {{clr|2|5K}} {{clr|4|2H}}, or {{clr|3|f.S}} {{clr|4|2H}} when landed.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR_Move_Card<br />
|input=Air Throw<br />
|description=<br />
Sends the opponent flying away. At fullscreen, it gives Millia a Secret Garden setup that allows her to rushdown safely. If Millia airthrows the opponent near the corner, she can dash up and do H Tandem Top to start up Disc oki.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR_Move_Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 6<br />
|recovery = 33<br />
}}<br />
Surprisingly fast dead angle. Uses the animation of {{clr|3|c.S}}. Useful as an unsafe emergency option out of blockstun. Can be crucial to turning the tide on defense. Knocks the opponent down and keeps them right in front of you on counter hit, which can sometimes allow for disc oki. Short horizontal range compared to other dead angles. Don't miss.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Lust Shaker</big>===<br />
{{InputBadge|{{clr|3|214S}} > {{clr|3|S}}xN}}<br />
{{GGACR_Move_Card<br />
|input=214S<br />
|description=<br />
Good for frame trap pressure on the ground since it is +5. Using {{clr|3|f.S}} after this on block leaves a 2-frame gap, enough to punish almost all abare. On hit or block, Millia can cancel into Roll ({{clr|2|214K}}) to go for a tick throw or reset pressure if the opponent's scared of the frametrap. You can also cancel into Haircar ({{clr|1|214P}}) to go low, but this isn't that useful.<br />
}}<br />
<br />
===<big>Tandem Top</big>===<br />
{{InputBadge|{{clr|3|236S}}\{{clr|4|236H}}}}<br />
{{GGACR_Move_Card<br />
|input=236S,236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 13<br />
|recovery = 15<br />
}}<br />
{{clr|3|236S}} is a pretty fast, pretty versatile special move. Can be used as a way to cancel Turbo Fall's landing recovery to catch people off guard, or as a meaty after landing raw haircar, since the knockdown from haircar doesn't give you time for other meterless setups.<br />
<br />
It's also useful as a frametrap due to its speed and decent reward in the corner or on counter-hit. In the corner, Millia can link {{clr|1|5P}} to combo from it. On counter-hit, you get a wallbounce, letting you follow up with an air combo.<br />
<br />
*Causes a wallbounce from anywhere on counter-hit, allowing for damaging conversions from anywhere on the screen. <br />
*Has an FRC point from 3~4F, letting you effectively remove the recovery from ground normals on block. <br />
----<br />
{{clr|4|236H}} is a key part of Millia's okizeme, and the move that Disc oki is named after.<br />
*Longer startup, but longer active frames as well. Can be used after a variety of knockdowns, most commonly {{clr|4|j.2H}} and Bad Moon.<br />
*Causes a wallbounce in the corner for combos, with similar conversions to {{clr|3|236S}}. <br />
*FRC timing in 20~21F, which isn't used often because of {{clr|5|236D}} but is still is applicable in certain matchups such as Baiken.<br />
<br />
This is Millia's primary and staple mixup tool. After securing a knockdown, the Disc allows Millia to mask her high/low mixups while also making sure the opponent can't escape due to the blockstun. Some knockdowns, such as {{clr|5|2D}} > Roll > Disc, don't give enough time for the Disc to be a meaty. This can be used in conjunction with a meaty normal for a high-low mixup that's very plus on block, but be warned that this loses to reversals. Other knockdowns, however, such as low to the ground {{clr|4|j.2H}} in the corner, allow the disc to hit meaty, leading to pressure that is harder to contest.<br />
<br />
Some characters have ways around Disc oki:<br />
*{{Character Label|GGACR|Faust}} can crawl under Disc<br />
*{{Character Label|GGACR|Zappa}} can duck under it<br />
*{{Character Label|GGACR|Sol}} can slide under it with {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}}<br />
*{{Character Label|GGACR|Order-Sol}} can slide under it with {{MMC|chara=Order-Sol|input=214S Lv1|label=Gun Blaze}}<br />
*{{Character Label|GGACR|A.B.A}} (in Normal Mode) can slide under it with {{MMC|chara=A.B.A|input=236P|label=Dragging}}<br />
*{{Character Label|GGACR|Robo-Ky}} and {{Character Label|GGACR|Bridget}} can both delay their wakeups to avoid it<br />
*{{Character Label|GGACR|Slayer}} can pass through it with his teleport dashes<br />
Keep this in mind when performing oki on these characters.<br />
<br />
Also deceptively useful in neutral. Placing down a disc allows Millia to hide behind a constant active hitbox and potentially get a followup if the opponent runs into it. The FRC point adds to this, as it allows you to set a disc without fear of being punished on reactions by moves such as Sol's Grand Viper.<br />
}}<br />
<br />
===<big>Bad Moon</big>===<br />
{{InputBadge|{{clr|1|j.236P}}}}<br />
{{GGACR_Move_Card<br />
|input=j.236P<br />
|description=<br />
A combo ender in the corner for extra damage. Yields a knockdown at a low enough heights. When performed with a Tiger Knee(TK) motion (doing it as close to the ground as possible by inputting {{clr|1|2369P}}), it becomes an unreactable 16 frame overhead and Millia's primary high mixup during Disc oki. Very punishable on block, so it generally should not be used in neutral or without the cover of H Tandem Top outside of combos.<br />
*Has a minimum height limit. This is important to note, as it changes how to input the TK motion. Specifically, you need to wait a bit before hitting {{clr|1|P}} for Bad Moon to come out.<br />
*Has an FRC point a set amount of time after Millia bounces off her opponent, right as she uncurls from being a moon. This makes Bad Moon much safer on block or whiff, but Millia has other uses for 25 Tension.<br />
}}<br />
<br />
===<big>Turbo Fall</big>===<br />
{{InputBadge|{{clr|2|j.236K}}}}<br />
{{GGACR_Move_Card<br />
|input=j.236K<br />
|description=<br />
Millia's command fastfall, which lets her alter her trajectory in the air and make it harder for the opponent to anti-air her. Millia dives down in a 45 degree angle, giving her an extra way to cover a large distance in an unexpected way in neutral. Can also be used for mixups, as you can pass through opponents while descending for a crossup.<br />
*Landing recovery is cancellable into ground specials, which can allow for a quick way to catch opponents off guard.<br />
*FRC point from 14~15F, just as Millia starts moving; if you're quick enough, you can use an air normal as you descend.<br />
*Has some startup before Millia starts moving. If hit out of this startup, she won't go anywhere.<br />
}}<br />
<br />
===<big>Forward Roll</big>===<br />
{{InputBadge|{{clr|2|214K}}}}<br />
{{GGACR_Move_Card<br />
|input=214K<br />
|description=<br />
A command roll that shrinks Millia's hurtbox and lets her low profile underneath some attacks. Useful in pressure and for tick throw setups. If your opponent respects you too much, use this to close the distance. Can also be used in neutral to avoid the opponent's pokes. <br />
*Goes under a lot of things it doesn't look like it should, such as {{Character Label|GGACR|Chipp}}'s {{MMC|chara=Chipp Zanuff|input=2S|label={{clr|3|2S}}}} and {{MMC|chara=Chipp Zanuff|input=2D|label={{clr|5|2D}}}}, {{Character Label|GGACR|Johnny}}'s {{MMC|chara=Johnny|input=2H|label={{clr|4|2H}}}}, and {{Character Label|GGACR|Justice}}'s {{MMC|chara=Justice|input=2D|label={{clr|5|2D}}}}.<br />
*Can be throw punished on reaction if used too predictably.<br />
}}<br />
<br />
===<big>Iron Savior</big>===<br />
{{InputBadge|{{clr|1|214P}}}}<br />
{{GGACR_Move_Card<br />
|input=214P<br />
|description=<br />
Commonly referred to as Haircar. Hits low and travels forever until Millia hits her opponent or the wall. The startup looks identical to that of TK Bad Moon, making it a deceptive low mixup. This makes it Millia's preffered low option during Disc oki. The FRC point adds another layer to this; with tight timing, you can immediately input {{clr|2|j.K}} before you land, allowing you to turn your low into an overhead.<br />
*Should not be used from fullscreen, as it is punishable.<br />
}}<br />
<br />
===<big>Silent Force</big>===<br />
{{InputBadge|{{clr|2|j.214K}}\{{clr|3|j.214S}}\{{clr|4|j.214H}}}}<br />
{{GGACR_Move_Card<br />
|input=j.214K/S,j.214H<br />
|description=<br />
An incredible move that enhances every aspect of Millia's gameplay. Useful for zoning, air-to-airs, approaching, pressure, combos, and more. Once thrown, you have to pick it back up again by crouching or rolling over it. The pin cannot be picked up for 122F (roughly 2 seconds) after throwing; you'll know it's ready to be picked up again when it begins glowing.<br />
*Virtually no recovery once thrown, allowing you to quickly airdash after throwing it for an approach.<br />
*Staggers on ground counter hit and has high untech time on air hit; both situations can lead to a combo.<br />
----<br />
{{clr|2|K}} Pin removes all of Millia's upward momentum, and its trajectory is steeper than both {{clr|3|S}} Pin and {{clr|4|H}} Pin. <br />
Has a slightly different use in neutral compared to {{clr|3|S}} Pin, being reserved mostly for covering close approaches by the opponent, especially when punishing lows. Also useful as an "anti-anti-air." With proper spacing, K Pin can beat out some grounded anti airs and allow Millia to start a combo off the counter-hit stagger. Due to its ability to completely hault Millia's upward momentum it can be used to extend ground pressure into her airdash strings seamlessly. A good example is {{clr|3|c.S}} > TK K Pin ({{clr|2|2147K}}) > airdash forward > {{clr|3|j.S}}.<br />
<br />
Also used after rising {{clr|2|j.K}} in fuzzy guard setups to confirm into a combo without Disc or meter, and some combos or setups against certain characters (like Johnny) may require {{clr|2|K}} Pin instead of {{clr|3|S}} or {{clr|4|H}}.<br />
----<br />
{{clr|3|S}} Pin temporarily halts Millia's air movement while the pin is being thrown, and its trajectory is roughly a 45° angle downward in front of Millia. <br />
This is Millia's primary projectile and extremely crucial to her neutral game. It allows her to control the pace of the matchup, as opponents will have to keep in mind whether or not you have it available. S Pin into an immediate airdash forward is a safe and effective way to both control space and approach, even if the pin whiffs.<br />
<br />
Fishing for counter-hits is an easy way for Millia to brute force her way in due to the large amount of hitstun. If the opponent blocks it, she may still have an opportunity to continue pressure under the right circumstances due to the blockstun.<br />
<br />
It also serves as a crucial ender to some her air combos depending on height/distance to the corner; ({{clr|3|j.214S}} > land > {{clr|4|6H}}) is a common way to secure a knockdown into Garden oki in the corner.<br />
----<br />
{{clr|4|H}} Pin Has slightly slower startup, but gives Millia an extra upward boost before throwing. <br />
Good for positioning in the air if the opponent is catching on to the angle Millia throws {{clr|3|S}} Pin at. Also useful for air-to-airing, as it allows Millia to hit opponents directly above her for massive damage.<br />
}}<br />
<br />
===<big>Secret Garden</big>===<br />
{{InputBadge|{{clr|4|214H}} > Direction + {{clr|4|H}}}}<br />
{{GGACR_Move_Card<br />
|input=214H > H<br />
|description=<br />
Once the move is input, Millia summons an orb that will accept up to four more direction inputs by pressing a direction and H (e.g. {{clr|4|214H}} -> {{clr|4|6H 1H 6H 4H}}). After 52 frames (regardless of whether any inputs were given or not), Millia will return to neutral and the orb will begin travelling along the path that was input. <br />
<br />
Once active, the projectile will persist even if Millia is hit. This makes Garden oki naturally beat both abare and reversals, as both actions will cause Garden to hit the opponent. Garden oki can cover the options previously mentioned to beat Disc oki, making Garden setups valuable against those characters.<br />
<br />
Secret Garden can be used from fullscreen after an air throw or counter-hit {{clr|5|j.D}} to lock down the opponent on their wakeup, allowing Millia to safely rushdown the opponent. It can also be used in place of {{clr|4|H}} Tandem Top for longer and better okizeme, but this generally requires specific setups to achieve. <br />
<br />
Long startup and counterhit state make it generally bad in neutral, however it can be used for fullscreen space control against characters that cannot approach Millia in time to interrupt it, such as Justice.<br />
<br />
Can be canceled during startup by pressing D if the situation is too dangerous to continue with the move.<br />
<br />
Common setups include {{clr|3|S}} Pin > land > {{clr|4|6H}} > Garden and FB Pretty Maze > airdash back > {{clr|5|j.D}} > land > {{clr|4|6H}} > Garden. Common patterns for Garden on an opponent's wakeup are {{clr|4|1H 6H 4H 6H}} when close, {{clr|4|2H 8H 2H 8H}} when farther, and {{clr|4|3H 8H 2H 8H}} when even farther than that.<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>Pretty Maze</big>===<br />
{{InputBadge|{{clr|5|236D}} (Air OK)}}<br />
{{GGACR_Move_Card<br />
|input=236D,j.236D<br />
|description=<br />
Millia's staple force break for mixups. It has quicker startup than H Tandem Top, making it more convenient to set up. It's also active for longer and hits three times instead of just one, allowing more time for multiple mixups. If they block the first mixup, she can simply do another one. Once active, the disc will stay out even if Millia is hit. This makes it situationally useful for trading in neutral and extremely useful for reversal-safe oki.<br />
<br />
Pretty Maze will also float on hit, giving Millia the opportunity to launch the opponent up, combo them, and reset the situation over again. <br />
----<br />
Air version summons a disc in the air. This move does not operate as a "trap" like ground Pretty Maze, instead being more similar to {{clr|3|236S}}.<br />
<br />
Increases Millia's momentum on use. If you were jumping forward, you'll go forward faster after using Pretty Maze. Notably, if you airdash, then use Pretty Maze mid-flight, you'll be flung a great distance forwards or backwards at high speeds. This can be used to cover long distances fast, with IAD > Pretty Maze sending you almost the entire horizontal length of the screen at max zoom-out. This is also useful for crossups, since you can fling yourself over and behind your enemy.<br />
<br />
Due to the high untech time and ability to airdash cancel, this move is useful for stabilizing some air combos. This is especially useful against lightweight characters, who might otherwise be too high to secure a knockdown against. The FRC point lets you act almost immediately after your momentum changes, but this costs 50 Tension, so it's seldom used.<br />
}}<br />
<br />
===<big>FB Secret Garden</big>===<br />
{{InputBadge|{{clr|5|214D}} > Direction + {{clr|4|H}} or {{clr|5|D}}}}<br />
{{GGACR_Move_Card<br />
|input=214D > H<br />
|description=<br />
Millia leaps up into the air while summoning the orb, giving her safer positioning while setting it up. The orb activates much faster, and Millia is actionable much sooner after using it. Incredible move.<br />
<br />
This move greatly strengthens your oki, as it allows you to set up Garden oki much easier. Notably, {{clr|5|2D}}, {{clr|4|j.2H}}, and Bad Moon knockdowns all set up FB Garden. This move is an extremely useful method of pressuring the aforementioned characters with responses to Disc oki, since this allows common knockdowns to be turned into strong pressure that those characters cannot easily escape. The increased speed also greatly decreases the risk of using Garden for space control, allowing you to throw it out in more situations. <br />
<br />
It is easier to consistently input all four of the move's followups by alternating {{clr|4|H}} and {{clr|5|D}} inputs (Ex: input {{clr|5|214D}} > {{clr|4|1H}} {{clr|5|6D}} {{clr|4|4H}} {{clr|5|6D}}/{{clr|5|1D}} {{clr|4|6H}} {{clr|5|4D}} {{clr|4|6H}} instead of inputting {{clr|4|1H}} {{clr|4|6H}} {{clr|4|4H}} {{clr|4|6H}} as you would with regular Garden). As an added input note, 292X sets with FB Garden are bugged and will not work properly, so other combinations must be used.<br />
}}<br />
<br />
===<big>Longinus</big>===<br />
{{InputBadge|{{clr|3|214S}} > {{clr|5|214D}}}}<br />
{{GGACR_Move_Card<br />
|input=214S > 214D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 6<br />
}}<br />
Follow-up to Lust Shaker. Causes the opponent to slide on hit. In or near the corner, it causes a wallstick for combos. Midscreen, Millia gets a knockdown. Allows Millia to turn an {{clr|3|f.S}} hit into a knockdown from farther ranges than usual, helping you start your gameplan faster.<br />
*Since Lust Shaker is already +5, this isn't usually used for its plus frames.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Winger</big>===<br />
{{InputBadge|{{clr|4|2141236H}} (Air OK)}}<br />
{{GGACR_Move_Card<br />
|input=2141236H,j.2141236H<br />
|description=<br />
Ground version is her only reversal move that has invincible startup. Not a very good reversal, and should be used sparingly. The horizontal range of the rising hits is incredibly poor. This can sometimes cause opponents to fall out, especially if they were doing an extended button when you hit them. The invincibility wears off almost immediately after the startup, meaning moves such as Ky's Charged Stun Edge can beat wakeup Winger completely.<br />
----<br />
The air version is mostly used to beat weaker anti-airs or for stuffing air-to-air attempts. Millia has much cheaper and less risky ways to do this, though. Not very good.<br />
}}<br />
<br />
===<big>Emerald Rain</big>===<br />
{{InputBadge|{{clr|3|236236S}}}}<br />
{{GGACR_Move_Card<br />
|input=236236S<br />
|description=<br />
Throws 3 big discs. The last disc causes wallbounce, allowing for a combo. Lets you convert off {{clr|3|f.S}} from even farther ranges than Longinus does. Whether the hits connect properly is a bit inconsistent, and opponents might fall out of the sequence midway through. This makes conversions using Emerald Rain somewhat risky.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>Iron Maiden</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGACR_Move_Card<br />
|input=236236H<br />
|description=<br />
The only good thing is that it tracks, making it particularly good against A.B.A. Other than that, not worth using.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Character=Millia Rage}}<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[GGACR/Millia Rage/Data]].}}<br />
{{GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Millia Rage]]</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=GGACR/Justice/Combos&diff=399944GGACR/Justice/Combos2023-06-06T17:32:05Z<p>GunBlaze: Notation for basic combo 1 is not showing up despite the field being filled</p>
<hr />
<div><center>{{Character Label|GGACR|Justice|42px}}</center><br />
{{GGACR/CharacterLinks}}<br />
{{MFlag|cleanup}}<!-- Give me 6H HMS 6H or give me Death. --><br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|game=GGACR|width=85%|additional=<br />
:'''VA''' = [[GGACR/Justice#Valkyrie_Arc|Valkyrie Arc]] - {{clr|1|236P}}<br />
:'''SMS''' = [[GGACR/Justice#Michael_Sword|S Michael Sword]] - {{clr|3|41236S}}<br />
:'''HMS''' = [[GGACR/Justice#Michael_Sword|H Michael Sword]] - {{clr|4|41236H}}<br />
:'''SBT''' = [[GGACR/Justice#Strike Back Tail (S.B.T.)|Strike Back Tail (S.B.T.)]] - {{clr|2|623K}}<br />
:'''X Nuke/NB''' = [[GGACR/Justice#Nuclear_Blast(N.B.)|Nuclear Blast (N.B.)]] - 22X<br />
:'''ST/Saperia''' = [[GGACR/Justice#Saperia_Trance|Saperia Trance]] - {{clr|5|236D}}<br />
:'''MB''' = [[GGACR/Justice#Michael_Blade|Michael Blade]] - {{clr|4|632146H}}<br />
:'''IR''' = [[GGACR/Justice#Imperial_Ray|Imperial Ray]] - {{clr|3|632146S}}<br />
:'''Ultra Lightweights''' = BA, BR, JA, KL, MA<br />
:'''Lightweights''' = DI, IN, JU, MI<br />
:'''Midweights''' = AN, AX, CH, ED, FA, KY, SL, SO, TE, VE, ZA<br />
:'''Heavyweights''' = AB, JO, OS<br />
:'''Ultra Heavyweights''' = PO, RO<br />
}}<br />
<br />
==In General==<br />
Justice combos may need minor character and position specific adjustments to work, mostly consisting of using combo fillers at the cost of reduced damage or going into alternate routing altogether.<br />
<br />
They consist into getting any launcher into aerial gatlings and a KD after that with {{MMC|input=j.H||label={{clr|4|j.H}}}} or air SMS usually, sometimes her {{MMC|input=632146S|label=IR}} super is also used if you're going for a kill, as it's great for chip and OTG damage.<br />
<br />
Her aerial combo enders will push her back, even if you're in the corner, however, with specific routing, she can get a point-blank okizeme with nuke and a mixup, those are known as 1-hit routes and are her best okizeme, so go for each ender according to the situation in each MU.<br />
<br />
==Basic Combos==<br />
{{BeginnerComboDef}}<br />
<br />
{{TheoryBox<br />
| Title = Basic Gatling Combo<br />
| Oneliner = Simple knockdown<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = <br />
| Recipe = Starter > {{clr|3|f.S}} (> {{clr|4|5H}}) > {{clr|5|2D}} > {{MMC|input=22X|label=22X}}/{{MMC|input=41236S|label=SMS}}<br />
| Video = GGACR_Justice_Basic_KD.mp4<br />
| Size = <br />
| content =<br />
Very simple knockdown route. {{MMC|input=5H|label={{clr|4|5H}}}} is only a combo filler and can be omitted depending on distance. {{MMC|input=2D|label={{clr|5|2D}}}} > Nuke will get you oki up close, while cancelling into SMS will send the opponent to the other side of the screen. Choose the ender depending on matchup.<br />
{{clear}}<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Crouch Confirm<br />
| Oneliner = Alternative to 2D knockdown<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Recipe = {{clr|1|6P}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{MMC|input=41236H|label=HMS}} (> RC > microwalk forward > {{clr|4|6H}} > {{clr|2|j.K}} > {{clr|5|j.D}} > d{{clr|3|j.S}}(1) > {{clr|4|j.H}} > air SMS)<br />
| Video = GGACR_Justice_Crouch.mp4<br />
| Size = <br />
| content =<br />
Justice's overhead forces crouch in order to confrim {{clr|4|5H}} into HMS, but can technically be used from any crouch hit. {{clr|3|f.S}} is a combo filler and can be omitted for consistency. Places opponent closer than {{clr|5|2D}}. Useful against mobile opponents so they can't escape Nuke oki as easily.<br />
<br />
Can be RC'd to do {{MMC|input=6H|label={{clr|4|6H}}}} > air combo, you should microwalk after the RC, but distance usually prevents connecting with {{clr|3|j.S}} outside of corner, use {{clr|1|j.P}}/{{clr|2|j.K}} instead.<br />
{{clear}} <br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Throw Confirm<br />
| Oneliner = Basic burst bait<br />
| Difficulty = {{clr|1|Very Easy}}<br />
| Anchor = <br />
| Recipe = Throw 22{{clr|2|K}}/{{clr|3|S}}/{{clr|5|D}} > 22X<br />
| Video = <br />
| Size = <br />
| content =<br />
Justice's {{MMC|input=Ground Throw|label=throw}} is one of the best in the entire game, it's tied with Potemkin's for the farthest in the game and it allows for conversions anywhere in the screen into big damage and great okizeme, as well as it's great on baiting bursts. Doing the above combo will either give you a knockdown so you can get more nukes out or bait their burst which you'll be able to punish with a {{clr|4|6H}} starter<br />
{{clear}}<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Dust Confirm<br />
| Oneliner = Hugs<br />
| Difficulty = {{clr|2|Easy}}<br />
| Anchor = <br />
| Recipe = {{clr|5|5D}} > {{clr|5|j.D}} > {{clr|5|j.D}} > jc > {{clr|5|j.D}} (> {{clr|5|j.D}}) > air SMS<br />
| Video = GGACR_Justice_Dust.mp4<br />
| Size = <br />
| content =<br />
Justice's Dust is pretty good and will often catch people off guard as they're usually waiting for a {{clr|5|2D}} ender on your pressure. Deals good damage and gives fullscreen okizeme. You can forgo one {{clr|5|j.D}} for {{clr|3|j.S}} > {{clr|4|j.H}} before air SMS for a more stable and guaranteed knockdown.<br />
{{clear}}<br />
}}<br />
<br />
==Intermediate==<br />
{{CoreComboDef}}<br />
{{TheoryBox<br />
| Title = Basic Air Combo<br />
| Oneliner = Actual BnB<br />
| Difficulty = {{clr|2|Easy}}–{{clr|3|Medium}}<br />
| Anchor = <br />
| Recipe = Launcher > {{clr|2|j.K}}/{{clr|3|j.S}}(1) > {{clr|5|j.D}} > d{{clr|3|j.S}}(1) > [{{clr|4|j.H}} > {{MMC|input=j.41236S|label=air SMS}}] or {{MMC|input=j.41236H|label=air HMS}} > {{clr|4|j.H}}]<br />
| Video = GGACR_Justice_BNB.mp4<br />
| Size = <br />
| content =<br />
Simple yet always relevant combo, which is very easy to route into. Many Justice routes are variations of this combo. Confirmable from many things including: Throw, anti-air, air-to-air, {{clr|4|2H}} and {{clr|4|6H}}.<br />
<br />
{{clr|4|j.H}} > air SMS gives fullscreen knockdown allowing you to put a nuke or two on the screen. Meanwhile, air HMS > {{clr|4|j.H}} gives halfscreen knockdown allowing for a closer oki, usually by mixing up with {{clr|2|2K}}/{{clr|1|6P}}, which cancels into {{clr|4|2H}} which allows you to do it all over again. Which one you'll use depends on each situation and matchup.<br />
<br />
May require some minor adjustments such as doing {{clr|3|c.S}} after ground hit {{clr|4|2H}} on mid-weights and heavyweights for more consistency or adding multiple {{clr|1|j.P}}s to get height after stray air hits. Note that {{clr|4|2H}} > {{clr|3|c.S}} is 1 frame link on Faust.<br />
{{clear}}<br />
}}<br />
There are multiple ways to confirm into {{clr|4|6H}} including:<br />
*Throw/{{MMC|input=236P|label={{clr|1|236P}}}} catch. May require microwalk forward after VA.<br />
*CH {{clr|2|5K}}/{{clr|3|c.S}}/{{clr|3|2S}}/{{clr|4|j.H}}/{{clr|5|j.D}}/SMS/HMS<br />
*22X Nukes may require specific timings or FRC in most cases.<br />
*{{MMC|input=623K|label={{clr|2|623K}}}} FRC<br />
*({{clr|5|2D}} >) {{MMC|input=632146H|label=Michael Blade}}<br />
<br />
{{TheoryBox<br />
| Title = 6H HMS Filler<br />
| Oneliner = Huge damage<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = <br />
| Recipe = {{clr|4|6H}} > HMS > {{clr|4|6H}}/{{clr|4|2H}} > Air combo <br> {{clr|4|6H}} > HMS > {{clr|2|5K}} > Air combo (Corner)<br />
| Video = GGACR_Justice_6H_Filler.mp4<br />
| Size = <br />
| content =<br />
Combo filler from ground hit {{clr|4|6H}}. {{clr|4|2H}} is easier to connect and is recommended on heavyweights. On midweights {{clr|4|6H}} is easier to connect if they are closer while {{clr|4|2H}} needs to be delayed, on lightweights you need to delay a little. Midscreen you can do second HMS on all lightweights except Millia.<br />
<br />
If too close to the corner {{clr|4|2H}} becomes too slow, thus depending on distance {{clr|1|6P}}, {{clr|2|5K}}, {{clr|3|c.S}}, {{clr|3|f.S}} and {{clr|3|2S}} all become valid choices to pickup with.<br />
{{clear}}<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Throw Routing<br />
| Oneliner = Free burst baits!<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = <br />
| Recipe = Throw > microwalk back > {{clr|4|6H}} > Air combo <br> Throw > HMS > {{clr|4|2H}} > Air combo<br />
| Video = <br />
| Size = <br />
| content =<br />
In addition to the combos mentioned on the previous section, these also allow for great damage and as a cherry on top, they bait bursts if done correctly. These are very consistent and will work from any range except in the deep corner, where you should slightly delay {{clr|4|6H}} so that the second hit doesn't whiff. {{clr|4|6H}} routes are easier and more consistent meanwhile HMS routes deal more damage but are a tad easier to burst. In the corner, do HMS > {{clr|2|5K}} instead.<br />
{{clear}}<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = Michael Blade<br />
| Oneliner = Fullscreen Super!<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = <br />
| Recipe = (Starter) > MB > ({{clr|4|6H}} >) Air combo <br> (Starter) > MB FRC > j9 > [HMS > {{clr|4|6H}}/{{clr|4|2H}} > Air combo]<br />
| Video = GGACR_Justice_Michael_Blade.mp4<br />
| Size = <br />
| content =<br />
Basic confirm into Michael Blade super. Best way to convert from {{clr|5|2D}}. Combos into {{clr|4|6H}} or directly into air buttons if close enough. If you have 75 meter you can FRC, jump forward, then do a HMS right after and convert into any {{clr|4|6H}}/{{clr|4|2H}} route. If you hit MB from fullscreen, you can either do another one or put Nukes out.<br />
{{clear}}<br />
}}<br />
<br />
{{TheoryBox<br />
| Title = HMS Relaunch<br />
| Oneliner = More damage and meter than standard route<br />
| Difficulty = {{clr|3|Medium}}<br />
| Anchor = <br />
| Recipe = Starter > {{clr|4|2H}} > {{clr|3|c.S}} > {{clr|3|j9.S}}(1) > air HMS> delay {{clr|3|j.S}}(1) > {{clr|4|j.H}}(whiff) > land > {{clr|1|6P}} > {{clr|2|j.K}} > {{clr|5|j.D}} > d{{clr|3|j.S}}(1) > {{clr|4|j.H}} > air SMS<br />
| Video = GGACR_Justice_HMS_Relaunch.mp4<br />
| Size = <br />
| content =<br />
While better, this combo is limited by character specific delays, requiring midscreen position and being relatively close to the opponent. But it is still consistent enough to be worth doing after some practice. Character hurtboxes may render some starters less practical such as {{clr|4|j.H}} on ABA. You can forgo {{clr|3|j.S}}(1) > land > {{clr|1|6P}} for {{clr|3|j.S}}(2) > land > {{clr|1|j.P}} for an easier link, in exchange of damage.<br />
<br />
;Character specifics<br />
*On lightweights replace {{clr|3|c.S}} > {{clr|3|j9.S}}(1) with {{clr|3|j7.S}}(1) and on MA and JA do {{clr|3|j8.S}}(1)<br />
*On RO do {{clr|1|6P}} > {{clr|3|j.9S}}(1) > {{clr|1|j.P}} > {{clr|3|j.S}}(1) > air HMS after {{clr|3|c.S}}<br />
*Does not work on SO<br />
*Hard on BA, FA, OS, DI, requiring very character specific adjustments<br />
{{clear}}<br />
}}<br />
<br />
==Advanced==<br />
{{SpecializedComboDef}}<br />
<br />
{{TheoryBox<br />
| Title = j.P loops<br />
| Oneliner = Guts crush aka Hotta combos<br />
| Difficulty = {{clr|4|Hard}}–{{clr|5|Very Hard}}<br />
| Anchor = <br />
| Recipe = Starter > [{{clr|1|j.PPP}} > {{clr|3|j.S}}(1) > {{clr|4|j.H}} > land > {{clr|1|2P}} > {{clr|3|c.S}}]x3 > {{clr|2|22K}}/IR<br />
| Video = GGACR_Justice_Guts_Crush.mp4<br />
| Size = <br />
| content =<br />
Highly potent extension with character specific timings. Best used to close out rounds. Most commonly routed into from SMS FRC or Saperia Trance, but other options exist (eg. air CH {{clr|4|j.H}}, SBT FRC, HMS relaunch routes).<br />
<br />
Has many variables: initial pickup timing, number of {{clr|1|j.P}}s, can replace second {{clr|1|j.P}} with {{clr|2|j.K}}, delay time between {{clr|3|j.S}} and {{clr|4|j.H}}, can omit {{clr|1|2P}} during relaunch, total number of loops (commonly ~3, but depends on prior combo time). All are character and position dependant. A writeup is available in this document [[User:Sakurako_Oomuro#Air_Routing_explanation|Air Routing explanation]]<br />
<br />
While it is possible to use for corner carry and end with {{clr|2|22K}}, its not advisable to do most of the time because of the amount of tension opponent gets.<br />
{{clear}}<br />
}}<br />
====Example Routes====<br />
{| class="wikitable"<br />
|-<br />
! Combo !! Notes<br />
|-<br />
| Starter > {{clr|4|2H}}(2) > [{{clr|3|c.S}} > {{clr|3|j9.S}}(1)] or [{{clr|3|j7.S}}(1)] > air HMS > {{clr|3|j.S}}(1) > jc9 > [{{clr|1|j.PPP}} > {{clr|3|j.S}}(1) > {{clr|4|j.H}} > land > {{clr|1|2P}} > {{clr|3|c.S}}]x3 > 22X/IR || Variation of the HMS relaunch route, can be used as fallback in case it was mistimed (recommended to end early with {{clr|4|j.H}} if done so). Subpar damage wise, better suited for corner carry (carries about half of the stage). {{clr|3|j8.S}}(1) on AX, ED, JA, ZA. Delay {{clr|3|j9.S}}(1) on CH and OS. Not recommended for JA and KL. Does not work on DI, RO, SO.<br />
|-<br />
| Starter > {{clr|4|2H}}(2) > {{clr|3|c.S}} > {{clr|1|6P}} > {{clr|3|j9.S}}(1) > {{clr|1|j.P}} > {{clr|3|j.S}}(1) > air HMS > {{clr|3|j.S}}(1) > land > [{{clr|1|j.PPP}} > {{clr|3|j.S}}(1) > {{clr|4|j.H}} > land > {{clr|1|2P}} > {{clr|3|c.S}}]x2 > 22X/IR || Version of the above working on Robo-Ky.<br />
|-<br />
| Starter > {{clr|4|2H}}(2) > [{{clr|3|c.S}} > {{clr|3|j9.S}}(1)] or [{{clr|3|j7.S}}(1)] > {{clr|5|j.D}} > {{clr|3|j8.S}}(1) > {{clr|4|j.H}} > ST > land > {{clr|2|5K}} > [{{clr|1|j.PPP}} > {{clr|3|j.S}}(1) > {{clr|4|j.H}} > land > {{clr|1|2P}} > {{clr|3|c.S}}]x2-3 > 22X/IR || MA needs {{clr|3|j8.S}}(1) > {{clr|5|j.D}}. Does not work on AX, FA, SL, ZA.<br />
|}<br />
<br />
{{TheoryBox<br />
| Title = CH SMS Pickup<br />
| Oneliner = Situational, but unprorated damage<br />
| Difficulty = {{clr|4|Hard}}<br />
| Anchor = <br />
| Recipe = CH SMS > {{clr|5|236D}} > {{clr|4|2H}} > Air combo (Midscreen) <br> CH SMS > TK {{clr|5|j.236D}} > {{clr|4|6H}}/{{clr|4|2H}} > Air combo (Near corner) <br> CH SMS > sj9 > {{clr|5|j.D}} > Air combo (Near corner meterless)<br />
| Video = GGACR_Justice_SMS_CH.mp4<br />
| Size = <br />
| content =<br />
This routes give conversions from a move that is good to throw out in neutral, but hard to normally capitalize on. If you are close enough you can ignore those routes and simply do microwalk {{clr|4|6H}}. In case of Saperia routes {{clr|2|2K}} is easier to use, but will sacrifice a lot of damage to the point where its usually not worth it. <br />
Saperia should always whiff for the route to work.<br />
;Character specifics<br />
*{{clr|4|2H}} does not hit sliding Axl.<br />
*{{clr|5|j.D}} does not hit sliding: AB, AN, AX, BR, DI, JO, KY, MI, OS, RO, SL <br />
{{clear}}<br />
}}<br />
<br />
==Other Combos==<br />
===Air Combo Extensions===<br />
Justice's main enders for her air combos are {{clr|4|j.H}} and air SMS, giving halfscreen and fullscreen oki respectively. Her ideal, but harder, okizeme is 1-hit air SMS, which leaves them right behind you, that oki is also possible with air SMS FRC, however, you can extend your combo and still get a 1-hit okizeme along with a substantial damage boost (usually 40+ damage on an already long combo) rather easily due to the gravity scaling. These extensions however can be rather difficult, as they're extremely character and height specific, you'll need to practice them in order to get your Justice to the next level.<br />
<br />
{| class="wikitable"<br />
|+ {{clr|5|j.236D}}/Saperia Extensions<br />
|-<br />
! Combo !! Position !! Damage !! Tension cost !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|1|6P}}/{{clr|2|2K}}/{{clr|4|j.H}} > {{clr|4|2H}}(2) > {{clr|3|c.S}} > {{clr|3|j9.S}}(1) > {{clr|5|j.D}} > {{clr|3|j8.S}}(1) > {{clr|4|j.H}} > ST > land > {{clr|2|5K}} > [{{clr|1|j.PPP}} > {{clr|3|j.S}}(1) > {{clr|4|j.H}} > land > {{clr|1|2P}} > {{clr|3|c.S}}]x2-3 > 22X/IR || Midscreen || ?? || 25-75 || {{clr|5|Very Hard}} || Works on Middleweights, Heavyweights and Ultra-Heavyweights except AX, FA, SL, ZA. Cranks up a lot of tension, guts killer. || link ref here<br />
|-<br />
| {{clr|1|6P}}/{{clr|2|2K}}/{{clr|4|j.H}} > {{clr|4|2H}}(2) > {{clr|3|j7.S}}(1) > {{clr|5|j.D}} -> {{clr|3|j9.S}}(1) > {{clr|4|j.H}} > ST > land > {{clr|2|5K}} > [{{clr|1|j.PPP}} > {{clr|3|j.S}}(1) > {{clr|4|j.H}} > land > {{clr|1|2P}} > {{clr|3|c.S}}]x2-3 > 22X/IR || Midscreen || ?? || 25-75 || {{clr|5|Very Hard}} || Works on Ultra-Lightweights and Lightweights. MA needs {{clr|3|j8.S}}(1) > {{clr|5|j.D}} for it to work. Cranks up a lot of tension, guts killer. || link ref here<br />
|}<br />
<br />
===Air Throw Combos===<br />
Air throw combos are typically done after RC, but can be done meterless on specific characters. Note that without RC airthrow puts her on the same side as throw direction.<br />
====Air Throw RC====<br />
Most common followups are {{clr|1|6P}} and {{clr|3|c.S}} into air combo ending with either fullscreen knockdown or 1 hit SMS. The side Justice ends up on is character specific and is illustrated below.<br />
<br />
<br />
{| style="max-width:80%;" class="fpbox" style="background: #f4f4f2;"<br />
|- <br />
|class="generalUnderline" | Same side as airthrow direction<br />
|class="generalUnderline" | {{Character Label|GGACR|Bridget|45px|label=&nbsp;}} {{Character Label|GGACR|Chipp Zanuff|45px|label=&nbsp;}} {{Character Label|GGACR|Eddie|45px|label=&nbsp;}} {{Character Label|GGACR|Faust|45px|label=&nbsp;}} {{Character Label|GGACR|I-No|45px|label=&nbsp;}} {{Character Label|GGACR|Justice|45px|label=&nbsp;}} {{Character Label|GGACR|Kliff Undersn|45px|label=&nbsp;}} {{Character Label|GGACR|Ky Kiske|45px|label=&nbsp;}} {{Character Label|GGACR|Potemkin|45px|label=&nbsp;}} {{Character Label|GGACR|Robo-Ky|45px|label=&nbsp;}} {{Character Label|GGACR|Slayer|45px|label=&nbsp;}} {{Character Label|GGACR|Testament|45px|label=&nbsp;}} {{Character Label|GGACR|Venom|45px|label=&nbsp;}}<br />
|-<br />
|class="generalUnderline" |Opposite side of airthrow direction<br />
|class="generalUnderline" |{{Character Label|GGACR|A.B.A|45px|label=&nbsp;}} {{Character Label|GGACR|Anji Mito|45px|label=&nbsp;}} {{Character Label|GGACR|Axl Low|45px|label=&nbsp;}} {{Character Label|GGACR|Baiken|45px|label=&nbsp;}} {{Character Label|GGACR|Dizzy|45px|label=&nbsp;}} {{Character Label|GGACR|Jam Kuradoberi|45px|label=&nbsp;}} {{Character Label|GGACR|May|45px|label=&nbsp;}} {{Character Label|GGACR|Millia Rage|45px|label=&nbsp;}} {{Character Label|GGACR|Order-Sol|45px|label=&nbsp;}} {{Character Label|GGACR|Sol Badguy|45px|label=&nbsp;}} {{Character Label|GGACR|Zappa|45px|label=&nbsp;}}<br />
|-<br />
| Always P1 side ||{{Character Label|GGACR|Johnny|45px|label=&nbsp;}}<br />
|}<br />
====Meterless Combos====<br />
Justice airthrow can be jump installed by holding 8 when it connects to the ground. Certain combos use superjump and by having jump install you can jump again to continue combo and get optimal okizeme.<br />
{| class="wikitable"<br />
! Combo !! Position !! Works On !! Notes <br />
|-<br />
| AT > {{clr|1|5P}}(1)/{{clr|1|2P}} > {{clr|2|5K}} > SMS || Anywhere/Corner || AB, BA, IN (anywhere)<br/>AX, JA, MI (corner only) || {{clr|1|2P}} on Axl and Millia. {{clr|1|5P}} on everyone else. <br/> Not worth resetting neutral instead of going for oki unless it kills.<br />
|-<br />
| AT > {{clr|1|2P}} > {{clr|2|5K}} > {{clr|2|j.K}}{{clr|5|D}} > SMS || Deep corner || AX || Axl specific extension. Still not worth doing. <br />
|-<br />
| AT > {{clr|1|5P}}(1) > {{clr|2|5K}} > {{clr|1|j.P}}{{clr|2|K}}{{clr|5|D}} > d{{clr|2|j.K}}{{clr|5|D}} > SMS || Midscreen || KL || Grants fullscreen oki.<br />
|-<br />
| AT > {{clr|1|2P}} > {{clr|3|2S}} > {{clr|2|j.K}}{{clr|5|D}} > d{{clr|2|j.K}}{{clr|5|D}} > SMS || Midscreen || MA || Simmilar to the Kliff route above.<br />
|-<br />
| AT > {{clr|1|2P}} > {{clr|2|5K}} > s{{clr|2|j.K}}{{clr|1|P}}{{clr|2|K}} > {{clr|3|j.S}}(1) > {{clr|4|j.H}} > {{clr|3|c.S}} > ... || Midscreen || JU || Relaunch combo. Potential followups include: sideswitch, 1 hit SMS, {{clr|1|j.P}} loops.<br />
|-<br />
| AT > JI > [{{clr|1|2P}} > {{clr|1|5P}}(1) > {{clr|2|5K}}] or [{{clr|1|2P}} > {{clr|3|2S}}] > s{{clr|1|j.P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} > {{clr|3|j.S}}(2) > d{{clr|3|j.S}}(1) > {{clr|4|j.H}} > SMS || Midscreen || BR, TE || 1 hit SMS route. {{clr|2|5K}} version for Testament. {{clr|3|2S}} version for Bridget. <br/> Always worth doing to tack extra damage, but can be somewhat hard.<br />
|}<br />
====CH Airthrow====<br />
Very rare occurence. All end with 1 hit sword oki. Multiple may work on some characters.<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: left"<br />
! Combo !! Optimal on !! Notes <br />
|-<br />
| CH AT > {{clr|4|6H}} > {{clr|3|j.S}}(1)/(2) > {{clr|5|j.D}} > d{{clr|3|j.S}}(1) > {{clr|4|j.H}} > SMS || AB, AN, AX, BA, BR, CH, DI, IN, JA, JU, KL, MA, MI, TE || {{clr|3|j.S}}(1) on lightweights. {{clr|3|j.S}}(2) on others.<br />
|-<br />
| CH AT > {{clr|4|2H}} > {{clr|2|j.K}} > {{clr|5|j.D}} > d{{clr|3|j.S}}(1)/(2) > {{clr|4|j.H}} > SMS || ED, KY, PO, SL, VE, ZA || {{clr|3|j.S}}(2) for Potemkin.<br />
|-<br />
| CH AT > {{clr|4|2H}} > {{clr|2|j.K}} > {{clr|3|j.S}}(1) > {{clr|5|j.D}} > d{{clr|3|j.S}}(1) > {{clr|4|j.H}} > SMS || JO, SO, OS, RO || Extremely hard on Johnny.<br />
|-<br />
| CH AT > JI > {{clr|3|2S}} > s{{clr|1|j.P}}{{clr|2|K}}{{clr|1|P}}{{clr|2|K}} > {{clr|3|j.S}}(1) > {{clr|5|j.D}} > d{{clr|3|j.S}}(1) > {{clr|4|j.H}} > SMS || FA || <br />
|}<br />
<br />
===Optimal Okizeme===<br />
Every MU will have a different 'optimal okizeme', in general terms, characters that lose neutral against Justice, you want to end {{clr|4|j.H}} > air SMS, and characters that wins neutral against Justice, you want to air HMS, {{clr|4|j.H}}, there is an option however that both gets you close and keeps you safe, which is 1-hit air SMS ender.<br />
<br />
That ender is a specific situation that happens when your opponent is slight below and behind you when {{clr|4|j.H}} hits. This allows for a meaty, meterless {{clr|1|P}} Nuke with a high/low ({{clr|1|6P}}/{{clr|2|2K}}) or left/right (Timed {{clr|5|j.D}} after meaty {{clr|1|P}} Nuke) mixup, both okizemes will allow to combo into launchers, then loop it all over again.<br />
<br />
Every starter, route, character is a different combo and not always possible. Her air routes are dependent on height adjustment and awareness, in general it goes like (something > {{clr|2|j.K}}/{{clr|3|j.S(1)}}) > {{clr|5|j.D}} > {{clr|3|dj.S}} > [{{clr|4|j.H}} > air SMS] or [air HMS, {{clr|4|j.H}}], air SMS will throw your opponent far away, while air HMS will put them closer, knowing when to do each ender and against who is vital for your Justice gameplan. <br />
<br />
A playlist of how to do the optimal okizeme combos from {{clr|1|6P}}/{{clr|2|2K}} starters can be found in [[GGACR/Justice/Resources#Videos|resource dump]] videos tab.<br />
<br />
==Navigation==<br />
<center>{{Character Label|GGACR|Justice|42px}}</center><br />
{{GGACR/CharacterLinks}}<br />
{{#lst:GGACR/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=GGACR/Order-Sol&diff=399929GGACR/Order-Sol2023-06-06T07:51:51Z<p>GunBlaze: </p>
<hr />
<div>=={{InvisibleText|Overview}}==<br />
{{GGACR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Order-Sol, also known as Holy Order-Sol (and often abbreviated to HOS), is a quick, momentum-oriented offensive monster with a unique Charge system which allows him to power up his specials, making them much stronger. He pressures his opponent at close range, forcing poor decisions, then reading their next move and punishing them for it. Smart management of his Charge system is key to implementing this strategy to its fullest potential. Once in, Order-Sol's pressure is limitless; almost every string is plus on block thanks to Charge Cancelling, forcing the opponent into a series of guessing games that only ends when he's pushed out. <br />
<br />
Unfortunately, in exchange for this power, Order-Sol's buttons are generally stubby. Unlike his present-self {{Character Label|GGACR|Sol Badguy}}, his {{MMC|input=6P|label={{clr|1|6P}}}} is relegated to a niche anti-air and his DP {{MMC|input=623H Lv1|label={{clr|4|Storm Viper}}}} is slow. This forces him to rely on preemptive air defense, which can leave him vulnerable against opponents with a wide range of approaches.<br />
<br />
Getting in can be tricky, but there are ways to manage. His high speed and mobility allow him to weave around the opponent's pokes or feint potential approach options, creating a very real threat bubble that some can struggle to challenge. Combined with his low jump arc, he can switch from contesting space to immediately approaching at an unusually shallow angle. Against opponents who'd rather stay away, he can instead start Charging in neutral to force a response. <br />
<br />
For better or worse, Order-Sol's strength completely relies on good use of his Charge Meter to generate offense. Learning to keep it full by finding moments to charge with {{MMC|input=Special > D|label={{clr|5|Action Charge}}}} FRC, and utilizing combos that leave him positive on Charge (known as Recharge Routes), are critical to unlocking his true strength. Staying on top of your resources is the single biggest key to maximizing his gameplan!<br />
<br />
Overall, Order-Sol is at his best when he's able to build Charge, bulldog his way into his opponent's face, and never let go until they're dead.<br />
}}<br />
{{GGACR/Infobox<br />
| fastestAttack = [[#5K|5K]] (3F)<br />
| reversal = [[#Storm Viper|623H]] (12F/10F/8F)<br/>[[#Tyrant Rave ver. Omega|632146H]] (15F/13F/11F)<br />
}}<br />
{{ProsAndCons<br />
|intro = is an aggressive character with a unique Charge system which allows him to power up his specials over time.<br />
|pros=<br />
*'''Powerful at Close Range''': Strong close range offense and pressure with a majority of moves being safe or plus on block, enabling endless guessing games that can be hard to wiggle out of.<br />
*'''Offensive Monster''': Good mixups with Charge, unique cross-ups and okizeme, and a uniquely low jump arc providing easy jump-ins and F-Shiki setups all enable him to stick to his opponent once he closes the gap. Combined with a high running speed, he's never too far away to be considered in a passive position.<br />
*'''Strong Damage Potential''': High damage with Charge and/or off of a counter hit, with some combo routes leaving Order-Sol Charge positive while maintaining impressively high damage.<br />
|cons=<br />
*'''Limited Range and Weak Anti-air''': Much like present-Sol, he has poor range with stubby hitboxes; certain moves have awkward frame data on top of it. An awkward anti-air game forces him to dedicate some of his high movement potential into trying to preemptively snipe aerial approaches.<br />
*'''Struggles against Zoning''': Getting into range without Charge, meter or taking a risk can be difficult.<br />
*'''Heavily Resource Reliant''': Low damage without resources, requiring proper resource management to play effectively.<br />
}}<br />
</div><br />
===Unique Mechanics===<br />
====Charge Gauge====<br />
{{card|width=4<br />
|header=Charge Gauge<br />
|content=Order-Sol's specials and Overdrives are governed by the Charge Gauge, a mechanic carried directly over from ''[[GGML|Guilty Gear: The Missing Link]]''.<br />
<br />
The Charge Gauge can be increased in two ways: by using his [[{{PAGENAME}}#Charge|Charge]] special to fill the Charge Gauge manually over time, or by tapping {{clr|D|D}} after using a special (other than Charge and [[{{PAGENAME}}#Charge Burst|Charge Burst]]) to use [[{{PAGENAME}}#Action Charge|Action Charge]], a maneuver that refills a fixed amount of the Charge Gauge.<br />
<br />
At higher levels of Charge, all of Order-Sol's specials and Overdrives become stronger overall. Each gains more hits, as well as added effects such as knocking down, extending combos, and doing more damage as well as becoming safer. Some excellent examples of his level 3 specials' bonuses include becoming jump-cancellable, extremely advantageous, or just far more damaging. Upon use, the Charge Gauge drains slowly, letting Order-Sol use multiple moves of the same level mid-string and leading to an extensively creative combo game.<br />
<br />
Should Order-Sol not desire to spend his accumulated Charge Gauge, he can use '''Charge Keep''' to use the lowest level versions of his specials at any time. This can be done by pressing the {{clr|5|D}} button at the same time the move is performed (or by holding the {{clr|5|D}} button prior to the input): to Charge Keep [[{{PAGENAME}}#Blockhead Buster|Blockhead Buster]], for example, the input would be {{clr|D|236D}}{{clr|P|~P}}. This technique is especially important in order to maintain pressure and advantage without wasting Charge, or possibly gaining more by mixing the technique with Action Charge FRC.<br />
<br />
Furthermore, because of how fast Charge's animation is, as well as how early it can be interrupted, it can be used to cut some recovery from Order-Sol's moves. Known as '''Charge Cancelling''', this technique improves his frame advantage and makes him even better at sticking to his opponent.<br />
{{#lst:GGACR/Order-Sol/Data|Charge Cancel}}<br />
}}<br />
<br />
===Starter Guide===<br />
{{StarterBlurb}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 3<br />
|recovery = 4<br />
}}<br />
{{clr|1|5P}} is good for starting pressure and tick throws, having the most advantage of any of HOS's normals without using Charge Cancel.<br><br />
Has niche uses outside of abare as a spaced out anti-air, but {{clr|3|c.S}} is much better for that.<br />
<br />
* Fast enough to use as a meaty against 5f reversals, when timed for the last active frame.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Button blessed by the cult of three frames. Not as universally applicable or far-reaching as Sol's, but still gets the job done. Somewhat short on the first frame and extends fully on frame 4.<br />
<br />
HOS's best point-blank interrupt and punish tool, being his fastest button. Required to pick up a combo from Charge Cancel (CC) {{clr|5|2D}} and most {{MiniMoveCard|input=236P Lv1|label=BHB1}} AC FRC conversions. Good blockstring filler as it's a 3f frametrap into itself and doesn't scale as hard as {{clr|1|5P}} if it manages to hit. <br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
Mostly a big punish starter. Has some other stealth uses.<br />
*Decently sized {{clr|3|c.S}} with good damage as an opener, with good gatling options.<br />
*Used either as part of a hit confirm or starting a punish.<br />
*A preferred normal for Throw OS.<br />
*Sometimes works as a reactionary anti air to low jumps or air dashes.<br />
*Very frequent in relaunches. Sometimes used in difficult 1 button Jump Install conversions.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|recovery = 15<br />
}}<br />
Has the longest horizontal range of any of Order-Sol's pokes.<br />
*Relatively slow and with a hurtbox extension, limited but available uses as a poke.<br />
*Can combo into higher level versions of Rock It, making for ranged punishes.<br />
*Combos into {{clr|4|6H}} on counter hit. <br />
*Baits 5F reversals when timed meaty for the last active frame.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 2<br />
|recovery = 16<br />
}}<br />
Catches filthy up-backers.<br />
*Hitbox designed almost entirely for Anti-Air and catching air techs. It can hit crouching opponents up close, but will whiff if the opponent crouches from farther range.<br />
*Jump-cancellable for conversions, mainly for IAD confirms.<br />
*Special cancel window extends into recovery frames [Keep in mind that any move that is jc'able technically has an extended special cancel window that's exists via a TK input of some sort, ie. 2369X or 9236X].<br />
*Huge hitstun/untechable time on (air) CH. Converts into full Dust Loop after being Charge Cancelled.<br />
*Relatively slow; for anti-airing on prediction or putting a big stop sign in the way.<br />
*Highly advantageous when Charge Cancelled.<br />
*Moves Order-Sol's sprite forward immediately. This can cause some moves to whiff through him in visually bizarre ways (eg Danzai second hit).<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR_Move_Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 3<br />
|recovery = 18<br />
}}<br />
Standard Dust Attack that leads to okay damage.<br />
*One of the faster {{clr|5|5D}}s in the game, but poor range.<br />
*Reactable and potentially unsafe on block.<br />
*Can lead into a simple j.{{clr|H|H}}{{clr|D|D}} jc j.{{clr|H|H}}{{clr|D|D}} combo anywhere on the screen, but it is rarely used because of the range.<br />
*While not completely unrewarding at lv1 charge, (unlike {{clr|K|236K}} or {{clr|H|2H}}) the risk reward involved often weighs against this move.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Anime Afterimage Technique.<br />
*Unusually slow {{clr|1|6P}} which is used for frame traps, oki, and for nullifying a single hit of projectiles.<br />
*Staggers on hit and recovers very quickly for links.<br />
*Works on oki well as it will clash with many reversals when properly spaced.<br />
*Creates a slight frame advantage on block, useful in some pressure resets.<br />
*Has no hitstop, as it behaves as a projectile.<br />
*Bad for Anti-Air, due to its long startup and relatively low hitbox.<br />
*Slightly increased stagger on CH, but HOS will generally still need resources to convert to bigger things.<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 10<br />
|recovery = 7<br />
}}<br />
Slow attack that is fully throw invincible for its entire startup and active window. Despite this, it has only a few limited gatling routes but does have its uses.<br />
*Best used on an opponent's wake up to punish throw attempts. <br />
*Combos on normal hit by special canceling into level 2 or higher moves, or gatling to {{clr|5|{{MiniMoveCard|game=GGACR|Chara=Order-Sol|input=2D|label=2D}}}}. <br />
*If blocked, the forward momentum from the move can be used to cancel to other moves like Blockhead Buster to maintain pressure. <br />
*Heavy stagger on CH, confirms to CC > {{clr|D|{{MiniMoveCard|game=GGACR|Chara=Order-Sol|input=41236D|label=Fafnir}}}}/{{clr|4|{{MiniMoveCard|game=GGACR|Chara=Order-Sol|input=2H|label=2H}}}}.<br />
*0 on block when Charge Cancelled.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|6H}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 1<br />
|recovery = 24<br />
}}<br />
Occasional ranged button, but still has plenty of risk due to only doing 1 hit instead of 2 like with present-Sol.<br />
*''70 damage'' normal with relatively long range that staggers on hit.<br />
*Deals a lot of stun. Three neutral hits will stun most characters.<br />
*Combos from CH {{clr|3|2S}}, {{clr|3|f.S}}, or {{clr|2|6K}}. Sometimes RCed for a follow up combo.<br />
*Knocks down on air hit. Mostly used at the end of air combos post Lvl 2 Blockhead Buster.<br />
*HOS is at risk due to how far this move extends his hurtbox forward while remaining in CH state throughout.<br />
**But on the flipside, it's far faster on recovery and a bit less committal due to the single hit.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 4<br />
|recovery = 5<br />
}}<br />
Crouching {{clr|1|5P}} equivalent.<br />
*Short range, slight frame advantage on block.<br />
*Standard pressure opener due to hitting lower to the ground than {{clr|1|5P}} while still being self cancelable.<br />
*Wide gatling options and 4F startup for pressure resets.<br />
*Another tick throw tool. Decent meaty in conjunction with {{clr|1|5P}} that won't be low profiled.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 6<br />
}}<br />
Quick low with decent range.<br />
*Typical upback/fuzzy jump tagger. <br />
*Slightly disjointed and good range.<br />
*Strong for tick throws at 0, especially combined with Order-Sol's faster running speed than present-Sol to make up for the lack of a command throw.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Essential poking tool due to its quick speed and excellent hitbox. A staple move that can define matchups.<br />
*Extremely fast poke for the range it covers. 2S is as fast as some character's jabs!<br />
*Crouching makes Order-Sol a small target.<br />
*Usually cannot be whiff punished on reaction. 2S > 2S is a good pressure string.<br />
*Gatling combo to {{clr|4|6H}} on counter-hit. 2S has other conversions based on resources. <br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 23<br />
|active = 4<br />
|recovery = 13<br />
}}<br />
Strong and safe overhead. The only crouching overhead in the game.<br />
*Misleading startup animation takes a few frames to identify. It can be hard to react to.<br />
*Slow, but +0 on block with good gatling options into the move. Has some later throw invuln and can go over some lows.<br />
*2H has no cancel options. Requires RC or counter-hit to convert normally. Bounces on CH for big meterless conversions.<br />
*Links to {{clr|2|5K}} if hit meaty on the last 2 active frames. 2H is an excellent meaty option because of the throw invincibility.<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
An advancing sweep with decent range and that ducks under several attacks.<br />
*Useful for going under things like obviously timed projectiles.<br />
*One of HOS's only meterless and chargeless juggle starters.<br />
*Special cancel window extends into recovery frames. <br />
*+3 on block when Charge Cancelled. <br />
*Converts to {{clr|2|5K}} when CC'd against most of the cast.<br />
*Bigger conversions on CH (both w/ and w/o CC'ing).<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 6<br />
|recovery = 4<br />
}}<br />
Privileged 4F air normal. Contender alongside Justice, Jam, and A.B.A.<br />
*HOS's real anti air tool. This speed make it impossible to IB>Thrown when self canceled.<br />
*Decent hitbox, but amazing hurtbox as it shrinks and tucks in HOS's legs.<br />
*Self cancel allows for easy confirms. <br />
*Can occasionally be used with an IAD as a way to start offense.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 10<br />
}}<br />
Strong rising air-to-air and conversion tool.<br />
*Large disjointed hitbox in front of and above HOS. Works well with his low jump, but still to be used with caution as there are better jump-in tools to use.<br />
*Makes for good combo filler.<br />
*Jump cancelable for very low fuzzy setups.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 14<br />
}}<br />
Good oki tool due to cross-up and fuzzy setup.<br />
*Overall mostly a normal for setups/conversions when they're already blocking.<br />
*Crosses-up, but won't convert to much unless it hits deep, especially since there's better air-to-air tools for Order-Sol to use.<br />
*Versatile gatling options as it cancels to every jump normal besides itself.<br />
*Jump cancel leads to fuzzy setups in a similar vein to {{clr|2|j.K}}.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 13<br />
}}<br />
Prime jump-in or an up-back tool. Competes with {{clr|1|j.P}} for HOS's best air normal.<br />
*Fast, powerful normal with a large downward hitbox that works great in conjunction with HOS's low jump arc.<br />
*Extremely difficult to contest. Will stuff almost everything it goes against just due to how deep it hits in spite of not being disjointed.<br />
*Short conversions on hit without resources, but floor slides for big conversions on CH.<br />
*Can fuzzy from grounded normals against taller characters for the most part, especially given HOS' low jump height (needs verification).<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 7<br />
|specialRecovery = 5<br />
}}<br />
Trust in the Dust<br />
*Excellent disjointed hitbox that floats on hit.<br />
*Jump-cancellable, often used in conjunction with {{clr|4|j.H}} for Order-Sol's "Dust Loop" combos.<br />
**Even, it's common to have to fit this in air combos that involve jump installing to get the most out of it, both in the open and especially in the corner.<br />
*Wall bounces on Counter Hit.<br />
*Best in air-to-air pressure and outside of jumping in due to the added landed recovery.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR_Move_Card<br />
|input=Ground Throw<br />
|description=<br />
Full force headbutt that converts for free in the corner.<br />
*Knocks the opponent across the screen, wall sticking if they reach the corner.<br />
*Important for HOS's mixup. Leads to a short combo, or knockdown + oki.<br />
*Comes with an extremely harsh prorate.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR_Move_Card<br />
|input=Air Throw<br />
|description=<br />
High floating exploding air throw.<br />
*Leads to a free followup combo or ample time for charge and oki.<br />
*One of HOS's most reliable Anti-Air options due to his low jump.<br />
*Needs charge midscreen for longer combos, but scores similar combos to regular throw in the corner.<br />
*Similarly to Sol's airthrow, this can be bursted on hit, but it'll whiff and just give you a free reset.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR_Move_Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 17<br />
}}<br />
Very good, fast DAA with decent range, and causes a ''close'' knockdown on hit.<br />
*Doesn't knock the opponent very far back on hit, allowing for a good oki setup.<br />
*Can convert with microdash {{clr|2|5K}} on counter hit.<br />
*Unsafe and easily punished if baited. A pretty good DAA overall.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Blockhead Buster</big>===<br />
{{InputBadge|{{clr|1|236P}}}}<br />
{{GGACR_Move_Card<br />
|input=236P Lv1,236P Lv2,236P Lv3<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Blockhead Buster ({{tt|Note|The square with a yellow underline indicates the first frame the projectile is active.}})</small><br />
|startup = 12<br />
|active = 2<br />
|frcStart = 14<br />
|frcEnd= 14<br />
|recovery = 29<br />
}}<br />
Short ranged flame burst. Projectile-esque, multi-purpose.<br />
*For pressure, quick charge building, or combo extensions.<br />
*+2~7 when {{MiniMoveCard|game=GGACR|Chara=Order-Sol|input=Special > D|label=Action Charge}} > FRC'd.<br />
*Staggers on hit for a combo conversion or frame advantage, but only if both hits connect.<br />
*Using Charge Keep and/or Action Charge FRC lets HOS convert to even bigger combos while spending a bit less on resources, or extend pressure while building them.<br />
----<br />
Lvl 2 is a larger and overall more useful version.<br />
*+14 on block and three hits for better pressure.<br />
**Goes up to +20 when AC FRC'd.<br />
*Can perform Lvl 2 on block consecutively when charge is high enough due to the slow charge drain rate.<br />
*Scores a knockdown and blowback on hit.<br />
**Wallsticks when near the corner for air combo conversions (even when Action Charged in the corner). A staple in HOS's corner combos, and this change is the sole reason Recharges are now more accesible.<br />
----<br />
Use Lvl 3 for an enormous burst of pressure extension.<br />
*'''+37 on block'''. Still +23 when Action Charged. Burns resources to make sure HOS gets back in.<br />
** Goes up to +46 when AC FRC'd, although this is a little pointless. <br />
*Leads to a long pressure sequence and visually obscures what HOS is doing, making mixups a guessing game.<br />
*Staggers extensively on hit for bigger conversions or even time to briefly {{MiniMoveCard|game=GGACR|Chara=Order-Sol|input=214[D]|label=Charge}} a bit before grabbing the stagger.<br />
*Floats low on all hits against airborne opponents, allowing for easy air conversions.<br />
*Like Lvl 2, hits will remain active past frame 14, making it very risky for an opponent to try to counter poke.<br />
}}<br />
<br />
===<big>Gun Blaze</big>===<br />
{{InputBadge|{{clr|3|214S}}}}<br />
{{GGACR_Move_Card<br />
|input=214S Lv1, 214S Lv2,214S Lv3<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Level 1 ({{tt|Note for all levels|The red squares indicates the first frame the projectile is active. Order-Sol has no hitbox on himself.}})</small><br />
|startup = 23<br />
|active = 1<br />
|recovery = 21<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Level 2</small><br />
|startup = 23<br />
|active = 1<br />
|inactive2 = 15<br />
|active3 = 1<br />
|recovery = 11<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Level 3</small><br />
|startup = 17<br />
|active = 1<br />
|inactive2 = 15<br />
|active3 = 1<br />
|inactive4 = 17<br />
|active5 = 1<br />
|recovery = 2<br />
}}<br />
Unusual pass-through move which leaves behind a flame pillar.<br />
*Mainly used on oki or in pressure as a cross-up tool. Significantly plus on block.<br />
**Even then, it needs to be positioned properly as the hitbox starts at a very specific point; proper spacing is required to make effective use of this lest it whiffs.<br />
*Very low profile, works well point blank and as an anti-air. However, it loses to many lows and throws when mistimed.<br />
** The low-profile, high vertical reach, and forward movement can be use as a counter against 'hopping' moves when reacted quickly enough (e.g. {{Character Label|GGACR|Sol Badguy}}'s {{MMC|chara=Sol Badguy|input=236[K]|label=Bandit Bringer}} or {{Character Label|GGACR|Anji Mito}}'s {{MMC|chara=Anji Mito|input=214K|label=Kai|hitboxMode=true}}<br />
*Crosses up the opponent when HOS passes a certain point. Becomes a serious threat on oki when the opponent is low on health, due to FD negating crossup protection.<br />
*Combos midscreen without AC and/or FRC. Full, big damage combos on counter hit due to being untechable, as well as closer to the corner.<br />
*Sometimes works on oki setups by a far hit {{clr|5|2D}} to double GB, or late GB FRC > immediate GB again for trickier setups.<br />
*''Note:'' Cannot be charged kept with {{clr|3|214S}}+{{clr|5|D}} due to input priority. {{clr|5|D}} must already be held before the {{clr|3|214S}} input, or you'll get Manual Charge or Burst. Kara cancelling {{clr|5|2D}} > {{clr|3|214S}} allows the move to be charged kept.<br />
**This is important to keep in mind, as GB is one of the most important moves to use Charge Keep with.<br />
----<br />
Lvl 2 slides farther and drops two pillars instead of one with a bit more distance, thus there's less likelihood of whiffing.<br />
*Crosses up more easily than Lvl 1 due to travel speed.<br />
*However, less effective as an Anti-Air. Stick to Lvl 1 for that.<br />
*Vacuums on contact, changing your followup options from Lvl 1.<br />
**Easier to follow up on hit, though the resulting combo will generally be different.<br />
*Still combos after a bare AC. Even loops into itself.<br />
*Very much plus, even excessively so on FRC. Still maintains high advantage while building Charge with AC FRC.<br />
*Guaranteed to go active after frame 13, trades will generally be in your favor. Sometimes scores Counter Hits even if the opponent tags you mid move.<br />
----<br />
Lvl 3 is the same as Lvl 2 but with three pillars instead and further distance travelled.<br />
*A lot more untechable time on the third hit, conversions even with an AC.<br />
*Drags significantly farther on hit, can drag them all the way to the corner.<br />
*Overall less useful than other Level 3 moves, but strong in its own right.<br />
*Maintains Lvl 2's guaranteed active window on 13f.<br />
}}<br />
<br />
===<big>Storm Viper</big>===<br />
{{InputBadge|{{clr|4|623H}} (Air OK)}}<br />
{{GGACR_Move_Card<br />
|input=623H Lv1,623H Lv2,623H Lv3,j.623H Lv1,j.623H Lv2,j.623H Lv3<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Level 1</small><br />
|startup = 12<br />
|active = 11<br />
|recovery = 22<br />
|specialRecovery = 8<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Level 2</small><br />
|startup = 10<br />
|active = 11<br />
|inactive2 = 3<br />
|active3 = 3<br />
|recovery = 22<br />
|specialRecovery = 8<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Level 3</small><br />
|startup = 8<br />
|active = 11<br />
|inactive2 = 3<br />
|active3 = 3<br />
|inactive4 = 22<br />
|active5 = 7<br />
|recovery = 4<br />
|specialRecovery = 8<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Air Level 1</small><br />
|startup = 8<br />
|active = 11<br />
|specialRecovery = 8<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Air Level 2</small><br />
|startup = 8<br />
|active = 11<br />
|inactive2 = 3<br />
|active3 = 3<br />
|specialRecovery = 8<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Air Level 3</small><br />
|startup = 8<br />
|active = 11<br />
|inactive2 = 3<br />
|active3 = 3<br />
|inactive4 = 22<br />
|active5 = 7<br />
|specialRecovery = 8<br />
}}<br />
A slow DP which works better in some instances but worse in others.<br />
*Fairly janky reversal which can be easily meaty baited, but blows through some other, bigger moves more easily.<br />
*Invincible right into startup.<br />
*Action Charge Cancelable during recovery, FRC'ing will cause HOS to drop straight down quickly for feints or to FD and make yourself safer.<br />
**AC puts HOS in CH state, so if you whiff this FRC or get baited, expect to be punished heavily.<br />
**You can negative edge an air Storm Viper into this FRC to bait things with another reversal. <br />
*RC'ing will place HOS airborne with no air movement options. Use this move wisely.<br />
----<br />
Lvl 2 is slightly faster with another hit which pushes back farther and has more hitstun.<br />
*Even less safe on block than Lvl 1, despite more pushback.<br />
*Same invuln as Lvl 2, but knocks away farther on hit.<br />
----<br />
Lvl 3 is an expensive but worthwhile reversal.<br />
*Significantly faster than previous levels, only -3 on block.<br />
*Untechable Floor bounce on hit for a full conversion.<br />
*Has combo conversion use as well as use as a starter.<br />
*Last hit ignores OTG, so it won't screw up your knockdowns on awkward hits and can still lead to conversions.<br />
*AC occurs after the last hit, not helping for safety but can build meter and still convert on AC FRC.<br />
*Has a large window from the third to fourth hit, and can be intercepted between them.<br />
----<br />
Air Lvl 1 wins the air to air war if they're pressing buttons<br />
*Fully invulnerable unlike most other aerial DPs, but only invul until the first frame of the actives.<br />
*Frame 8 unlike the slow ground version.<br />
*Mostly used to tack on top of the screen damage, or when negative edged out of a blocked ground Storm Viper AC FRC.<br />
**While you can AC the DP without FRCing it, you must be careful when you do this. Most chars can punish this, ON HIT, if you're DPing them into the corner, and some others can still do this even if you hit it midscreen. Use this as a knowledge check, if they're not punishing you, why stop?<br />
*Despite this, it's still a gamble for relatively low reward.<br />
----<br />
Air Lvl 2 is slightly better than air Lvl 1.<br />
*Same startup speed, but invul lasts longer into the active window.<br />
*Untechable when done low enough to the ground. Can pick up from this from longer conversions out of lower air combos in the corner.<br />
*BRP is preferred at this level to end air combos for knockdown, unless this will kill, will lead to another SV, or BRP Lvl 2 won't connect. <br />
----<br />
Air Lvl 3 is useful but pricey extension similar to grounded Lvl 3.<br />
*Especially good off of short air-to-air confirms.<br />
*Preferred over BRP if you have this much charge and are at moderate height.<br />
*Won't knock down itself, but resulting combos will still lead to it with enough charge.<br />
}}<br />
<br />
===<big>Bandit Revolver Prototype</big>===<br />
{{InputBadge|{{clr|2|236K}} (Air OK)}}<br />
{{GGACR_Move_Card<br />
|input=236K Lv1,236K Lv2,236K Lv3,j.236K Lv1,j.236K Lv2,j.236K Lv3<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Level 1</small><br />
|startup = 22<br />
|active = 3<br />
|recovery = 6<br />
|specialRecovery = 6<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Level 2</small><br />
|startup = 20<br />
|active = 3<br />
|inactive2 = 9<br />
|active3 = 3<br />
|recovery = 9<br />
|specialRecovery = 4<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Level 3</small><br />
|startup = 18<br />
|active = 3<br />
|inactive2 = 8<br />
|active3 = 4<br />
|recovery = 8<br />
|specialRecovery = 2<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Air Level 1</small><br />
|startup = 19<br />
|active = 3<br />
|specialRecovery = 8<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Air Level 2</small><br />
|startup = 19<br />
|active = 3<br />
|inactive2 = 9<br />
|active3 = 3<br />
|specialRecovery = 8<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Air Level 3</small><br />
|startup = 19<br />
|active = 3<br />
|inactive2 = 8<br />
|active3 = 4<br />
|specialRecovery = 8<br />
}}<br />
Quick overhead that's safe when spaced.<br />
*Only -1 on block. Can frametrap or start pressure afterwards if the opponent doesn't know to throw.<br />
*Even on standing hit, 1f plus on crouching hit, must jump/backdash/reversal to avoid being thrown.<br />
*Can link to {{clr|1|5P}} or {{clr|2|5K}} on standing CH, or any 5f or faster normal on crouching CH, distance depending.<br />
*Can be FRC'd right before the top of the ascent for safer air buttons or a land > throw/low mixup.<br />
**This, when performed, should ''always'' be done with Charge Keep to maintain resources.<br />
*Action Charging is completely unsafe unless FRC'd<br />
*''All versions:'' Foot invul for some frames on startup before going airborne. Can go over lower pokes.<br />
*''All versions:'' Will pass through opponents (even if they're standing or blocking) when used up close with the exception of FA, PO, JU, AB. Generally unpreferable. Space this.<br />
----<br />
Lvl 2 is a staple combo and pressure ender.<br />
*Follows the first hit with a flip kick that floorslides and knocks down.<br />
*Slightly faster than Lvl 1, likelier to catch them blocking low.<br />
*Second hit must be FD'd in the air, can catch people not paying attention or expecting this if you catch them airborne or upbacking.<br />
*+1 on block, but can still get thrown out.<br />
*Can convert when point blank with an extremely tight {{clr|2|5K}} in the corner.<br />
*Sets up oki or an AC opportunity.<br />
----<br />
Lvl 3 is the fastest version and leads to full conversion from anywhere due to wallbounce.<br />
*Crosses HOS up in the corner, so it's generally best used midscreen.<br />
*Will combo into itself with enough charge.<br />
*Completely safe on block in exchange for the meter cost.<br />
*Second hit is again air unblockable without FD. Very dangerous to try to upback out of.<br />
----<br />
Air Lvl 1 is a short combo damage add-on.<br />
*Ends air combos for a last bit of damage. No knockdown.<br />
*Slightly faster than grounded Lvl 1, might be slightly safer when TK'd.<br />
----<br />
Air Lvl 2 is the only guaranteed knockdown out of air combos.<br />
*Scores the KD and leads to oki.<br />
*Second hit is again air unblockable without FD.<br />
*Okay for getting initiative in air-to-air when close enough to the ground.<br />
----<br />
Air Lvl 3 has similar functionality to the grounded Lvl 3 version.<br />
*Due to height and conversions, best done lower to the ground and farther from the corner.<br />
*Second hit is again air unblockable without FD.<br />
}}<br />
<br />
===<big>Rock It</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR_Move_Card<br />
|input=236S Lv1,236S Lv2,236S Lv3<br />
|description=<br />
An essential advancing attack that has a variety of uses for pressure that goes both ways. Can tag jump-outs and get HOS closer to where he wants.<br />
*Used at the end of pressure strings due to being +3, but can't combo off of anything that doesn't provide as much hitstun. <br />
*Helps get in, but use with caution, as it can be counter-poked/low-profiled/{{clr|1|6P}}'d if used too recklessly. <br />
*Starts offense or establishes pressure on contact.<br />
**FRC'ing an Action Charge will grant you even more plus time. <br />
*Floor slides on CH for bigger conversions (even combos to Fafnir).<br />
*Lvl 1 is generally preferred for use at neutral, as it's unpunishable at no resource cost in spite of not comboing from much.<br />
----<br />
Lvl 2 comes with a second knockdown attack after the first hit. Significantly quicker on startup which allows it to be converted into far easier.<br />
*Predominantly for long ranged confirms into knockdown, putting HOS in his prime space and setting up for oki or Action Charge if it connects.<br />
*Still works as a blockstring ender as it's faster than Lvl 1 and +4 (though eagle-eyed players will make the second hit punishable with an IB or SB).<br />
*Checks advancing opponents better than Lvl 1 and gives HOS the knockdowns he needs even as a poke or whiff punish.<br />
*Action Charge will still give time for meatying with lower level buttons.<br />
----<br />
Lvl 3 adds a third strike that launches on hit and is '''jump cancelable''' on the third hit.<br />
*Leads to full air conversions on hit. HOS's main corner conversion tool at Level 3.<br />
*Can be pseudo Charge-Cancelled by jump cancelling the last hit and immediately doing 214 before going airborne. Leads to stronger followups.<br />
*Leads to things like CC > Dust Loop, or TK'd Lvl 3 Storm Viper in the corner. Works with TK'd Lvl 3 Bandit Revolver midscreen.<br />
*Still converts after an Action Charge.<br />
*Minus on block unlike the other two versions, but the jump cancel mitigates this during pressure.<br />
}}<br />
<br />
===<big>Charge</big>===<br />
{{InputBadge|{{clr|5|214[D]}}}}<br />
{{GGACR_Move_Card<br />
|input=214[D]<br />
|description=<br />
'''The''' single most important tool in HOS's kit. Gains frame advantage across the board, cementing HOS's position as the close-range king.<br />
*Raises HOS's Charge Gauge on use. Build speed gradually increases the longer it is held.<br />
**As charge increases, HOS gains access to stronger versions of every special move and overdrive.<br />
*Mainly used for Charge Cancelling, which replaces the recovery of any normal to 13f or however much you want to hold it for.<br />
**This results in some moves gaining much higher frame advantage and letting HOS be ''plus on nearly any blockstring''. Opponents can be made very afraid of pressing buttons.<br />
}}<br />
<br />
===<big>Charge Burst</big>===<br />
{{InputBadge|{{clr|5|214[D]}} > {{clr|4|H}}}}<br />
{{GGACR_Move_Card<br />
|input=214[D] > H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>{{tt|Note|The red squares indicates the projectile's active frames. Order-Sol has no hitbox on himself.}}</small><br />
|startup = 19<br />
|active = 4<br />
|recovery = 35<br />
}}<br />
Explosion move used to blow opponents who rush headlong to punish Charge back to fullscreen. Has a ridiculous amount of invulnerability, allowing him to even ignore a fair amount of Overdrives.<br />
<br />
Should be used sparingly - HOS only gets any reward off this from a Counter Hit point blank with your opponent in the corner, and the raw damage is equal to {{clr|1|5P}} despite the animation. Like many slow reversals, opponents can use relatively safe options to cover against it, but it's worth representing from time to time.<br />
<br />
Technically a frame 3 reversal if you do a frame perfect {{clr|5|214[D]}}~{{clr|4|H}} input, but generally not worth it.<br />
<br />
*Counter Hit state for the entire recovery. Can't be Roman Cancelled. <br />
*The explosion is a projectile and can cancel 1 hit of other projectiles.<br />
}}<br />
<br />
===<big>Action Charge</big>===<br />
{{InputBadge|{{clr|5|D}} during Special Recovery}}<br />
{{GGACR_Move_Card<br />
|input=Special > D,Special > j.D<br />
|description=<br />
Builds slightly under a full level of charge after any special move.<br />
*Lets HOS build charge at the end of combos/setups with special moves, but usually sacrifices time to oki.<br />
*Has an FRC on it to make this safe and sometimes gain advantage.<br />
*Don't use this carelessly, as it puts HOS in Counter Hit state.<br />
*Generally best used after Level 2 attacks which knock down (BRP, RI).<br />
----<br />
The Air version is similar to the grounded version but locks HOS out of acting until landing.<br />
*Builds the same amount of bar, best used after landing air specials which knock down.<br />
*Keeps HOS in Counter Hit state all the way down, putting him in a very dangerous position when not FRC'd.<br />
*Strong with Storm Viper, as it will make it safe if you hold the buttons to FD after an FRC. You can also negative edge another Storm Viper into it.<br />
**Note that this puts HOS in Counter Hit state during AC's startup, so you can still be punished before an FRC is possible. Don't get predictable.<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>Fafnir</big>===<br />
{{InputBadge|{{clr|5|41236D}}}}<br />
{{GGACR_Move_Card<br />
|input=41236D<br />
|description=<br />
A fantastic, fear inducing move, unlike how tame present-Sol's version is.<br />
*Half screen low that comes out on Frame 10, can tag very unexpectedly.<br />
*Lower body invincible to go over low poke attempts.<br />
*Knocks down on hit for 70 damage, or converts to around 200 damage out of simple IAD confirms, without resources.<br />
*Floats higher on CH, leading to Dust Loops and even higher damage.<br />
*Can't be cancelled into, so Fafnir will commonly see use in neutral, or after a short charge cancel. <br />
*Loses to standing pokes if improperly spaced, and will get reversal'd if used predictably.<br />
*Extends its hurtbox before going active. Use it at the right range to become truly terrifying.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Tyrant Rave ver. Omega</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGACR_Move_Card<br />
|input=632146H Lv1,632146H Lv2,632146H Lv3<br />
|description=<br />
Mediocre super, but tacks on some okay damage and knocks down.<br />
*Very long startup, especially post flash. Easy to react to.<br />
*Can be counter reversal'd, but will sometimes clash due to the lengthy invincibility.<br />
*First hit has a weird quirk where it can hit both the opponent and their puppet instead of just the latter<br />
**Keep {{clr|2|5K}} or {{clr|4|Storm Viper}} primed in case of a clash.<br />
----<br />
Lvl 2 has far more utility due to free followups afterwards.<br />
*Wallbounces from anywhere for a free conversion.<br />
*Slightly faster than Lvl 1 with some more invuln. <br />
*Best used early in combos due to how Overdrives scale damage.<br />
*Still not a very good reversal. Comes with the same problems as Lvl 1.<br />
----<br />
Lvl 3 is a very expensive tool with far more damage.<br />
*Slightly more utility as a reversal as invuln carries somewhat into the startup of the second hit.<br />
*Bigger damage and knockdown on the last hit.<br />
*Pushes out farther on block, might be harder to punish for some characters.<br />
*Generally not worth the resources unless it will kill.<br />
}}<br />
<br />
===<big>Savage Fang</big>===<br />
{{InputBadge|{{clr|1|632146P}}}}<br />
{{GGACR_Move_Card<br />
|input=632146P Lv1,632146P Lv2,632146P Lv3<br />
|description=<br />
Lackluster projectile super at Lvl 1 that basically reuses DI-Gun Flame's graphics and hitbox in a sense.<br />
*Launches on hit as a short combo extender.<br />
*Decent base damage, but otherwise inferior to Lvl 2 in every regard.<br />
----<br />
Lvl 2 is a powerful anti-zoning tool with 2 extra DI Gun Flames layered on.<br />
*Frame 0 after the flash; the opponent is stuck in, and must face the consequences of whatever state they were in before the super flash.<br />
*Catches players pressing buttons, throwing projectiles, or even just walking/running forward.<br />
*Hits from over half the screen away.<br />
*Eats through other projectiles.<br />
*High chip damage.<br />
----<br />
Lvl 3, being EX Sol's very version of this attack, is a big conversion tool from short combos and knockdown.<br />
*Removes OTG on hit and launches for big conversions.<br />
*High base damage, but quite expensive.<br />
*Can trade heavily in your favor.<br />
*Very clutch, but strong tool.<br />
}}<br />
<br />
===<big>Dragon Install: Sakkai</big>===<br />
{{InputBadge|{{clr|3|632146S}} > {{clr|1|P}}, {{clr|2|K}}, {{clr|3|S}}, {{clr|4|H}}, {{clr|5|D}}, {{clr|2|K}}, {{clr|3|S}} > {{clr|4|632146H}}}}<br />
{{GGACR_Move_Card<br />
|input=632146S<br />
|description=<br />
Fully cash out to make sure they're dead. This version of DI is done as a short-range aura-explosion that has to connect in order for the rest of the sequence to be inputted.<br />
*Nod to Deadly Rave. Costs FULL resources: Level 3 bar, 100 tension.<br />
*Deals 40-50% of a character's life bar raw when at full health.<br />
*Combos from nearly any Lvl 3 special (assuming you had enough charge on the hit to ensure HOS is still at level 3 afterwards)<br />
*Restands and removes OTG on the second hit, so it works out of sweeps, corner throws, and launches.<br />
*Turns into a psuedo-instant kill with a distinct animation if the last hit will end the round. Otherwise ends with the last hit of Tyrant Rave Lvl 3.<br />
*Rarely used at higher level play due to the cost, but unburstable, and can be confirmed from fairly easily if a kill is guaranteed.<br />
<br />
*How to time this move: Wait until HOS rushes and hits them with the first uppercut after in the initial explosion.<br />
**Hit the buttons in time with the preceding hit: {{clr|1|P}}, {{clr|2|K}}, {{clr|3|S}}, {{clr|4|H}}, {{clr|5|D}}, (slight pause), {{clr|2|K}}, {{clr|3|S}}, {{clr|4|632146H}}.<br />
**Has a decent amount of recovery if you mistime an input in the sequence or press the wrong button. Be careful!<br />
**If cancelled into from {{clr|5|2D}}, the sequence can be intentionally dropped after the {{clr|5|D}} input and linked into other normals for style instead.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Character=Order-Sol}}<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[GGACR/Order-Sol/Data]].}}<br />
{{GGACR/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=GGACR/Justice&diff=399927GGACR/Justice2023-06-06T07:07:58Z<p>GunBlaze: Fixed infobox to show proper, previously written values that were not properly implemented.</p>
<hr />
<div>==Overview==<br />
{{GGACR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Justice is Guilty Gear's archetypal zoner: slow, large, and plodding, but with large hitboxes, an oppressive projectile game, and high damage.<br />
<br />
Justice is a character of very polarizing matchups, her optimal range varying depending on the opponent. She aims to keep out close range opponents with a field of projectiles and her huge range normals, but will opt to stay in close quarters against other characters that can murder her from far away. With at least 25% meter, she can increase her damage substantially, use Saperia Trance to approach quickly, or deploy multiple nukes quickly.<br />
<br />
Yet, when opponents get to their optimal space, Justice can have an extremely hard time due to her horrid mobility, lacking any damaging reversals outside of meter, and with her projectile game being slow and one-dimensional. Her combos are fairly easy and can deal significant damage even without meter, but in her weaker matchups, Justice will generally have to work around the opponent's strengths and play off of whatever she can do in given situations.<br />
}}<br />
{{GGACR/Infobox<br />
|fastestAttack = [[#2P|2P]] (5F)<br />
|reversal = [[#Michael Blade|632146H]] (13F)<br />
}}<br />
{{ProsAndCons<br />
|intro =is a slow fortress character with large attacks and an extremely oppressive projectile.<br />
|pros=<br />
*'''Nuclear War Crimes''': {{MMC|input=22X|label=Nukes}} are nigh indestructible projectiles which Justice can pollute the screen with to shut down entire lanes of movement. They can make or break matchups, and filter people who haven't done their homework.<br />
*'''Giant Reach''': Many of Justice's attacks—such as {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|6H}}, and {{MMC|input=41236S|label=Michael Sword}}—cover large zones of screen space. Moves like these, paired with Nukes, enable Justice to dominate neutral.<br />
*'''Strong Mixer''': Justice is able to apply threatening mixups using her fast, overhead {{clr|1|6P}} and her long throw range. She can keep the opponent locked down for extended periods by spending meter on Nuke FRC—raising the opponent's guard bar, and consequently her reward.<br />
*'''High Damage and Meter Gain''': Justice gains a lot of tension and has great base damage. As a result, she can usually chunk an opponent's life bar without the need for an optimal combo starter.<br />
*'''Useful Defensive Toolbox''': She has one of the best defensive backdashes in the game, a fullscreen reversal super with an FRC, a pseudo-DP, a counter, and great throw and airthrow range. <br />
*'''Can Take a Beating''': Great guts, an average defense modifier, and low guard balance make Justice hard to kill.<br />
|cons=<br />
*'''Limited Movement''': Having no forward ground or airdashes, Justice must often play extremely patiently or take a risk with meter if she needs to get in.<br />
*'''Big Target''': Has a massive hurtbox, making her susceptible to fuzzies, extended combos, and makes playing around traps and projectiles a pain in certain matchups. She also has a number of unfortunate extended hurtboxes, which can be counter-poked and punished.<br />
*'''Incredibly Polarizing Matchups''': Both a pro and a con, but characters tend to either be completely shut down by Justice's projectile game, or can consistently bypass it and make Justice's life hell.<br />
}}<br />
</div><br />
===Starter Guide===<br />
{{StarterBlurb}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 6<br />
|recovery = 9<br />
}}<br />
Two hit jab with great range, startup and the second hit is a low.<br />
<br />
Can be mashed on either hit, making it useful in conjuction with 6P against opponents who try to fuzzy guard.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Nice jump cancellable poke. The standard reach for Justice's normals.<br />
<br />
Less committal option than f.S, faster overall and less prone to low profile. Has very good reward on CH since it combos directly into 6H.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 8<br />
|recovery = 11<br />
}}<br />
Anti-air, poke, and relaunch tool. Leads to whatever into knockdown. When within range, this move is absolutely awesome. <br />
*High dizzy modifier. Use this to start punishes.<br />
*Combos to and from {{clr|1|6P}} for pressure and damage.<br />
*Links from {{clr|4|2H}} launch, adding consistency against heavy and middle weights.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 6<br />
|recovery = 16<br />
}}<br />
Long range, multi-hit harassment tool.<br />
<br />
Easily confirms into knockdown with SMS or {{clr|5|2D}}, but rarely leads into good damage. Good at cranking guard bar and beating armored moves. Very prone to both low profile and IADs, so must be used with caution.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 6<br />
|recovery = 24<br />
}}<br />
{{clr|4|5H}} is a slow grounded poke usually outclassed by Justice's other grounded options, but which can still work as a 'wall' to stop approaches due to decent active frames and its far-reaching disjointed hitbox which will beat low profile attempts. Particularly effective against opponents trying to dash underneath nukes towards Justice. Leaves her very vulnerable on whiff, so needs some consideration before using.<br />
<br />
Its other main use is in combos, including crouch confirms to combo into H Michael Sword. Gatling options after it are very limited, but it's a solid point for Nuke FRC pressure rebuys. <br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR_Move_Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 29<br />
|active = 10<br />
|recovery = 12<br />
}}<br />
Extremely slow but far reaching, safe overhead. Leads into full combos with knockdown.<br />
<br />
Justice's hurtbox leans back during the animation giving it slight evasive properties, but it's too slow for it to generally be useful. Nevertheless will sometimes anti-air.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|inactive2 = 6<br />
|active3 = 6<br />
|recovery = 12<br />
}}<br />
Horrifying overhead that also Anti-Airs.<br />
*2 hits, touches as an overhead scarily fast at 18 frames (hits Pot crouching frame 10).<br />
*Upper body invincible, jump cancellable, and gatlings from and to nearly everything. <br />
*Also '''forces crouching''' on hit, thus combos into {{clr|4|5H}} > HMS for a wallbounce into a closer knockdown or alternatively RC > {{clr|4|6H}} > air combo, you'll be doing that a lot.<br />
*Combos from P and K normals on standing.<br />
*Easily baits bursts when used to juggle opponents before air strings.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 2<br />
|inactive2 = 6<br />
|active3 = 2<br />
|recovery =26<br />
}}<br />
Huge damage launcher and relaunch tool. Prime punish starter.<br />
<br />
In neutral this is Justice's farthest reaching meterless attack and can be used to try and catch the opponent, but is terrible on whiff. Staggers on counterhit and shines in blockstrings due to its second hit vacuum effect and heavy guard bar build. Creates fearsome pressure with nuke FRC mixups and frametraps with both Michael Swords.<br />
<br />
Outside of a raw hit, 6H can be used with a [[GGACR/Justice/Combos#Intermediate|variety of starters]]. However a major concern is range. Towards the end of its range the second hit will whiff, so it's better to go into SMS, Michael Blade, or on counterhit, HMS.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 2<br />
|recovery = 7<br />
}}<br />
Justice's fastest grounded normal and only source of plus frames besides Imperial Ray.<br />
<br />
Good for tick throws and your best bet for mashing out of pressure. With its relatively short range and weakness to low profile, using {{clr|1|5P}} is still preferable in some situations.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 6<br />
|recovery = 10<br />
}}<br />
Justice's fastest low. Typical low for empty jumps or when obscured by nuke.<br />
*Has similar range to {{clr|1|6P}}, so you can do a high/low game by doing {{clr|2|2K}} > {{clr|1|6P}}. <br />
*Combos to {{clr|4|2H}} for launch combos.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 4<br />
|recovery = 16<br />
}}<br />
Less safe poke than {{clr|3|f.S}}, but leads to higher damage especially on counter hit.<br />
*Good poke, combos to {{clr|4|5H}}/{{clr|5|2D}} or {{clr|4|2H}} if close enough, or to {{clr|4|6H}} on counter hit.<br />
*Scales better than {{clr|3|f.S}}, better for combo filler.<br />
*Can be used for relaunches, due to being jump cancellable, a tad hard to get the right height.<br />
*Pushes out fairly far on hit, keep this in mind.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 12<br />
|recovery = 18<br />
}}<br />
Justice's main launcher as it combos from any gatling except {{clr|1|5P}}/{{clr|1|2P}} when within range. Large disjointed hitbox makes it a good predictive counterpoke against certain moves and a pretty good anti-air.<br />
<br />
Not jump or special cancellable, but has enough untech to link into {{clr|3|c.S}} or her faster air buttons for a full combo. Alternatively goes into H/D Nuke for knockdown.<br />
<br />
'''Note''': Second hit of {{clr|4|2H}} will whiff on Faust in most situations, with {{clr|4|2H}}(1) into {{clr|3|c.S}} being a 1F link from ground hit and {{clr|1|j.P}}/{{clr|2|5K}} having tight timing from spaced hit. Consider the risks before using {{clr|4|2H}} in this matchup.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 5<br />
|recovery = 16<br />
}}<br />
Justice's slowest and last low attack, with enormous reach for a sweep.<br />
*Combos into SMS, for extended pushback and knockdown.<br />
*Makes nearly any blockstring safe as well at -2.<br />
*Cancels into a nuke on hit as well, which will set up your oki nicely.<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 4<br />
|recovery = 9<br />
}}<br />
Frame 4 Drill Jab, great air-to-air. Tied for the fastest air normal with a good hitbox.<br />
*Self cancels, being frame 4 makes IB throw against it almost impossible.<br />
*Gatlings to all of Justice's other air normals.<br />
*Used mostly to stabilize air routes and weird pickups.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 16<br />
}}<br />
Very long range air-to-air button. Great speed and range for aerial button battles.<br />
*Combos to all of Justice's other air normals for conversions, except {{clr|4|j.H}} <br />
*Good and consistent link out of {{clr|4|2H}}.<br />
*Has a pretty bad hurtbox extension to offset its speed and reach.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 4<br />
|inactive2 = 2<br />
|active3 = 6<br />
|recovery = 3<br />
}}<br />
Combo filler with a large active window. Combos from {{clr|1|j.P}} and {{clr|2|j.K}} for gaining height in air strings.<br />
*Generally used in conjunction with {{clr|5|j.D}} for damage, and {{clr|4|j.H}} for knockdown.<br />
*The first hit has higher than average hitstun in order to combo into air HMS, allowing for rejumps and a closer knockdown.<br />
*Can be jump cancelled at any point after the first hit has made contact.<br />
*Hits well above Justice from farther away near the end of the active window for air-to-air.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 3<br />
|recovery = 24<br />
}}<br />
One of the biggest jump-ins in the game. <br />
Very damaging conversions on CH, linking into {{clr|4|6H}} and {{clr|4|2H}}.<br />
*Great for spaced air-to-ground approaches, and for knockdowns out of air combos and after air HMS. <br />
*Hurtbox extension is still pretty bad, making it prone to air throws, but it is still mostly contained within the hitbox.<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 2<br />
|recovery = 18<br />
|specialRecovery = 3<br />
}}<br />
Freakishly wide hitbox, and one of the highest damage jumping normals in the game. Good for crossups.<br />
*Converts into air SMS for knockdown and blowback. Be aware of the height.<br />
*Combos from {{clr|3|j.S}} and jump cancels for extensive damage. {{clr|3|j.S}} {{clr|5|j.D}} d{{clr|3|j.S}} {{clr|5|j.D}} air SMS can lead to 200+ damage.<br />
*Air Saperia Trance or air SMS FRC can convert even farther.<br />
*Has a bit of a wonky hitbox, but works well if they're already blocking.<br />
*God forbid you end up using Omega Shift, can be used as an airdash crossup.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR_Move_Card<br />
|input=Ground Throw<br />
|description=<br />
Tied with Pot for the farthest ground throw range in the game, and launches on hit. Use it a lot.<br />
<br />
Leads to easy damage anywhere on screen with {{clr|4|6H}} and plenty of other followups, or into knockdown with nuke which automatically baits bursts.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR_Move_Card<br />
|input=Air Throw<br />
|description=<br />
Great throw range. Knocks down not too far away from Justice, allowing for Nuke setups. Can be '''jump installed''', also followed up with RC, on CH, or with {{clr|1|2P}}/{{clr|1|5P}} against [[GGACR/Justice/Combos#Air_Throw_Combos|some characters]].<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR_Move_Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 10<br />
|recovery = 12<br />
}}<br />
Standard DAA. Knocks down on hit, and can be combo'd out of in the corner. NOT throw invincible, don't get baited.<br />
}}<br />
<br />
===<big>Blue Burst</big>===<br />
{{GGACR_Move_Card<br />
|input=D+X<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 19<br />
|active = 6<br />
|recovery = 27<br />
|specialRecovery = 3<br />
}}<br />
Justice has a unique Blue Burst. Unlike other characters, her Burst has an extra 6 frames of invulnerability. <br />
}}<br />
<br />
==Special Moves==<br />
===<big>Valkyrie Arc</big>===<br />
{{InputBadge|{{clr|1|236P}}}}<br />
{{GGACR_Move_Card<br />
|input=236P<br />
|description=<br />
Quite active counter that catches high and mid attacks. Leads to mostly same followups as her normal throw, but places opponent farther away and might require slight adjustments.<br />
<br />
Valuable tool for stopping opponents with normally hard to contest options or acting too predictable. Being a catch counter it will bring opponent to Justice from any distance and will not give them chance to RC the attack. Keep in mind that it does not work on projectiles.<br />
}}<br />
<br />
===<big>Michael Sword</big>===<br />
{{InputBadge|{{clr|3|41236S}}\{{clr|4|41236H}}}}<br />
{{GGACR_Move_Card<br />
|input=41236S,41236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 9<br />
|recovery = 15<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 9<br />
|recovery = 23<br />
}}<br />
{{clr|3|41236S}} is Justice's main combo ender. Blows opponent fullscreen away and gives time to setup Nukes.<br />
<br />
Strong neutral tool due to hitbox and speed and pushes opponent far enough to be mostly safe blocksting ender. Floor slides on counter hit for big conversions with Michael Blade, Saperia, or {{clr|4|6H}}.<br />
----<br />
{{clr|4|41236H}} is slower and wallbounces, bringing them back to you from nearly anywhere. <br />
<br />
Combos from {{clr|4|6H}} ground hit, crouching hit {{clr|4|5H}}, or counter hits, opening up her biggest damage routes. Requires meter to convert from hits other than {{clr|4|6H}}, but even just getting close knockdown is good in some matchups. Will also give full conversions when counterhits by itself, making it useful as a high risk/high reward frametrap tool.<br />
}}<br />
<br />
===<big>Air Michael Sword</big>===<br />
{{InputBadge|{{clr|3|j.41236S}}\{{clr|4|j.41236H}}}}<br />
{{GGACR_Move_Card<br />
|input=j.41236S,j.41236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 9<br />
|recovery = 26<br />
|frcStart = 10<br />
|frcEnd = 13<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 21<br />
|active = 9<br />
|recovery = 25<br />
}}<br />
{{clr|3|j.41236S}} is a nigh incontestable, enormous hitbox. One of Justice's strongest options. Particularly menacing when TK'd.<br />
*Blows back in the same fashion as the ground SMS. Useful against close range characters.<br />
*Easy aerial combo ender, blows the opponent fullscreen, allowing for Nuke setups. You should whiff an air button after it.<br />
*Can be FRC'd on the first hit, which causes the opponent to fall straight down. Converts when grounded with {{clr|3|c.S}}, {{clr|4|6H}}, {{clr|4|2H}}, etc.<br />
*Using either air MS prevents use of another until Justice lands and jumps again.<br />
*Justice can score a single hit air SMS that knocks down more closely, allowing for her optimal okizeme. The opponent must be slightly below and behind Justice, and is usually done after an air combo into {{clr|3|j.S}}(1) > {{clr|4|j.H}}. These combos can be found [[GGACR/Justice/Combos#Optimal_Okizeme|here]].<br />
----<br />
{{clr|4|j.41236H}} is used in combo ending and rejumps. Allows Justice to score closer ranged knockdowns out of the air.<br />
*Does more damage than air SMS.<br />
*Wallbounces, allowing Justice to follow with a {{clr|4|j.H}} for knockdown.<br />
*Slow enough that it only combos out of the first hit of {{clr|3|j.S}}.<br />
*{{clr|5|j.D}} > Saperia Trance converts if they're high enough, for more damage and close oki.<br />
*Preferable combo ender against characters that outzone Justice or can easily get around nukes.<br />
}}<br />
<br />
===<big>Strike Back Tail (S.B.T.)</big>===<br />
{{InputBadge|{{clr|2|623K}}}}<br />
{{GGACR_Move_Card<br />
|input=623K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 12<br />
|recovery = 36<br />
|frcStart = 14<br />
|frcEnd = 17<br />
}}<br />
The closest thing Justice has to a meterless reversal; effective at low crushing and occasionally anti-airing due to the lightning hitbox. Not fully invul, but Justice's hurtbox {{Tt|shrinks significantly|[[File:GGACR_Justice_SBT_Frame1.png|175x175px]]}} on the first frame.<br />
<br />
Similar to {{clr|4|6H}}, this move has a vacuum effect on block and launches on hit. The former is very undesirable given its lengthy recovery, but the FRC on S.B.T. not only makes it safe but provides advantage, or in the case of a hit, a combo opportunity. <br />
<br />
Since it is throw invulnerable throughout startup and active frames, S.B.T. can also be used up close on an opponent's wakeup to try and bait a throw. Best performed along with the FRC to allow continuation of pressure. <br />
}}<br />
<br />
===<big>Nuclear Blast (N.B.)</big>===<br />
{{InputBadge|22[X] > ]X[}}<br />
{{GGACR_Move_Card<br />
|input=22X<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|isProjectile = true<br />
|recovery = 45<br />
|frcStart = 7<br />
|frcEnd = 10<br />
}}<br />
Slow moving but indestructible projectile which can be detonated at will. All around vital tool. Used for keepaway, oki, knockdown, damage, etc. What defines a matchup.<br />
<br />
Manual detonation is important as it prevents projectile from being easily bypassed. Depending on character and which nuke was launched, low profiling, (super)jump airdash, and poking with extended hurtbox can all be valid ways to avoid undetonated nuke and must be played around. Even then some hurtboxes can just avoid it entirely (e.g. {{CLabel|GGACR|Millia}} running under {{clr|2|K}} nuke).<br />
*Will pass through almost every other projectile unhindered, save for edge cases as Venom's Lightning Ball or Ky's Sacred Edge.<br />
*Can be FRC'd as soon as they come out for safety, another nuke, or a mixup.<br />
*Nukes will continue to travel as long as the corresponding button is held down, essentially disabling it until release. It is possible to release and repress it during hitstop without detonating the nuke.<br />
*Every nuke will disappear if Justice is hit.<br />
*To see how N.B interact with specific projectiles, see [[GGACR/Justice/Strategy#Nuclear_Blast_Interactions|Nuclear Blast Interactions]].<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>Saperia Trance</big>===<br />
{{InputBadge|{{clr|5|236D}} (Air OK)}}<br />
{{GGACR_Move_Card<br />
|input=236D,j.236D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 9<br />
|recovery = 23<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 11<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
Ridiculously fast dash attack. Will cross the entire screen and smack the opponent off of the opposite wall, knocking down or allowing for a relaunch. <br />
*Will go through every projectile in the game, including Dizzy's FB Spike and a Gamma Ray in Justice mirrors.<br />
*Has short, nonstandard hitstop, making it more difficult for opponents to react to.<br />
*Justice can pass through the opponent on Saperia Trance's recovery, so you can do silly tricks like whiff and throw, crossup whiff into poke. <br />
*Good movement option for 25 meter.<br />
*Converts to {{clr|4|2H}} afterwards, it's a link and depends on screen positioning, because of how iffy Saperia can be. Always converts on CH.<br />
*Counterhit recovery. If you meet the person who slashbacks Saperia, send me the clip of you dying.<br />
----<br />
Air version is better for combos and crossup setups than grounded Saperia Trance. <br />
*Half the recovery and minutely faster startup than the grounded version. <br />
**Less invincibility and travel distance, and will lose to far more attacks. <br />
*Used in air combos when too far for air SMS FRC, can be iffy as to which direction it blasts the opponent. Converts to {{clr|4|2H}}/{{clr|4|6H}} afterwards, regardless of distance. <br />
*Leads to crossup/fake crossup shenanigans by doing TK Saperia Trance at the end of blockstrings. <br />
*Leads to whiff > throw after a max range {{clr|3|2S}} if TK'd.<br />
*Both versions scale fairly high.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Michael Blade</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGACR_Move_Card<br />
|input=632146H<br />
|description=<br />
Big damage, ''fullscreen'' punish and reversal tool. A very good ''just do it'' move.<br />
<br />
Leads to full conversions when close enough, making it very useful to hitconfirm from moves that don't lead to much by themselves like {{clr|4|5H}} or {{clr|5|2D}}. With FRC point can lead to combo from nearly fullscreen. FRC itself is also useful to make reversal safe and steal back her turn.<br />
<br />
Being a single hit its weak against puppets who can absorb it (e.g. Dizzy's fish) and may not lead to advantageous situation even when FRC'd. It is also slightly held back by pretty harsh 60% initial prorate, making it poor starter considering its use as a fullscreen callout.<br />
}}<br />
<br />
===<big>Imperial Ray</big>===<br />
{{InputBadge|{{clr|3|632146S}}}}<br />
{{GGACR_Move_Card<br />
|input=632146S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 7<br />
|active = 63<br />
|recovery = 25<br />
|frcStart = 31<br />
|frcEnd = 34<br />
}}<br />
Does a ridiculous amount of hits if the opponent is touching the orb and will chip anything to death that's low on health and without meter.<br />
<br />
Combos into for guts crush from many moves and can easily be made burst safe. Is not really good for damage otherwise as it gives opponent full tension bar and significant amount of burst back. While this can be alleviated by hitting it OTG, its still not recommended unless it will kill, with meter better saved for Nuke FRC instead. Doesn't knock down while opponent is grounded, which can put you in a bad position.<br />
*Can be FRC'd to go for tick throws or another setup, since Imperial Ray is safe on block already. <br />
}}<br />
<br />
===<big>Gamma Ray</big>===<br />
{{InputBadge|{{clr|4|46463214H}}}}<br />
{{GGACR_Move_Card<br />
|input=46463214H<br />
|description=<br />
Justice briefly charges before firing the Null Ray Cannon, destroying a few floating continents around Jupiter. Extremely close opponents will be sent flying upon activation. Justice will be vulnerable to hits while charging the beam attack. Opponents with low health/tension will die trying to block this. <br />
*Costs a full tension bar. Uses 50% to activate and another 50% for the actual laser half of it. Can be FRCed after the initial hit if it whiffs or is blocked<br />
*(Throw/Valkyrie Arc) > {{clr|4|6H}} > Gamma Ray will combo on everyone not named [[GGACR/Sol_Badguy|Flame of Corruption]].<br />
*Scales like hell off throw or VA, but does ludicrous damage off point blank {{clr|4|6H}}. A solid 50% or more off most of the cast's life with the confirm and the resources but only if very close.<br />
*Everyone except Justice herself can get around this if done in neutral. Be sure to use it wisely.<br />
}}<br />
<br />
===<big>Omega Shift</big>===<br />
{{InputBadge|{{clr|3|46463214S}}}}<br />
{{GGACR_Move_Card<br />
|input=46463214S<br />
|description=<br />
Meme super. Extremely risky with very little reward, as buffs she gains do not offset a chance to lose the round instantly.<br />
<br />
For the cost of 100% tension, Justice is granted a dash, three jumps, three airdashes, jump cancel on all normals except {{clr|5|5D}}, and airdash cancels on air normals, while also increasing her movement speed in general. Despite all of these buffs none of the combos available in Omega Shift deal more damage than you could do normally.<br />
<br />
Gives a '''full, flashing guard bar''' when it ends, along with a hefty recovery animation generously giving your opponent plenty of time to think up what cool combo they'll kill you with.<br />
}}<br />
<br />
==Instant Kill==<br />
===<big>X Laser</big>===<br />
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}<br />
{{GGACR_Move_Card<br />
|input=236236H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 18<br />
|recovery = 18<br />
}}<br />
Nearly fullscreen IK. Justice dashes forward frighteningly fast. Can kill A.B.A from anywhere on the screen if she ever runs out of Moroha gauge without a burst.<br />
*Can make for a very silly whiff > throw setup.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Character=Justice}}<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[GGACR/Justice/Data]].}}<br />
{{Overview/SEO|summary=Justice is Guilty Gear's archetypal zoner: slow, large, and plodding, but with large hitboxes, an oppressive projectile game, and high damage.}}<br />
{{GGACR/Navigation}}<br />
[[Category:Guilty Gear XX Accent Core + R]]<br />
[[Category:Justice]]</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=GGACR/Order-Sol&diff=399056GGACR/Order-Sol2023-05-29T05:41:53Z<p>GunBlaze: </p>
<hr />
<div>=={{InvisibleText|Overview}}==<br />
{{GGACR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Order-Sol, also known as Holy Order-Sol (and often abbreviated to HOS), is a quick, momentum-oriented offensive monster with a unique Charge system which allows him to power up his specials, making them much stronger. He pressures his opponent at close range, forcing poor decisions, then reading their next move and punishing them for it. Smart management of his Charge system is key to implementing this strategy to it's fullest potential. Once in, Order-Sol's pressure is limitless; almost every string is plus on block thanks to Charge Cancelling, forcing the opponent into a series of guessing games that only ends when he's pushed out. <br />
<br />
Unfortunately, in exchange for this power, Order-Sol's buttons are generally stubby. Unlike his present-self {{Character Label|GGACR|Sol Badguy}}, his {{MMC|input=6P|label={{clr|1|6P}}}} is relegated to a niche anti-air and his DP {{MMC|input=623H Lv1|label={{clr|4|Storm Viper}}}} is slow. This forces him to rely on preemptive air defense, which can leave him vulnerable against opponents with a wide range of approaches.<br />
<br />
Getting in can be tricky, but there are ways to manage. His high speed and mobility allow him to weave around opponent's pokes or feint potential approach options, creating a very real threat bubble that some can struggle to challenge. Combined with his low jump arc, he can switch from contesting space to immediately approaching at an unusually shallow angle. Against opponents who'd rather stay away, he can instead start Charging in neutral to force a response. <br />
<br />
For better or worse, Order-Sol's strength completely relies on good use of his Charge Meter to generate offense. Learning to keep it full by finding moments to charge with {{MMC|input=Special > D|label={{clr|5|Action Charge}}}} FRC, and utilizing combos that leave him positive on Charge (known as Recharge Routes), are critical to unlocking his true strength. Staying on top of your resources is the single biggest key to maximizing his gameplan!<br />
<br />
Overall, Order-Sol is at his best when he's able to build Charge, bulldog his way into his opponent's face, and never let go until they're dead.<br />
}}<br />
{{GGACR/Infobox<br />
| fastestAttack = [[#5K|5K]] (3F)<br />
| reversal = [[#Storm Viper|623H]] (12F/10F/8F)<br/>[[#Tyrant Rave ver. Omega|632146H]] (15F/13F/11F)<br />
}}<br />
{{ProsAndCons<br />
|intro = is an aggressive character with a unique Charge system which allows him to power up his specials over time, making them much stronger temporarily.<br />
|pros=<br />
*'''Powerful at Close Range''': Strong close range offense and pressure with a majority of moves being safe or plus on block, enabling endless guessing games that can be hard to wiggle out of.<br />
*'''Offensive Monster''': Good mixups with Charge, unique cross-ups and okizeme, and a uniquely low jump arc providing easy jump-ins and F-Shiki setups all enable him to stick to his opponent once he closes the gap. Combined with a high running speed, he's never too far away to be considered in a passive position.<br />
*'''Strong Damage Potential''': High damage with Charge and/or off of a counter hit, with some combo routes leaving Order-Sol Charge positive while maintaining impressively high damage.<br />
|cons=<br />
*'''Limited Range and Weak Anti-air''': Much like present-Sol, he has poor range with stubby hitboxes; certain moves have awkward frame data on top of it. An awkward anti-air game forces him to dedicate some of his high movement potential into trying to preemptively snipe aerial approaches.<br />
*'''Struggles against Zoning''': Getting into range without Charge, meter or taking a risk can be difficult.<br />
*'''Heavily Resource Reliant''': Low damage without resources, requiring proper resource management to play effectively.<br />
}}<br />
</div><br />
===Unique Mechanics===<br />
====Charge Gauge====<br />
{{card|width=4<br />
|header=Charge Gauge<br />
|content=Order-Sol's specials and Overdrives are governed by the Charge Gauge, a mechanic carried directly over from ''[[GGML|Guilty Gear: The Missing Link]]''.<br />
<br />
The Charge Gauge can be increased in two ways: by using his [[{{PAGENAME}}#Charge|Charge]] special to fill the Charge Gauge manually over time, or by tapping {{clr|D|D}} after using a special (other than Charge and [[{{PAGENAME}}#Charge Burst|Charge Burst]]) to use [[{{PAGENAME}}#Action Charge|Action Charge]], a maneuver that refills a fixed amount of the Charge Gauge.<br />
<br />
At higher levels of Charge, all of Order-Sol's specials and Overdrives become stronger overall. Each gains more hits, as well as added effects such as knocking down, extending combos, and doing more damage as well as becoming safer. Some excellent examples of his level 3 specials' bonuses include becoming jump-cancellable, extremely advantageous, or just far more damaging. Upon use, the Charge Gauge drains slowly, letting Order-Sol use multiple moves of the same level mid-string and leading to an extensively creative combo game.<br />
<br />
Should Order-Sol not desire to spend his accumulated Charge Gauge, he can use '''Charge Keep''' to use the lowest level versions of his specials at any time. This can be done by pressing the {{clr|5|D}} button at the same time the move is performed (or by holding the {{clr|5|D}} button prior to the input): to Charge Keep [[{{PAGENAME}}#Blockhead Buster|Blockhead Buster]], for example, the input would be {{clr|D|236D}}{{clr|P|~P}}. This technique is especially important in order to maintain pressure and advantage without wasting Charge, or possibly gaining more by mixing the technique with Action Charge FRC.<br />
<br />
Furthermore, because of how fast Charge's animation is, as well as how early it can be interrupted, it can be used to cut some recovery from Order-Sol's moves. Known as '''Charge Cancelling''', this technique improves his frame advantage and makes him even better at sticking to his opponent.<br />
{{#lst:GGACR/Order-Sol/Data|Charge Cancel}}<br />
}}<br />
<br />
===Starter Guide===<br />
{{StarterBlurb}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 3<br />
|recovery = 4<br />
}}<br />
{{clr|1|5P}} is good for starting pressure and tick throws, having the most advantage of any of HOS's normals without using Charge Cancel.<br><br />
Has niche uses outside of abare as a spaced out anti-air, but {{clr|3|c.S}} is much better for that.<br />
<br />
* Fast enough to use as a meaty against 5f reversals, when timed for the last active frame.<br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Button blessed by the cult of three frames. Not as universally applicable or far-reaching as Sol's, but still gets the job done. Somewhat short on the first frame and extends fully on frame 4.<br />
<br />
HOS's best point-blank interrupt and punish tool, being his fastest button. Required to pick up a combo from Charge Cancel (CC) {{clr|5|2D}} and most {{MiniMoveCard|input=236P Lv1|label=BHB1}} AC FRC conversions. Good blockstring filler as it's a 3f frametrap into itself and doesn't scale as hard as {{clr|1|5P}} if it manages to hit. <br />
<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
Mostly a big punish starter. Has some other stealth uses.<br />
*Decently sized {{clr|3|c.S}} with good damage as an opener, with good gatling options.<br />
*Used either as part of a hit confirm or starting a punish.<br />
*A preferred normal for Throw OS.<br />
*Sometimes works as a reactionary anti air to low jumps or air dashes.<br />
*Very frequent in relaunches. Sometimes used in difficult 1 button Jump Install conversions.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|recovery = 15<br />
}}<br />
Has the longest horizontal range of any of Order-Sol's pokes.<br />
*Relatively slow and with a hurtbox extension, limited but available uses as a poke.<br />
*Can combo into higher level versions of Rock It, making for ranged punishes.<br />
*Combos into {{clr|4|6H}} on counter hit. <br />
*Baits 5F reversals when timed meaty for the last active frame.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 2<br />
|recovery = 16<br />
}}<br />
Catches filthy up-backers.<br />
*Hitbox designed almost entirely for Anti-Air and catching air techs. It can hit crouching opponents up close, but will whiff if the opponent crouches from farther range.<br />
*Jump-cancellable for conversions, mainly for IAD confirms.<br />
*Special cancel window extends into recovery frames [Keep in mind that any move that is jc'able technically has an extended special cancel window that's exists via a TK input of some sort, ie. 2369X or 9236X].<br />
*Huge hitstun/untechable time on (air) CH. Converts into full Dust Loop after being Charge Cancelled.<br />
*Relatively slow; for anti-airing on prediction or putting a big stop sign in the way.<br />
*Highly advantageous when Charge Cancelled.<br />
*Moves Order-Sol's sprite forward immediately. This can cause some moves to whiff through him in visually bizarre ways (eg Danzai second hit).<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR_Move_Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 3<br />
|recovery = 18<br />
}}<br />
Standard Dust Attack that leads to okay damage.<br />
*One of the faster {{clr|5|5D}}s in the game, but poor range.<br />
*Reactable and potentially unsafe on block.<br />
*Can lead into a simple j.{{clr|H|H}}{{clr|D|D}} jc j.{{clr|H|H}}{{clr|D|D}} combo anywhere on the screen, but it is rarely used because of the range.<br />
*While not completely unrewarding at lv1 charge, (unlike {{clr|K|236K}} or {{clr|H|2H}}) the risk reward involved often weighs against this move.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Anime Afterimage Technique.<br />
*Unusually slow {{clr|1|6P}} which is used for frame traps, oki, and for nullifying a single hit of projectiles.<br />
*Staggers on hit and recovers very quickly for links.<br />
*Works on oki well as it will clash with many reversals when properly spaced.<br />
*Creates a slight frame advantage on block, useful in some pressure resets.<br />
*Has no hitstop, as it behaves as a projectile.<br />
*Bad for Anti-Air, due to its long startup and relatively low hitbox.<br />
*Slightly increased stagger on CH, but HOS will generally still need resources to convert to bigger things.<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 10<br />
|recovery = 7<br />
}}<br />
Slow attack that is fully throw invincible for its entire startup and active window. Despite this, it has only a few limited gatling routes but does have its uses.<br />
*Best used on an opponent's wake up to punish throw attempts. <br />
*Combos on normal hit by special canceling into level 2 or higher moves, or gatling to {{clr|5|{{MiniMoveCard|game=GGACR|Chara=Order-Sol|input=2D|label=2D}}}}. <br />
*If blocked, the forward momentum from the move can be used to cancel to other moves like Blockhead Buster to maintain pressure. <br />
*Heavy stagger on CH, confirms to CC > {{clr|D|{{MiniMoveCard|game=GGACR|Chara=Order-Sol|input=41236D|label=Fafnir}}}}/{{clr|4|{{MiniMoveCard|game=GGACR|Chara=Order-Sol|input=2H|label=2H}}}}.<br />
*0 on block when Charge Cancelled.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|6H}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 1<br />
|recovery = 24<br />
}}<br />
Occasional ranged button, but still has plenty of risk due to only doing 1 hit instead of 2 like with present-Sol.<br />
*''70 damage'' normal with relatively long range that staggers on hit.<br />
*Deals a lot of stun. Three neutral hits will stun most characters.<br />
*Combos from CH {{clr|3|2S}}, {{clr|3|f.S}}, or {{clr|2|6K}}. Sometimes RCed for a follow up combo.<br />
*Knocks down on air hit. Mostly used at the end of air combos post Lvl 2 Blockhead Buster.<br />
*HOS is at risk due to how far this move extends his hurtbox forward while remaining in CH state throughout.<br />
**But on the flipside, it's far faster on recovery and a bit less committal due to the single hit.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 4<br />
|recovery = 5<br />
}}<br />
Crouching {{clr|1|5P}} equivalent.<br />
*Short range, slight frame advantage on block.<br />
*Standard pressure opener due to hitting lower to the ground than {{clr|1|5P}} while still being self cancelable.<br />
*Wide gatling options and 4F startup for pressure resets.<br />
*Another tick throw tool. Decent meaty in conjunction with {{clr|1|5P}} that won't be low profiled.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 6<br />
}}<br />
Quick low with decent range.<br />
*Typical upback/fuzzy jump tagger. <br />
*Slightly disjointed and good range.<br />
*Strong for tick throws at 0, especially combined with Order-Sol's faster running speed than present-Sol to make up for the lack of a command throw.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Essential poking tool due to its quick speed and excellent hitbox. A staple move that can define matchups.<br />
*Extremely fast poke for the range it covers. 2S is as fast as some character's jabs!<br />
*Crouching makes Order-Sol a small target.<br />
*Usually cannot be whiff punished on reaction. 2S > 2S is a good pressure string.<br />
*Gatling combo to {{clr|4|6H}} on counter-hit. 2S has other conversions based on resources. <br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 23<br />
|active = 4<br />
|recovery = 13<br />
}}<br />
Strong and safe overhead. The only crouching overhead in the game.<br />
*Misleading startup animation takes a few frames to identify. It can be hard to react to.<br />
*Slow, but +0 on block with good gatling options into the move. Has some later throw invuln and can go over some lows.<br />
*2H has no cancel options. Requires RC or counter-hit to convert normally. Bounces on CH for big meterless conversions.<br />
*Links to {{clr|2|5K}} if hit meaty on the last 2 active frames. 2H is an excellent meaty option because of the throw invincibility.<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
An advancing sweep with decent range and that ducks under several attacks.<br />
*Useful for going under things like obviously timed projectiles.<br />
*One of HOS's only meterless and chargeless juggle starters.<br />
*Special cancel window extends into recovery frames. <br />
*+3 on block when Charge Cancelled. <br />
*Converts to {{clr|2|5K}} when CC'd against most of the cast.<br />
*Bigger conversions on CH (both w/ and w/o CC'ing).<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 6<br />
|recovery = 4<br />
}}<br />
Privileged 4F air normal. Contender alongside Justice, Jam, and A.B.A.<br />
*HOS's real anti air tool. This speed make it impossible to IB>Thrown when self canceled.<br />
*Decent hitbox, but amazing hurtbox as it shrinks and tucks in HOS's legs.<br />
*Self cancel allows for easy confirms. <br />
*Can occasionally be used with an IAD as a way to start offense.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 10<br />
}}<br />
Strong rising air-to-air and conversion tool.<br />
*Large disjointed hitbox in front of and above HOS. Works well with his low jump, but still to be used with caution as there are better jump-in tools to use.<br />
*Makes for good combo filler.<br />
*Jump cancelable for very low fuzzy setups.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 14<br />
}}<br />
Good oki tool due to cross-up and fuzzy setup.<br />
*Overall mostly a normal for setups/conversions when they're already blocking.<br />
*Crosses-up, but won't convert to much unless it hits deep, especially since there's better air-to-air tools for Order-Sol to use.<br />
*Versatile gatling options as it cancels to every jump normal besides itself.<br />
*Jump cancel leads to fuzzy setups in a similar vein to {{clr|2|j.K}}.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 13<br />
}}<br />
Prime jump-in or an up-back tool. Competes with {{clr|1|j.P}} for HOS's best air normal.<br />
*Fast, powerful normal with a large downward hitbox that works great in conjunction with HOS's low jump arc.<br />
*Extremely difficult to contest. Will stuff almost everything it goes against just due to how deep it hits in spite of not being disjointed.<br />
*Short conversions on hit without resources, but floor slides for big conversions on CH.<br />
*Can fuzzy from grounded normals against taller characters for the most part, especially given HOS' low jump height (needs verification).<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 7<br />
|specialRecovery = 5<br />
}}<br />
Trust in the Dust<br />
*Excellent disjointed hitbox that floats on hit.<br />
*Jump-cancellable, often used in conjunction with {{clr|4|j.H}} for Order-Sol's "Dust Loop" combos.<br />
**Even, it's common to have to fit this in air combos that involve jump installing to get the most out of it, both in the open and especially in the corner.<br />
*Wall bounces on Counter Hit.<br />
*Best in air-to-air pressure and outside of jumping in due to the added landed recovery.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR_Move_Card<br />
|input=Ground Throw<br />
|description=<br />
Full force headbutt that converts for free in the corner.<br />
*Knocks the opponent across the screen, wall sticking if they reach the corner.<br />
*Important for HOS's mixup. Leads to a short combo, or knockdown + oki.<br />
*Comes with an extremely harsh prorate.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR_Move_Card<br />
|input=Air Throw<br />
|description=<br />
High floating exploding air throw.<br />
*Leads to a free followup combo or ample time for charge and oki.<br />
*One of HOS's most reliable Anti-Air options due to his low jump.<br />
*Needs charge midscreen for longer combos, but scores similar combos to regular throw in the corner.<br />
*Similarly to Sol's airthrow, this can be bursted on hit, but it'll whiff and just give you a free reset.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR_Move_Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 17<br />
}}<br />
Very good, fast DAA with decent range, and causes a ''close'' knockdown on hit.<br />
*Doesn't knock the opponent very far back on hit, allowing for a good oki setup.<br />
*Can convert with microdash {{clr|2|5K}} on counter hit.<br />
*Unsafe and easily punished if baited. A pretty good DAA overall.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Blockhead Buster</big>===<br />
{{InputBadge|{{clr|1|236P}}}}<br />
{{GGACR_Move_Card<br />
|input=236P Lv1,236P Lv2,236P Lv3<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Blockhead Buster ({{tt|Note|The square with a yellow underline indicates the first frame the projectile is active.}})</small><br />
|startup = 12<br />
|active = 2<br />
|frcStart = 14<br />
|frcEnd= 14<br />
|recovery = 29<br />
}}<br />
Short ranged flame burst. Projectile-esque, multi-purpose.<br />
*For pressure, quick charge building, or combo extensions.<br />
*+2~7 when {{MiniMoveCard|game=GGACR|Chara=Order-Sol|input=Special > D|label=Action Charge}} > FRC'd.<br />
*Staggers on hit for a combo conversion or frame advantage, but only if both hits connect.<br />
*Using Charge Keep and/or Action Charge FRC lets HOS convert to even bigger combos while spending a bit less on resources, or extend pressure while building them.<br />
----<br />
Lvl 2 is a larger and overall more useful version.<br />
*+14 on block and three hits for better pressure.<br />
**Goes up to +20 when AC FRC'd.<br />
*Can perform Lvl 2 on block consecutively when charge is high enough due to the slow charge drain rate.<br />
*Scores a knockdown and blowback on hit.<br />
**Wallsticks when near the corner for air combo conversions (even when Action Charged in the corner). A staple in HOS's corner combos, and this change is the sole reason Recharges are now more accesible.<br />
----<br />
Use Lvl 3 for an enormous burst of pressure extension.<br />
*'''+37 on block'''. Still +23 when Action Charged. Burns resources to make sure HOS gets back in.<br />
** Goes up to +46 when AC FRC'd, although this is a little pointless. <br />
*Leads to a long pressure sequence and visually obscures what HOS is doing, making mixups a guessing game.<br />
*Staggers extensively on hit for bigger conversions or even time to briefly {{MiniMoveCard|game=GGACR|Chara=Order-Sol|input=214[D]|label=Charge}} a bit before grabbing the stagger.<br />
*Floats low on all hits against airborne opponents, allowing for easy air conversions.<br />
*Like Lvl 2, hits will remain active past frame 14, making it very risky for an opponent to try to counter poke.<br />
}}<br />
<br />
===<big>Gun Blaze</big>===<br />
{{InputBadge|{{clr|3|214S}}}}<br />
{{GGACR_Move_Card<br />
|input=214S Lv1, 214S Lv2,214S Lv3<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Level 1 ({{tt|Note for all levels|The red squares indicates the first frame the projectile is active. Order-Sol has no hitbox on himself.}})</small><br />
|startup = 23<br />
|active = 1<br />
|recovery = 21<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Level 2</small><br />
|startup = 23<br />
|active = 1<br />
|inactive2 = 15<br />
|active3 = 1<br />
|recovery = 11<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Level 3</small><br />
|startup = 17<br />
|active = 1<br />
|inactive2 = 15<br />
|active3 = 1<br />
|inactive4 = 17<br />
|active5 = 1<br />
|recovery = 2<br />
}}<br />
Unusual pass-through move which leaves behind a flame pillar.<br />
*Mainly used on oki or in pressure as a cross-up tool. Significantly plus on block.<br />
**Even then, it needs to be positioned properly as the hitbox starts at a very specific point; proper spacing is required to make effective use of this lest it whiffs.<br />
*Very low profile, works well point blank and as an anti-air. However, it loses to many lows and throws when mistimed.<br />
** The low-profile, high vertical reach, and forward movement can be use as a counter against 'hopping' moves when reacted quickly enough (e.g. {{Character Label|GGACR|Sol Badguy}}'s {{MMC|chara=Sol Badguy|input=236[K]|label=Bandit Bringer}} or {{Character Label|GGACR|Anji Mito}}'s {{MMC|chara=Anji Mito|input=214K|label=Kai|hitboxMode=true}}<br />
*Crosses up the opponent when HOS passes a certain point. Becomes a serious threat on oki when the opponent is low on health, due to FD negating crossup protection.<br />
*Combos midscreen without AC and/or FRC. Full, big damage combos on counter hit due to being untechable, as well as closer to the corner.<br />
*Sometimes works on oki setups by a far hit {{clr|5|2D}} to double GB, or late GB FRC > immediate GB again for trickier setups.<br />
*''Note:'' Cannot be charged kept with {{clr|3|214S}}+{{clr|5|D}} due to input priority. {{clr|5|D}} must already be held before the {{clr|3|214S}} input, or you'll get Manual Charge or Burst. Kara cancelling {{clr|5|2D}} > {{clr|3|214S}} allows the move to be charged kept.<br />
**This is important to keep in mind, as GB is one of the most important moves to use Charge Keep with.<br />
----<br />
Lvl 2 slides farther and drops two pillars instead of one with a bit more distance, thus there's less likelihood of whiffing.<br />
*Crosses up more easily than Lvl 1 due to travel speed.<br />
*However, less effective as an Anti-Air. Stick to Lvl 1 for that.<br />
*Vacuums on contact, changing your followup options from Lvl 1.<br />
**Easier to follow up on hit, though the resulting combo will generally be different.<br />
*Still combos after a bare AC. Even loops into itself.<br />
*Very much plus, even excessively so on FRC. Still maintains high advantage while building Charge with AC FRC.<br />
*Guaranteed to go active after frame 13, trades will generally be in your favor. Sometimes scores Counter Hits even if the opponent tags you mid move.<br />
----<br />
Lvl 3 is the same as Lvl 2 but with three pillars instead and further distance travelled.<br />
*A lot more untechable time on the third hit, conversions even with an AC.<br />
*Drags significantly farther on hit, can drag them all the way to the corner.<br />
*Overall less useful than other Level 3 moves, but strong in its own right.<br />
*Maintains Lvl 2's guaranteed active window on 13f.<br />
}}<br />
<br />
===<big>Storm Viper</big>===<br />
{{InputBadge|{{clr|4|623H}} (Air OK)}}<br />
{{GGACR_Move_Card<br />
|input=623H Lv1,623H Lv2,623H Lv3,j.623H Lv1,j.623H Lv2,j.623H Lv3<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Level 1</small><br />
|startup = 12<br />
|active = 11<br />
|recovery = 22<br />
|specialRecovery = 8<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Level 2</small><br />
|startup = 10<br />
|active = 11<br />
|inactive2 = 3<br />
|active3 = 3<br />
|recovery = 22<br />
|specialRecovery = 8<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Level 3</small><br />
|startup = 8<br />
|active = 11<br />
|inactive2 = 3<br />
|active3 = 3<br />
|inactive4 = 22<br />
|active5 = 7<br />
|recovery = 4<br />
|specialRecovery = 8<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Air Level 1</small><br />
|startup = 8<br />
|active = 11<br />
|specialRecovery = 8<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Air Level 2</small><br />
|startup = 8<br />
|active = 11<br />
|inactive2 = 3<br />
|active3 = 3<br />
|specialRecovery = 8<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Air Level 3</small><br />
|startup = 8<br />
|active = 11<br />
|inactive2 = 3<br />
|active3 = 3<br />
|inactive4 = 22<br />
|active5 = 7<br />
|specialRecovery = 8<br />
}}<br />
A slow DP which works better in some instances but worse in others.<br />
*Fairly janky reversal which can be easily meaty baited, but blows through some other, bigger moves more easily.<br />
*Invincible right into startup.<br />
*Action Charge Cancelable during recovery, FRC'ing will cause HOS to drop straight down quickly for feints or to FD and make yourself safer.<br />
**AC puts HOS in CH state, so if you whiff this FRC or get baited, expect to be punished heavily.<br />
**You can negative edge an air Storm Viper into this FRC to bait things with another reversal. <br />
*RC'ing will place HOS airborne with no air movement options. Use this move wisely.<br />
----<br />
Lvl 2 is slightly faster with another hit which pushes back farther and has more hitstun.<br />
*Even less safe on block than Lvl 1, despite more pushback.<br />
*Same invuln as Lvl 2, but knocks away farther on hit.<br />
----<br />
Lvl 3 is an expensive but worthwhile reversal.<br />
*Significantly faster than previous levels, only -3 on block.<br />
*Untechable Floor bounce on hit for a full conversion.<br />
*Has combo conversion use as well as use as a starter.<br />
*Last hit ignores OTG, so it won't screw up your knockdowns on awkward hits and can still lead to conversions.<br />
*AC occurs after the last hit, not helping for safety but can build meter and still convert on AC FRC.<br />
*Has a large window from the third to fourth hit, and can be intercepted between them.<br />
----<br />
Air Lvl 1 wins the air to air war if they're pressing buttons<br />
*Fully invulnerable unlike most other aerial DPs, but only invul until the first frame of the actives.<br />
*Frame 8 unlike the slow ground version.<br />
*Mostly used to tack on top of the screen damage, or when negative edged out of a blocked ground Storm Viper AC FRC.<br />
**While you can AC the DP without FRCing it, you must be careful when you do this. Most chars can punish this, ON HIT, if you're DPing them into the corner, and some others can still do this even if you hit it midscreen. Use this as a knowledge check, if they're not punishing you, why stop?<br />
*Despite this, it's still a gamble for relatively low reward.<br />
----<br />
Air Lvl 2 is slightly better than air Lvl 1.<br />
*Same startup speed, but invul lasts longer into the active window.<br />
*Untechable when done low enough to the ground. Can pick up from this from longer conversions out of lower air combos in the corner.<br />
*BRP is preferred at this level to end air combos for knockdown, unless this will kill, will lead to another SV, or BRP Lvl 2 won't connect. <br />
----<br />
Air Lvl 3 is useful but pricey extension similar to grounded Lvl 3.<br />
*Especially good off of short air-to-air confirms.<br />
*Preferred over BRP if you have this much charge and are at moderate height.<br />
*Won't knock down itself, but resulting combos will still lead to it with enough charge.<br />
}}<br />
<br />
===<big>Bandit Revolver Prototype</big>===<br />
{{InputBadge|{{clr|2|236K}} (Air OK)}}<br />
{{GGACR_Move_Card<br />
|input=236K Lv1,236K Lv2,236K Lv3,j.236K Lv1,j.236K Lv2,j.236K Lv3<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Level 1</small><br />
|startup = 22<br />
|active = 3<br />
|recovery = 6<br />
|specialRecovery = 6<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Level 2</small><br />
|startup = 20<br />
|active = 3<br />
|inactive2 = 9<br />
|active3 = 3<br />
|recovery = 9<br />
|specialRecovery = 4<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Level 3</small><br />
|startup = 18<br />
|active = 3<br />
|inactive2 = 8<br />
|active3 = 4<br />
|recovery = 8<br />
|specialRecovery = 2<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Air Level 1</small><br />
|startup = 19<br />
|active = 3<br />
|specialRecovery = 8<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Air Level 2</small><br />
|startup = 19<br />
|active = 3<br />
|inactive2 = 9<br />
|active3 = 3<br />
|specialRecovery = 8<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Air Level 3</small><br />
|startup = 19<br />
|active = 3<br />
|inactive2 = 8<br />
|active3 = 4<br />
|specialRecovery = 8<br />
}}<br />
Quick overhead that's safe when spaced.<br />
*Only -1 on block. Can frametrap or start pressure afterwards if the opponent doesn't know to throw.<br />
*Even on standing hit, 1f plus on crouching hit, must jump/backdash/reversal to avoid being thrown.<br />
*Can link to {{clr|1|5P}} or {{clr|2|5K}} on standing CH, or any 5f or faster normal on crouching CH, distance depending.<br />
*Can be FRC'd right before the top of the ascent for safer air buttons or a land > throw/low mixup.<br />
**This, when performed, should ''always'' be done with Charge Keep to maintain resources.<br />
*Action Charging is completely unsafe unless FRC'd<br />
*''All versions:'' Foot invul for some frames on startup before going airborne. Can go over lower pokes.<br />
*''All versions:'' Will pass through opponents (even if they're standing or blocking) when used up close with the exception of FA, PO, JU, AB. Generally unpreferable. Space this.<br />
----<br />
Lvl 2 is a staple combo and pressure ender.<br />
*Follows the first hit with a flip kick that floorslides and knocks down.<br />
*Slightly faster than Lvl 1, likelier to catch them blocking low.<br />
*Second hit must be FD'd in the air, can catch people not paying attention or expecting this if you catch them airborne or upbacking.<br />
*+1 on block, but can still get thrown out.<br />
*Can convert when point blank with an extremely tight {{clr|2|5K}} in the corner.<br />
*Sets up oki or an AC opportunity.<br />
----<br />
Lvl 3 is the fastest version and leads to full conversion from anywhere due to wallbounce.<br />
*Crosses HOS up in the corner, so it's generally best used midscreen.<br />
*Will combo into itself with enough charge.<br />
*Completely safe on block in exchange for the meter cost.<br />
*Second hit is again air unblockable without FD. Very dangerous to try to upback out of.<br />
----<br />
Air Lvl 1 is a short combo damage add-on.<br />
*Ends air combos for a last bit of damage. No knockdown.<br />
*Slightly faster than grounded Lvl 1, might be slightly safer when TK'd.<br />
----<br />
Air Lvl 2 is the only guaranteed knockdown out of air combos.<br />
*Scores the KD and leads to oki.<br />
*Second hit is again air unblockable without FD.<br />
*Okay for getting initiative in air-to-air when close enough to the ground.<br />
----<br />
Air Lvl 3 has similar functionality to the grounded Lvl 3 version.<br />
*Due to height and conversions, best done lower to the ground and farther from the corner.<br />
*Second hit is again air unblockable without FD.<br />
}}<br />
<br />
===<big>Rock It</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR_Move_Card<br />
|input=236S Lv1,236S Lv2,236S Lv3<br />
|description=<br />
An essential advancing attack that has a variety of uses for pressure that goes both ways. Can tag jump-outs and get HOS closer to where he wants.<br />
*Used at the end of pressure strings due to being +3, but can't combo off of anything that doesn't provide as much hitstun. <br />
*Helps get in, but use with caution, as it can be counter-poked/low-profiled/{{clr|1|6P}}'d if used too recklessly. <br />
*Starts offense or establishes pressure on contact.<br />
**FRC'ing an Action Charge will grant you even more plus time. <br />
*Floor slides on CH for bigger conversions (even combos to Fafnir).<br />
*Lvl 1 is generally preferred for use at neutral, as it's unpunishable at no resource cost in spite of not comboing from much.<br />
----<br />
Lvl 2 comes with a second knockdown attack after the first hit. Significantly quicker on startup which allows it to be converted into far easier.<br />
*Predominantly for long ranged confirms into knockdown, putting HOS in his prime space and setting up for oki or Action Charge if it connects.<br />
*Still works as a blockstring ender as it's faster than Lvl 1 and +4 (though eagle-eyed players will make the second hit punishable with an IB or SB).<br />
*Checks advancing opponents better than Lvl 1 and gives HOS the knockdowns he needs even as a poke or whiff punish.<br />
*Action Charge will still give time for meatying with lower level buttons.<br />
----<br />
Lvl 3 adds a third strike that launches on hit and is '''jump cancelable''' on the third hit.<br />
*Leads to full air conversions on hit. HOS's main corner conversion tool at Level 3.<br />
*Can be pseudo Charge-Cancelled by jump cancelling the last hit and immediately doing 214 before going airborne. Leads to stronger followups.<br />
*Leads to things like CC > Dust Loop, or TK'd Lvl 3 Storm Viper in the corner. Works with TK'd Lvl 3 Bandit Revolver midscreen.<br />
*Still converts after an Action Charge.<br />
*Minus on block unlike the other two versions, but the jump cancel mitigates this during pressure.<br />
}}<br />
<br />
===<big>Charge</big>===<br />
{{InputBadge|{{clr|5|214[D]}}}}<br />
{{GGACR_Move_Card<br />
|input=214[D]<br />
|description=<br />
'''The''' single most important tool in HOS's kit. Gains frame advantage across the board, cementing HOS's position as the close-range king.<br />
*Raises HOS's Charge Gauge on use. Build speed gradually increases the longer it is held.<br />
**As charge increases, HOS gains access to stronger versions of every special move and overdrive.<br />
*Mainly used for Charge Cancelling, which replaces the recovery of any normal to 13f or however much you want to hold it for.<br />
**This results in some moves gaining much higher frame advantage and letting HOS be ''plus on nearly any blockstring''. Opponents can be made very afraid of pressing buttons.<br />
}}<br />
<br />
===<big>Charge Burst</big>===<br />
{{InputBadge|{{clr|5|214[D]}} > {{clr|4|H}}}}<br />
{{GGACR_Move_Card<br />
|input=214[D] > H<br />
|description=<br />
Explosion move used to blow back opponents who rush headlong to punish charge. Should be used sparingly to make opponents more wary of attempting to punish your Charge attempts. Like many slow reversals, opponents can use relatively safe options to cover against Charge Burst.<br />
*Full CH duration for its recovery<br />
*Cannot be Roman Canceled<br />
}}<br />
<br />
===<big>Action Charge</big>===<br />
{{InputBadge|{{clr|5|D}} during Special Recovery}}<br />
{{GGACR_Move_Card<br />
|input=Special > D,Special > j.D<br />
|description=<br />
Builds slightly under a full level of charge after any special move.<br />
*Lets HOS build charge at the end of combos/setups with special moves, but usually sacrifices time to oki.<br />
*Has an FRC on it to make this safe and sometimes gain advantage.<br />
*Don't use this carelessly, as it puts HOS in Counter Hit state.<br />
*Generally best used after Level 2 attacks which knock down (BRP, RI).<br />
----<br />
The Air version is similar to the grounded version but locks HOS out of acting until landing.<br />
*Builds the same amount of bar, best used after landing air specials which knock down.<br />
*Keeps HOS in Counter Hit state all the way down, putting him in a very dangerous position when not FRC'd.<br />
*Strong with Storm Viper, as it will make it safe if you hold the buttons to FD after an FRC. You can also negative edge another Storm Viper into it.<br />
**Note that this puts HOS in Counter Hit state during AC's startup, so you can still be punished before an FRC is possible. Don't get predictable.<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>Fafnir</big>===<br />
{{InputBadge|{{clr|5|41236D}}}}<br />
{{GGACR_Move_Card<br />
|input=41236D<br />
|description=<br />
A fantastic, fear inducing move, unlike how tame present-Sol's version is.<br />
*Half screen low that comes out on Frame 10, can tag very unexpectedly.<br />
*Lower body invincible to go over low poke attempts.<br />
*Knocks down on hit for 70 damage, or converts to around 200 damage out of simple IAD confirms, without resources.<br />
*Floats higher on CH, leading to Dust Loops and even higher damage.<br />
*Can't be cancelled into, so Fafnir will commonly see use in neutral, or after a short charge cancel. <br />
*Loses to standing pokes if improperly spaced, and will get reversal'd if used predictably.<br />
*Extends its hurtbox before going active. Use it at the right range to become truly terrifying.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Tyrant Rave ver. Omega</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGACR_Move_Card<br />
|input=632146H Lv1,632146H Lv2,632146H Lv3<br />
|description=<br />
Mediocre super, but tacks on some okay damage and knocks down.<br />
*Very long startup, especially post flash. Easy to react to.<br />
*Can be counter reversal'd, but will sometimes clash due to the lengthy invincibility.<br />
*First hit has a weird quirk where it can hit both the opponent and their puppet instead of just the latter<br />
**Keep {{clr|2|5K}} or {{clr|4|Storm Viper}} primed in case of a clash.<br />
----<br />
Lvl 2 has far more utility due to free followups afterwards.<br />
*Wallbounces from anywhere for a free conversion.<br />
*Slightly faster than Lvl 1 with some more invuln. <br />
*Best used early in combos due to how Overdrives scale damage.<br />
*Still not a very good reversal. Comes with the same problems as Lvl 1.<br />
----<br />
Lvl 3 is a very expensive tool with far more damage.<br />
*Slightly more utility as a reversal as invuln carries somewhat into the startup of the second hit.<br />
*Bigger damage and knockdown on the last hit.<br />
*Pushes out farther on block, might be harder to punish for some characters.<br />
*Generally not worth the resources unless it will kill.<br />
}}<br />
<br />
===<big>Savage Fang</big>===<br />
{{InputBadge|{{clr|1|632146P}}}}<br />
{{GGACR_Move_Card<br />
|input=632146P Lv1,632146P Lv2,632146P Lv3<br />
|description=<br />
Lackluster projectile super at Lvl 1 that basically reuses DI-Gun Flame's graphics and hitbox in a sense.<br />
*Launches on hit as a short combo extender.<br />
*Decent base damage, but otherwise inferior to Lvl 2 in every regard.<br />
----<br />
Lvl 2 is a powerful anti-zoning tool with 2 extra DI Gun Flames layered on.<br />
*Frame 0 after the flash; the opponent is stuck in, and must face the consequences of whatever state they were in before the super flash.<br />
*Catches players pressing buttons, throwing projectiles, or even just walking/running forward.<br />
*Hits from over half the screen away.<br />
*Eats through other projectiles.<br />
*High chip damage.<br />
----<br />
Lvl 3, being EX Sol's very version of this attack, is a big conversion tool from short combos and knockdown.<br />
*Removes OTG on hit and launches for big conversions.<br />
*High base damage, but quite expensive.<br />
*Can trade heavily in your favor.<br />
*Very clutch, but strong tool.<br />
}}<br />
<br />
===<big>Dragon Install: Sakkai</big>===<br />
{{InputBadge|{{clr|3|632146S}} > {{clr|1|P}}, {{clr|2|K}}, {{clr|3|S}}, {{clr|4|H}}, {{clr|5|D}}, {{clr|2|K}}, {{clr|3|S}} > {{clr|4|632146H}}}}<br />
{{GGACR_Move_Card<br />
|input=632146S<br />
|description=<br />
Fully cash out to make sure they're dead. This version of DI is done as a short-range aura-explosion that has to connect in order for the rest of the sequence to be inputted.<br />
*Nod to Deadly Rave. Costs FULL resources: Level 3 bar, 100 tension.<br />
*Deals 40-50% of a character's life bar raw when at full health.<br />
*Combos from nearly any Lvl 3 special (assuming you had enough charge on the hit to ensure HOS is still at level 3 afterwards)<br />
*Restands and removes OTG on the second hit, so it works out of sweeps, corner throws, and launches.<br />
*Turns into a psuedo-instant kill with a distinct animation if the last hit will end the round. Otherwise ends with the last hit of Tyrant Rave Lvl 3.<br />
*Rarely used at higher level play due to the cost, but unburstable, and can be confirmed from fairly easily if a kill is guaranteed.<br />
<br />
*How to time this move: Wait until HOS rushes and hits them with the first uppercut after in the initial explosion.<br />
**Hit the buttons in time with the preceding hit: {{clr|1|P}}, {{clr|2|K}}, {{clr|3|S}}, {{clr|4|H}}, {{clr|5|D}}, (slight pause), {{clr|2|K}}, {{clr|3|S}}, {{clr|4|632146H}}.<br />
**Has a decent amount of recovery if you mistime an input in the sequence or press the wrong button. Be careful!<br />
**If cancelled into from {{clr|5|2D}}, the sequence can be intentionally dropped after the {{clr|5|D}} input and linked into other normals for style instead.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Character=Order-Sol}}<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[GGACR/Order-Sol/Data]].}}<br />
{{GGACR/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=GGACR/Order-Sol&diff=396904GGACR/Order-Sol2023-05-21T03:59:44Z<p>GunBlaze: Rewrote the Charge section in the hopes of being more concise and allowing Charge Keep to not be buried under text.</p>
<hr />
<div>=={{InvisibleText|Overview}}==<br />
{{GGACR/CharacterLinks}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Order-Sol, also known as Holy Order-Sol (and abbreviated to HOS), is a quick, oppressive, offensive character with a unique Charge system which allows him to power up his specials, making them much stronger. His main style is to use his arsenal of quick, safe attacks to pressure his opponent at close range, forcing decisions from disadvantageous situations, then reading their next move and punishing them for it. Smart management of his Charge system is key to implementing this strategy with maximum efficacy. Once in, Order-Sol's pressure is nearly limitless. Despite having very short range, nearly every string can be made safe or plus on block thanks to Charge Cancelling.<br />
<br />
Getting in can be tricky, but there are ways to manage. While Order-Sol's relatively far range pokes can be easy to counterpoke, his high speed and great mobility allow him to move around projectiles or pokes. Order-Sol also has a very unconventional grounded anti-air game. Due to his {{clr|1|6P}} not being a great anti-air, you can use other tools like his blazing fast 4f {{clr|1|j.P}} and Air-Throw (aided by your low jump arc) as your general purpose Anti-Airs, or Gun Blaze to help cover vertical approaches. As well, {{clr|4|5H}} can cover common IAD approach angles, and higher levels of Gun Blaze can cover large parts of the air by themselves. Furthermore, you can use Order-Sol's various low profile moves to evade air approaches using Gun Blaze, {{clr|5|2D}}, or even his low run animation. Lastly, Order-Sol's strength is reliant on good use of his Charge Meter. You must learn to keep it full by finding moments to charge using Action Charge FRC during pressure or at the end of combos, and Recharge Routes are critical to unlocking his true strength. Staying on top of your resources is key to maximizing his gameplan.<br />
<br />
Overall, Order-Sol is a great, momentum-oriented, offensive monster, with a good amount of resource management involved.<br />
}}<br />
{{GGACR/Infobox<br />
| fastestAttack = [[#5K|5K]] (3F)<br />
| reversal = [[#Storm Viper|623H]] (12F/10F/8F)<br/>[[#Tyrant Rave ver. Omega|632146H]] (15F/13F/11F)<br />
}}<br />
{{ProsAndCons<br />
|intro = is an aggressive character with a unique Charge system which allows him to power up his specials over time, making them much stronger temporarily.<br />
|pros=<br />
*'''Powerful in Close Range''': Strong close range offense and pressure with a majority of moves being safe or plus on block, much like his present-self.<br />
*'''Offensive Monster''': Good mixups with unique cross-ups and okizeme, with his uniquely-low-jump arc providing easy-aggressive jump-ins and fuzzy guard setups and his fast running speed (faster than present-Sol) making him hard to keep out.<br />
*'''Strong Damage Potential''': High damage with charge and/or off of a counter hit, and can use Charge Keep to further cement his offensive gameplan in general.<br />
|cons=<br />
*'''Limited ranged and anti-air conversion''': Much like present-Sol, has poor range with stubby hitboxes; certain moves have awkward frame data on top of it. Is lacking somewhat in grounded anti-air game.<br />
*'''Struggles Against Zoning''': Struggles to get into range without Charge, meter or taking risks.<br />
*'''Heavily resource reliant''': Low damage without resources, and requires proper resource management to play effectively.<br />
}}<br />
</div><br />
===Unique Mechanics===<br />
====Charge Gauge====<br />
{{card|width=4<br />
|header=Charge Gauge<br />
|content=Order-Sol's specials and Overdrives are governed by the Charge Gauge, a mechanic carried directly over from ''[[GGML|Guilty Gear: The Missing Link]]''.<br />
<br />
The Charge Gauge can be increased in two ways: by using his [[{{PAGENAME}}#Charge|Charge]] special to fill the Charge Gauge manually over time, or by tapping {{clr|D|D}} after using a special (other than Charge and [[{{PAGENAME}}#Charge Burst|Charge Burst]]) to use [[{{PAGENAME}}#Action Charge|Action Charge]], a maneuver that refills a fixed amount of the Charge Gauge.<br />
<br />
At higher levels of Charge, all of Order-Sol's specials and Overdrives become stronger overall. Each gains more hits, as well as added effects such as knocking down, extending combos, and doing more damage as well as becoming safer. Some excellent examples of his level 3 specials' bonuses include becoming jump-cancellable, extremely advantageous, or just far more damaging. Upon use, the Charge Gauge drains slowly, letting Order-Sol use multiple moves of the same level mid-string and leading to an extensively creative combo game.<br />
<br />
Should Order-Sol not desire to spend his accumulated Charge Gauge, he can use '''Charge Keep''' to use the lowest level versions of his specials at any time. This can be done by pressing the {{clr|5|D}} button at the same time the move is performed (or by holding the {{clr|5|D}} button prior to the input): to Charge Keep [[{{PAGENAME}}#Blockhead Buster|Blockhead Buster]], for example, the input would be {{clr|D|236D}}{{clr|P|~P}}. This technique is especially important in order to maintain pressure and advantage without wasting Charge, or possibly gaining more by mixing the technique with Action Charge FRC.<br />
<br />
Furthermore, because of how fast Charge's animation is, as well as how early it can be interrupted, it can be used to cut some recovery from Order-Sol's moves. Known as '''Charge Cancelling''', this technique improves his frame advantage and makes him even better at sticking to opponent.<br />
{{#lst:GGACR/Order-Sol/Data|Charge Cancel}}<br />
}}<br />
<br />
===Starter Guide===<br />
{{StarterBlurb}}<br />
{{FrameChartKey}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=5P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 3<br />
|recovery = 4<br />
}}<br />
{{clr|1|5P}} is good for starting pressure, tick throws, or counter poking.<br />
*Has the most frame advantage of any of HOS's normals without using Charge Cancel. <br />
*Can be used after OTG {{clr|1|2P}} at the end of a long combo for minor extra damage.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|5K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=5K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 3<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Button blessed by the cult of three frames.<br />
*Best for interrupts, clutch punishes, and poking out when near point blank.<br />
*Frame traps when done repeatedly as it's even on block.<br />
*Has a subpar hitbox for a 3F normal, but still gets the job done.<br />
*Can perform the usual pressure duties. Won't scale as hard as {{clr|1|5P}} if you get a hit. <br />
*If done from outside of point blank range, it can have a slight frame advantage. <br />
*Generally gives HOS meterless conversions from {{clr|5|2D}} when close.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|c.S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=c.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 3<br />
|recovery = 14<br />
}}<br />
Mostly a big punish starter. Has some other stealth uses.<br />
*Decently sized {{clr|3|c.S}} with good damage as an opener, with good gatling options.<br />
*Used either as part of a hit confirm or starting a punish.<br />
*A preferred normal for Throw OS.<br />
*Sometimes works as a reactionary anti air to low jumps or air dashes.<br />
*Very frequent in relaunches. Sometimes used in difficult 1 button Jump Install conversions.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|f.S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=f.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 10<br />
|active = 2<br />
|recovery = 15<br />
}}<br />
Has the longest horizontal range of any of Order-Sol's pokes.<br />
*Relatively slow and with a hurtbox extension, limited but available uses as a poke.<br />
*Can combo into higher level versions of Rock It, making for ranged punishes.<br />
*Combos into {{clr|4|6H}} on counter hit. <br />
*Baits 5F reversals when timed meaty for the last active frame.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}<br />
}}<br />
<br />
===<big>{{clr|4|5H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=5H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 14<br />
|active = 2<br />
|recovery = 16<br />
}}<br />
Catches filthy up-backers.<br />
*Hitbox designed almost entirely for Anti-Air and catching air techs. It can hit crouching opponents up close, but will whiff if the opponent crouches from farther range.<br />
*Jump-cancellable for conversions, mainly for IAD confirms.<br />
*Special cancel window extends into recovery frames [Keep in mind that any move that is jc'able technically has an extended special cancel window that's exists via a TK input of some sort, ie. 2369X or 9236X].<br />
*Huge hitstun/untechable time on (air) CH. Converts into full Dust Loop after being Charge Cancelled.<br />
*Relatively slow; for anti-airing on prediction or putting a big stop sign in the way.<br />
*Highly advantageous when Charge Cancelled.<br />
*Moves Order-Sol's sprite forward immediately. This can cause some moves to whiff through him in visually bizarre ways (eg Danzai second hit).<br />
}}<br />
<br />
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===<br />
{{GGACR_Move_Card<br />
|input=5D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 24<br />
|active = 3<br />
|recovery = 18<br />
}}<br />
Standard Dust Attack that leads to okay damage.<br />
*One of the faster {{clr|5|5D}}s in the game, but poor range.<br />
*Reactable and potentially unsafe on block.<br />
*Can lead into a simple j.{{clr|H|H}}{{clr|D|D}} jc j.{{clr|H|H}}{{clr|D|D}} combo anywhere on the screen, but it is rarely used because of the range.<br />
*While not completely unrewarding at lv1 charge, (unlike {{clr|K|236K}} or {{clr|H|2H}}) the risk reward involved often weighs against this move.<br />
}}<br />
<br />
===<big>{{clr|1|6P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=6P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 20<br />
|active = 3<br />
|recovery = 9<br />
}}<br />
Anime Afterimage Technique.<br />
*Unusually slow {{clr|1|6P}} which is used for frame traps, oki, and for nullifying a single hit of projectiles.<br />
*Staggers on hit and recovers very quickly for links.<br />
*Works on oki well as it will clash with many reversals when properly spaced.<br />
*Creates a slight frame advantage on block, useful in some pressure resets.<br />
*Has no hitstop, as it behaves as a projectile.<br />
*Bad for Anti-Air, due to its long startup and relatively low hitbox.<br />
*Slightly increased stagger on CH, but HOS will generally still need resources to convert to bigger things.<br />
}}<br />
<br />
===<big>{{clr|2|6K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=6K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 12<br />
|active = 10<br />
|recovery = 7<br />
}}<br />
Slow attack that is fully throw invincible for its entire startup and active window. Despite this, it has only a few limited gatling routes but does have its uses.<br />
*Best used on an opponent's wake up to punish throw attempts. <br />
*Combos on normal hit by special canceling into level 2 or higher moves, or gatling to {{clr|5|{{MiniMoveCard|game=GGACR|Chara=Order-Sol|input=2D|label=2D}}}}. <br />
*If blocked, the forward momentum from the move can be used to cancel to other moves like Blockhead Buster to maintain pressure. <br />
*Heavy stagger on CH, confirms to CC > {{clr|D|{{MiniMoveCard|game=GGACR|Chara=Order-Sol|input=41236D|label=Fafnir}}}}/{{clr|4|{{MiniMoveCard|game=GGACR|Chara=Order-Sol|input=2H|label=2H}}}}.<br />
*0 on block when Charge Cancelled.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|6H}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|6H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=6H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 17<br />
|active = 1<br />
|recovery = 24<br />
}}<br />
Occasional ranged button, but still has plenty of risk due to only doing 1 hit instead of 2 like with present-Sol.<br />
*''70 damage'' normal with relatively long range that staggers on hit.<br />
*Deals a lot of stun. Three neutral hits will stun most characters.<br />
*Combos from CH {{clr|3|2S}}, {{clr|3|f.S}}, or {{clr|2|6K}}. Sometimes RCed for a follow up combo.<br />
*Knocks down on air hit. Mostly used at the end of air combos post Lvl 2 Blockhead Buster.<br />
*HOS is at risk due to how far this move extends his hurtbox forward while remaining in CH state throughout.<br />
**But on the flipside, it's far faster on recovery and a bit less committal due to the single hit.<br />
}}<br />
<br />
===<big>{{clr|1|2P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 4<br />
|recovery = 5<br />
}}<br />
Crouching {{clr|1|5P}} equivalent.<br />
*Short range, slight frame advantage on block.<br />
*Standard pressure opener due to hitting lower to the ground than {{clr|1|5P}} while still being self cancelable.<br />
*Wide gatling options and 4F startup for pressure resets.<br />
*Another tick throw tool. Decent meaty in conjunction with {{clr|1|5P}} that won't be low profiled.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|2|2K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 4<br />
|recovery = 6<br />
}}<br />
Quick low with decent range.<br />
*Typical upback/fuzzy jump tagger. <br />
*Slightly disjointed and good range.<br />
*Strong for tick throws at 0, especially combined with Order-Sol's faster running speed than present-Sol to make up for the lack of a command throw.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|3|2S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 6<br />
|active = 3<br />
|recovery = 12<br />
}}<br />
Essential poking tool due to its quick speed and excellent hitbox. A staple move that can define matchups.<br />
*Extremely fast poke for the range it covers. 2S is as fast as some character's jabs!<br />
*Crouching makes Order-Sol a small target.<br />
*Usually cannot be whiff punished on reaction. 2S > 2S is a good pressure string.<br />
*Gatling combo to {{clr|4|6H}} on counter-hit. 2S has other conversions based on resources. <br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}<br />
}}<br />
<br />
===<big>{{clr|4|2H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 23<br />
|active = 4<br />
|recovery = 13<br />
}}<br />
Strong and safe overhead. The only crouching overhead in the game.<br />
*Misleading startup animation takes a few frames to identify. It can be hard to react to.<br />
*Slow, but +0 on block with good gatling options into the move. Has some later throw invuln and can go over some lows.<br />
*2H has no cancel options. Requires RC or counter-hit to convert normally. Bounces on CH for big meterless conversions.<br />
*Links to {{clr|2|5K}} if hit meaty on the last 2 active frames. 2H is an excellent meaty option because of the throw invincibility.<br />
}}<br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
{{GGACR_Move_Card<br />
|input=2D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 4<br />
|recovery = 14<br />
}}<br />
An advancing sweep with decent range and that ducks under several attacks.<br />
*Useful for going under things like obviously timed projectiles.<br />
*One of HOS's only meterless and chargeless juggle starters.<br />
*Special cancel window extends into recovery frames. <br />
*+3 on block when Charge Cancelled. <br />
*Converts to {{clr|2|5K}} when CC'd against most of the cast.<br />
*Bigger conversions on CH (both w/ and w/o CC'ing).<br />
}}<br />
<br />
===<big>{{clr|1|j.P}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.P<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 4<br />
|active = 6<br />
|recovery = 4<br />
}}<br />
Privileged 4F air normal. Contender alongside Justice, Jam, and A.B.A.<br />
*HOS's real anti air tool. This speed make it impossible to IB>Thrown when self canceled.<br />
*Decent hitbox, but amazing hurtbox as it shrinks and tucks in HOS's legs.<br />
*Self cancel allows for easy confirms. <br />
*Can occasionally be used with an IAD as a way to start offense.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}<br />
}}<br />
<br />
===<big>{{clr|2|j.K}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.K<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 8<br />
|recovery = 10<br />
}}<br />
Strong rising air-to-air and conversion tool.<br />
*Large disjointed hitbox in front of and above HOS. Works well with his low jump, but still to be used with caution as there are better jump-in tools to use.<br />
*Makes for good combo filler.<br />
*Jump cancelable for very low fuzzy setups.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|3|j.S}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.S<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 8<br />
|active = 6<br />
|recovery = 14<br />
}}<br />
Good oki tool due to cross-up and fuzzy setup.<br />
*Overall mostly a normal for setups/conversions when they're already blocking.<br />
*Crosses-up, but won't convert to much unless it hits deep, especially since there's better air-to-air tools for Order-Sol to use.<br />
*Versatile gatling options as it cancels to every jump normal besides itself.<br />
*Jump cancel leads to fuzzy setups in a similar vein to {{clr|2|j.K}}.<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|4|j.H}}, {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|4|j.H}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.H<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 9<br />
|active = 6<br />
|recovery = 13<br />
}}<br />
Prime jump-in or an up-back tool. Competes with {{clr|1|j.P}} for HOS's best air normal.<br />
*Fast, powerful normal with a large downward hitbox that works great in conjunction with HOS's low jump arc.<br />
*Extremely difficult to contest. Will stuff almost everything it goes against just due to how deep it hits in spite of not being disjointed.<br />
*Short conversions on hit without resources, but floor slides for big conversions on CH.<br />
*Can fuzzy from grounded normals against taller characters for the most part, especially given HOS' low jump height (needs verification).<br />
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}}<br />
}}<br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
{{GGACR_Move_Card<br />
|input=j.D<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 13<br />
|active = 4<br />
|recovery = 7<br />
|specialRecovery = 5<br />
}}<br />
Trust in the Dust<br />
*Excellent disjointed hitbox that floats on hit.<br />
*Jump-cancellable, often used in conjunction with {{clr|4|j.H}} for Order-Sol's "Dust Loop" combos.<br />
**Even, it's common to have to fit this in air combos that involve jump installing to get the most out of it, both in the open and especially in the corner.<br />
*Wall bounces on Counter Hit.<br />
*Best in air-to-air pressure and outside of jumping in due to the added landed recovery.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{GGACR_Move_Card<br />
|input=Ground Throw<br />
|description=<br />
Full force headbutt that converts for free in the corner.<br />
*Knocks the opponent across the screen, wall sticking if they reach the corner.<br />
*Important for HOS's mixup. Leads to a short combo, or knockdown + oki.<br />
*Comes with an extremely harsh prorate.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{GGACR_Move_Card<br />
|input=Air Throw<br />
|description=<br />
High floating exploding air throw.<br />
*Leads to a free followup combo or ample time for charge and oki.<br />
*One of HOS's most reliable Anti-Air options due to his low jump.<br />
*Needs charge midscreen for longer combos, but scores similar combos to regular throw in the corner.<br />
*Similarly to Sol's airthrow, this can be bursted on hit, but it'll whiff and just give you a free reset.<br />
}}<br />
<br />
===<big>Dead Angle Attack</big>===<br />
{{GGACR_Move_Card<br />
|input=DAA<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|startup = 5<br />
|active = 5<br />
|recovery = 17<br />
}}<br />
Very good, fast DAA with decent range, and causes a ''close'' knockdown on hit.<br />
*Doesn't knock the opponent very far back on hit, allowing for a good oki setup.<br />
*Can convert with microdash {{clr|2|5K}} on counter hit.<br />
*Unsafe and easily punished if baited. A pretty good DAA overall.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Blockhead Buster</big>===<br />
{{InputBadge|{{clr|1|236P}}}}<br />
{{GGACR_Move_Card<br />
|input=236P Lv1,236P Lv2,236P Lv3<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Blockhead Buster ({{tt|Note|The square with a yellow underline indicates the first frame the projectile is active.}})</small><br />
|startup = 12<br />
|active = 2<br />
|frcStart = 14<br />
|frcEnd= 14<br />
|recovery = 29<br />
}}<br />
Short ranged flame burst. Projectile-esque, multi-purpose.<br />
*For pressure, quick charge building, or combo extensions.<br />
*+2~7 when {{MiniMoveCard|game=GGACR|Chara=Order-Sol|input=Special > D|label=Action Charge}} > FRC'd.<br />
*Staggers on hit for a combo conversion or frame advantage, but only if both hits connect.<br />
*Using Charge Keep and/or Action Charge FRC lets HOS convert to even bigger combos while spending a bit less on resources, or extend pressure while building them.<br />
----<br />
Lvl 2 is a larger and overall more useful version.<br />
*+14 on block and three hits for better pressure.<br />
**Goes up to +20 when AC FRC'd.<br />
*Can perform Lvl 2 on block consecutively when charge is high enough due to the slow charge drain rate.<br />
*Scores a knockdown and blowback on hit.<br />
**Wallsticks when near the corner for air combo conversions (even when Action Charged in the corner). A staple in HOS's corner combos, and this change is the sole reason Recharges are now more accesible.<br />
----<br />
Use Lvl 3 for an enormous burst of pressure extension.<br />
*'''+37 on block'''. Still +23 when Action Charged. Burns resources to make sure HOS gets back in.<br />
** Goes up to +46 when AC FRC'd, although this is a little pointless. <br />
*Leads to a long pressure sequence and visually obscures what HOS is doing, making mixups a guessing game.<br />
*Staggers extensively on hit for bigger conversions or even time to briefly {{MiniMoveCard|game=GGACR|Chara=Order-Sol|input=214[D]|label=Charge}} a bit before grabbing the stagger.<br />
*Floats low on all hits against airborne opponents, allowing for easy air conversions.<br />
*Like Lvl 2, hits will remain active past frame 14, making it very risky for an opponent to try to counter poke.<br />
}}<br />
<br />
===<big>Gun Blaze</big>===<br />
{{InputBadge|{{clr|3|214S}}}}<br />
{{GGACR_Move_Card<br />
|input=214S Lv1, 214S Lv2,214S Lv3<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Level 1 ({{tt|Note for all levels|The red squares indicates the first frame the projectile is active. Order-Sol has no hitbox on himself.}})</small><br />
|startup = 23<br />
|active = 1<br />
|recovery = 21<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Level 2</small><br />
|startup = 23<br />
|active = 1<br />
|inactive2 = 15<br />
|active3 = 1<br />
|recovery = 11<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Level 3</small><br />
|startup = 17<br />
|active = 1<br />
|inactive2 = 15<br />
|active3 = 1<br />
|inactive4 = 17<br />
|active5 = 1<br />
|recovery = 2<br />
}}<br />
Unusual pass-through move which leaves behind a flame pillar.<br />
*Mainly used on oki or in pressure as a cross-up tool. Significantly plus on block.<br />
**Even then, it needs to be positioned properly as the hitbox starts at a very specific point; proper spacing is required to make effective use of this lest it whiffs.<br />
*Very low profile, works well point blank and as an anti-air. However, it loses to many lows and throws when mistimed.<br />
** The low-profile, high vertical reach, and forward movement can be use as a counter against 'hopping' moves when reacted quickly enough (e.g. {{Character Label|GGACR|Sol Badguy}}'s {{MMC|chara=Sol Badguy|input=236[K]|label=Bandit Bringer}} or {{Character Label|GGACR|Anji Mito}}'s {{MMC|chara=Anji Mito|input=214K|label=Kai|hitboxMode=true}}<br />
*Crosses up the opponent when HOS passes a certain point. Becomes a serious threat on oki when the opponent is low on health, due to FD negating crossup protection.<br />
*Combos midscreen without AC and/or FRC. Full, big damage combos on counter hit due to being untechable, as well as closer to the corner.<br />
*Sometimes works on oki setups by a far hit {{clr|5|2D}} to double GB, or late GB FRC > immediate GB again for trickier setups.<br />
*''Note:'' Cannot be charged kept with {{clr|3|214S}}+{{clr|5|D}} due to input priority. {{clr|5|D}} must already be held before the {{clr|3|214S}} input, or you'll get Manual Charge or Burst. Kara cancelling {{clr|5|2D}} > {{clr|3|214S}} allows the move to be charged kept.<br />
**This is important to keep in mind, as GB is one of the most important moves to use Charge Keep with.<br />
----<br />
Lvl 2 slides farther and drops two pillars instead of one with a bit more distance, thus there's less likelihood of whiffing.<br />
*Crosses up more easily than Lvl 1 due to travel speed.<br />
*However, less effective as an Anti-Air. Stick to Lvl 1 for that.<br />
*Vacuums on contact, changing your followup options from Lvl 1.<br />
**Easier to follow up on hit, though the resulting combo will generally be different.<br />
*Still combos after a bare AC. Even loops into itself.<br />
*Very much plus, even excessively so on FRC. Still maintains high advantage while building Charge with AC FRC.<br />
*Guaranteed to go active after frame 13, trades will generally be in your favor. Sometimes scores Counter Hits even if the opponent tags you mid move.<br />
----<br />
Lvl 3 is the same as Lvl 2 but with three pillars instead and further distance travelled.<br />
*A lot more untechable time on the third hit, conversions even with an AC.<br />
*Drags significantly farther on hit, can drag them all the way to the corner.<br />
*Overall less useful than other Level 3 moves, but strong in its own right.<br />
*Maintains Lvl 2's guaranteed active window on 13f.<br />
}}<br />
<br />
===<big>Storm Viper</big>===<br />
{{InputBadge|{{clr|4|623H}} (Air OK)}}<br />
{{GGACR_Move_Card<br />
|input=623H Lv1,623H Lv2,623H Lv3,j.623H Lv1,j.623H Lv2,j.623H Lv3<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Level 1</small><br />
|startup = 12<br />
|active = 11<br />
|recovery = 22<br />
|specialRecovery = 8<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Level 2</small><br />
|startup = 10<br />
|active = 11<br />
|inactive2 = 3<br />
|active3 = 3<br />
|recovery = 22<br />
|specialRecovery = 8<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Level 3</small><br />
|startup = 8<br />
|active = 11<br />
|inactive2 = 3<br />
|active3 = 3<br />
|inactive4 = 22<br />
|active5 = 7<br />
|recovery = 4<br />
|specialRecovery = 8<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Air Level 1</small><br />
|startup = 8<br />
|active = 11<br />
|specialRecovery = 8<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Air Level 2</small><br />
|startup = 8<br />
|active = 11<br />
|inactive2 = 3<br />
|active3 = 3<br />
|specialRecovery = 8<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Air Level 3</small><br />
|startup = 8<br />
|active = 11<br />
|inactive2 = 3<br />
|active3 = 3<br />
|inactive4 = 22<br />
|active5 = 7<br />
|specialRecovery = 8<br />
}}<br />
A slow DP which works better in some instances but worse in others.<br />
*Fairly janky reversal which can be easily meaty baited, but blows through some other, bigger moves more easily.<br />
*Invincible right into startup.<br />
*Action Charge Cancelable during recovery, FRC'ing will cause HOS to drop straight down quickly for feints or to FD and make yourself safer.<br />
**AC puts HOS in CH state, so if you whiff this FRC or get baited, expect to be punished heavily.<br />
**You can negative edge an air Storm Viper into this FRC to bait things with another reversal. <br />
*RC'ing will place HOS airborne with no air movement options. Use this move wisely.<br />
----<br />
Lvl 2 is slightly faster with another hit which pushes back farther and has more hitstun.<br />
*Even less safe on block than Lvl 1, despite more pushback.<br />
*Same invuln as Lvl 2, but knocks away farther on hit.<br />
----<br />
Lvl 3 is an expensive but worthwhile reversal.<br />
*Significantly faster than previous levels, only -3 on block.<br />
*Untechable Floor bounce on hit for a full conversion.<br />
*Has combo conversion use as well as use as a starter.<br />
*Last hit ignores OTG, so it won't screw up your knockdowns on awkward hits and can still lead to conversions.<br />
*AC occurs after the last hit, not helping for safety but can build meter and still convert on AC FRC.<br />
*Has a large window from the third to fourth hit, and can be intercepted between them.<br />
----<br />
Air Lvl 1 wins the air to air war if they're pressing buttons<br />
*Fully invulnerable unlike most other aerial DPs, but only invul until the first frame of the actives.<br />
*Frame 8 unlike the slow ground version.<br />
*Mostly used to tack on top of the screen damage, or when negative edged out of a blocked ground Storm Viper AC FRC.<br />
**While you can AC the DP without FRCing it, you must be careful when you do this. Most chars can punish this, ON HIT, if you're DPing them into the corner, and some others can still do this even if you hit it midscreen. Use this as a knowledge check, if they're not punishing you, why stop?<br />
*Despite this, it's still a gamble for relatively low reward.<br />
----<br />
Air Lvl 2 is slightly better than air Lvl 1.<br />
*Same startup speed, but invul lasts longer into the active window.<br />
*Untechable when done low enough to the ground. Can pick up from this from longer conversions out of lower air combos in the corner.<br />
*BRP is preferred at this level to end air combos for knockdown, unless this will kill, will lead to another SV, or BRP Lvl 2 won't connect. <br />
----<br />
Air Lvl 3 is useful but pricey extension similar to grounded Lvl 3.<br />
*Especially good off of short air-to-air confirms.<br />
*Preferred over BRP if you have this much charge and are at moderate height.<br />
*Won't knock down itself, but resulting combos will still lead to it with enough charge.<br />
}}<br />
<br />
===<big>Bandit Revolver Prototype</big>===<br />
{{InputBadge|{{clr|2|236K}} (Air OK)}}<br />
{{GGACR_Move_Card<br />
|input=236K Lv1,236K Lv2,236K Lv3,j.236K Lv1,j.236K Lv2,j.236K Lv3<br />
|description=<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Level 1</small><br />
|startup = 22<br />
|active = 3<br />
|recovery = 6<br />
|specialRecovery = 6<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Level 2</small><br />
|startup = 20<br />
|active = 3<br />
|inactive2 = 9<br />
|active3 = 3<br />
|recovery = 9<br />
|specialRecovery = 4<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Level 3</small><br />
|startup = 18<br />
|active = 3<br />
|inactive2 = 8<br />
|active3 = 4<br />
|recovery = 8<br />
|specialRecovery = 2<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Air Level 1</small><br />
|startup = 19<br />
|active = 3<br />
|specialRecovery = 8<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Air Level 2</small><br />
|startup = 19<br />
|active = 3<br />
|inactive2 = 9<br />
|active3 = 3<br />
|specialRecovery = 8<br />
}}<br />
{{#invoke:FrameChart|drawFrameData<br />
|title = <small>Air Level 3</small><br />
|startup = 19<br />
|active = 3<br />
|inactive2 = 8<br />
|active3 = 4<br />
|specialRecovery = 8<br />
}}<br />
Quick overhead that's safe when spaced.<br />
*Only -1 on block. Can frametrap or start pressure afterwards if the opponent doesn't know to throw.<br />
*Even on standing hit, 1f plus on crouching hit, must jump/backdash/reversal to avoid being thrown.<br />
*Can link to {{clr|1|5P}} or {{clr|2|5K}} on standing CH, or any 5f or faster normal on crouching CH, distance depending.<br />
*Can be FRC'd right before the top of the ascent for safer air buttons or a land > throw/low mixup.<br />
**This, when performed, should ''always'' be done with Charge Keep to maintain resources.<br />
*Action Charging is completely unsafe unless FRC'd<br />
*''All versions:'' Foot invul for some frames on startup before going airborne. Can go over lower pokes.<br />
*''All versions:'' Will pass through opponents (even if they're standing or blocking) when used up close with the exception of FA, PO, JU, AB. Generally unpreferable. Space this.<br />
----<br />
Lvl 2 is a staple combo and pressure ender.<br />
*Follows the first hit with a flip kick that floorslides and knocks down.<br />
*Slightly faster than Lvl 1, likelier to catch them blocking low.<br />
*Second hit must be FD'd in the air, can catch people not paying attention or expecting this if you catch them airborne or upbacking.<br />
*+1 on block, but can still get thrown out.<br />
*Can convert when point blank with an extremely tight {{clr|2|5K}} in the corner.<br />
*Sets up oki or an AC opportunity.<br />
----<br />
Lvl 3 is the fastest version and leads to full conversion from anywhere due to wallbounce.<br />
*Crosses HOS up in the corner, so it's generally best used midscreen.<br />
*Will combo into itself with enough charge.<br />
*Completely safe on block in exchange for the meter cost.<br />
*Second hit is again air unblockable without FD. Very dangerous to try to upback out of.<br />
----<br />
Air Lvl 1 is a short combo damage add-on.<br />
*Ends air combos for a last bit of damage. No knockdown.<br />
*Slightly faster than grounded Lvl 1, might be slightly safer when TK'd.<br />
----<br />
Air Lvl 2 is the only guaranteed knockdown out of air combos.<br />
*Scores the KD and leads to oki.<br />
*Second hit is again air unblockable without FD.<br />
*Okay for getting initiative in air-to-air when close enough to the ground.<br />
----<br />
Air Lvl 3 has similar functionality to the grounded Lvl 3 version.<br />
*Due to height and conversions, best done lower to the ground and farther from the corner.<br />
*Second hit is again air unblockable without FD.<br />
}}<br />
<br />
===<big>Rock It</big>===<br />
{{InputBadge|{{clr|3|236S}}}}<br />
{{GGACR_Move_Card<br />
|input=236S Lv1,236S Lv2,236S Lv3<br />
|description=<br />
An essential advancing attack that has a variety of uses for pressure that goes both ways. Can tag jump-outs and get HOS closer to where he wants.<br />
*Used at the end of pressure strings due to being +3, but can't combo off of anything that doesn't provide as much hitstun. <br />
*Helps get in, but use with caution, as it can be counter-poked/low-profiled/{{clr|1|6P}}'d if used too recklessly. <br />
*Starts offense or establishes pressure on contact.<br />
**FRC'ing an Action Charge will grant you even more plus time. <br />
*Floor slides on CH for bigger conversions (even combos to Fafnir).<br />
*Lvl 1 is generally preferred for use at neutral, as it's unpunishable at no resource cost in spite of not comboing from much.<br />
----<br />
Lvl 2 comes with a second knockdown attack after the first hit. Significantly quicker on startup which allows it to be converted into far easier.<br />
*Predominantly for long ranged confirms into knockdown, putting HOS in his prime space and setting up for oki or Action Charge if it connects.<br />
*Still works as a blockstring ender as it's faster than Lvl 1 and +4 (though eagle-eyed players will make the second hit punishable with an IB or SB).<br />
*Checks advancing opponents better than Lvl 1 and gives HOS the knockdowns he needs even as a poke or whiff punish.<br />
*Action Charge will still give time for meatying with lower level buttons.<br />
----<br />
Lvl 3 adds a third strike that launches on hit and is '''jump cancelable''' on the third hit.<br />
*Leads to full air conversions on hit. HOS's main corner conversion tool at Level 3.<br />
*Can be pseudo Charge-Cancelled by jump cancelling the last hit and immediately doing 214 before going airborne. Leads to stronger followups.<br />
*Leads to things like CC > Dust Loop, or TK'd Lvl 3 Storm Viper in the corner. Works with TK'd Lvl 3 Bandit Revolver midscreen.<br />
*Still converts after an Action Charge.<br />
*Minus on block unlike the other two versions, but the jump cancel mitigates this during pressure.<br />
}}<br />
<br />
===<big>Charge</big>===<br />
{{InputBadge|{{clr|5|214[D]}}}}<br />
{{GGACR_Move_Card<br />
|input=214[D]<br />
|description=<br />
'''The''' single most important tool in HOS's kit. Gains frame advantage across the board, cementing HOS's position as the close-range king.<br />
*Raises HOS's Charge Gauge on use. Build speed gradually increases the longer it is held.<br />
**As charge increases, HOS gains access to stronger versions of every special move and overdrive.<br />
*Mainly used for Charge Cancelling, which replaces the recovery of any normal to 13f or however much you want to hold it for.<br />
**This results in some moves gaining much higher frame advantage and letting HOS be ''plus on nearly any blockstring''. Opponents can be made very afraid of pressing buttons.<br />
}}<br />
<br />
===<big>Charge Burst</big>===<br />
{{InputBadge|{{clr|5|214[D]}} > {{clr|4|H}}}}<br />
{{GGACR_Move_Card<br />
|input=214[D] > H<br />
|description=<br />
Explosion move used to blow back opponents who rush headlong to punish charge. Should be used sparingly to make opponents more wary of attempting to punish your Charge attempts. Like many slow reversals, opponents can use relatively safe options to cover against Charge Burst.<br />
*Full CH duration for its recovery<br />
*Cannot be Roman Canceled<br />
}}<br />
<br />
===<big>Action Charge</big>===<br />
{{InputBadge|{{clr|5|D}} during Special Recovery}}<br />
{{GGACR_Move_Card<br />
|input=Special > D,Special > j.D<br />
|description=<br />
Builds slightly under a full level of charge after any special move.<br />
*Lets HOS build charge at the end of combos/setups with special moves, but usually sacrifices time to oki.<br />
*Has an FRC on it to make this safe and sometimes gain advantage.<br />
*Don't use this carelessly, as it puts HOS in Counter Hit state.<br />
*Generally best used after Level 2 attacks which knock down (BRP, RI).<br />
----<br />
The Air version is similar to the grounded version but locks HOS out of acting until landing.<br />
*Builds the same amount of bar, best used after landing air specials which knock down.<br />
*Keeps HOS in Counter Hit state all the way down, putting him in a very dangerous position when not FRC'd.<br />
*Strong with Storm Viper, as it will make it safe if you hold the buttons to FD after an FRC. You can also negative edge another Storm Viper into it.<br />
**Note that this puts HOS in Counter Hit state during AC's startup, so you can still be punished before an FRC is possible. Don't get predictable.<br />
}}<br />
<br />
==Force Breaks==<br />
===<big>Fafnir</big>===<br />
{{InputBadge|{{clr|5|41236D}}}}<br />
{{GGACR_Move_Card<br />
|input=41236D<br />
|description=<br />
A fantastic, fear inducing move, unlike how tame present-Sol's version is.<br />
*Half screen low that comes out on Frame 10, can tag very unexpectedly.<br />
*Lower body invincible to go over low poke attempts.<br />
*Knocks down on hit for 70 damage, or converts to around 200 damage out of simple IAD confirms, without resources.<br />
*Floats higher on CH, leading to Dust Loops and even higher damage.<br />
*Can't be cancelled into, so Fafnir will commonly see use in neutral, or after a short charge cancel. <br />
*Loses to standing pokes if improperly spaced, and will get reversal'd if used predictably.<br />
*Extends its hurtbox before going active. Use it at the right range to become truly terrifying.<br />
}}<br />
<br />
==Overdrives==<br />
===<big>Tyrant Rave ver. Omega</big>===<br />
{{InputBadge|{{clr|4|632146H}}}}<br />
{{GGACR_Move_Card<br />
|input=632146H Lv1,632146H Lv2,632146H Lv3<br />
|description=<br />
Mediocre super, but tacks on some okay damage and knocks down.<br />
*Very long startup, especially post flash. Easy to react to.<br />
*Can be counter reversal'd, but will sometimes clash due to the lengthy invincibility.<br />
*First hit has a weird quirk where it can hit both the opponent and their puppet instead of just the latter<br />
**Keep {{clr|2|5K}} or {{clr|4|Storm Viper}} primed in case of a clash.<br />
----<br />
Lvl 2 has far more utility due to free followups afterwards.<br />
*Wallbounces from anywhere for a free conversion.<br />
*Slightly faster than Lvl 1 with some more invuln. <br />
*Best used early in combos due to how Overdrives scale damage.<br />
*Still not a very good reversal. Comes with the same problems as Lvl 1.<br />
----<br />
Lvl 3 is a very expensive tool with far more damage.<br />
*Slightly more utility as a reversal as invuln carries somewhat into the startup of the second hit.<br />
*Bigger damage and knockdown on the last hit.<br />
*Pushes out farther on block, might be harder to punish for some characters.<br />
*Generally not worth the resources unless it will kill.<br />
}}<br />
<br />
===<big>Savage Fang</big>===<br />
{{InputBadge|{{clr|1|632146P}}}}<br />
{{GGACR_Move_Card<br />
|input=632146P Lv1,632146P Lv2,632146P Lv3<br />
|description=<br />
Lackluster projectile super at Lvl 1 that basically reuses DI-Gun Flame's graphics and hitbox in a sense.<br />
*Launches on hit as a short combo extender.<br />
*Decent base damage, but otherwise inferior to Lvl 2 in every regard.<br />
----<br />
Lvl 2 is a powerful anti-zoning tool with 2 extra DI Gun Flames layered on.<br />
*Frame 0 after the flash; the opponent is stuck in, and must face the consequences of whatever state they were in before the super flash.<br />
*Catches players pressing buttons, throwing projectiles, or even just walking/running forward.<br />
*Hits from over half the screen away.<br />
*Eats through other projectiles.<br />
*High chip damage.<br />
----<br />
Lvl 3, being EX Sol's very version of this attack, is a big conversion tool from short combos and knockdown.<br />
*Removes OTG on hit and launches for big conversions.<br />
*High base damage, but quite expensive.<br />
*Can trade heavily in your favor.<br />
*Very clutch, but strong tool.<br />
}}<br />
<br />
===<big>Dragon Install: Sakkai</big>===<br />
{{InputBadge|{{clr|3|632146S}} > {{clr|1|P}}, {{clr|2|K}}, {{clr|3|S}}, {{clr|4|H}}, {{clr|5|D}}, {{clr|2|K}}, {{clr|3|S}} > {{clr|4|632146H}}}}<br />
{{GGACR_Move_Card<br />
|input=632146S<br />
|description=<br />
Fully cash out to make sure they're dead. This version of DI is done as a short-range aura-explosion that has to connect in order for the rest of the sequence to be inputted.<br />
*Nod to Deadly Rave. Costs FULL resources: Level 3 bar, 100 tension.<br />
*Deals 40-50% of a character's life bar raw when at full health.<br />
*Combos from nearly any Lvl 3 special (assuming you had enough charge on the hit to ensure HOS is still at level 3 afterwards)<br />
*Restands and removes OTG on the second hit, so it works out of sweeps, corner throws, and launches.<br />
*Turns into a psuedo-instant kill with a distinct animation if the last hit will end the round. Otherwise ends with the last hit of Tyrant Rave Lvl 3.<br />
*Rarely used at higher level play due to the cost, but unburstable, and can be confirmed from fairly easily if a kill is guaranteed.<br />
<br />
*How to time this move: Wait until HOS rushes and hits them with the first uppercut after in the initial explosion.<br />
**Hit the buttons in time with the preceding hit: {{clr|1|P}}, {{clr|2|K}}, {{clr|3|S}}, {{clr|4|H}}, {{clr|5|D}}, (slight pause), {{clr|2|K}}, {{clr|3|S}}, {{clr|4|632146H}}.<br />
**Has a decent amount of recovery if you mistime an input in the sequence or press the wrong button. Be careful!<br />
**If cancelled into from {{clr|5|2D}}, the sequence can be intentionally dropped after the {{clr|5|D}} input and linked into other normals for style instead.<br />
}}<br />
<br />
==Colors==<br />
{{GGACRColors|Character=Order-Sol}}<br />
<br />
==Navigation==<br />
{{notice|To edit frame data, edit values in [[GGACR/Order-Sol/Data]].}}<br />
{{GGACR/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/Hakumen&diff=375996BBCF/Hakumen2023-02-19T22:52:11Z<p>GunBlaze: </p>
<hr />
<div>==Overview==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Hakumen is a '''high damage defensive character'''. His Drive is a '''parry''' which forces the cast into RPS situations where they have to guess, even when they're on the offensive. Hakumen also has a very diverse array of specials, with a unique catch: He needs to spend Heat to perform them.<br />
<br />
To offset this catch, Hakumen passively generates Heat at all times and can generate more with his drive. Hakumen is also one of the few characters who can cancel his specials into each other and most of them have high damage and/or proration. The net result is that, with enough resources, Hakumen has an extremely high damage potential. His normals are no slouch either. Hakumen possesses some excellent normals, such as {{clr|C|4C}} and {{clr|C|j.C}} for neutral and {{clr|A|j.2A}} to deal with projectiles. Hakumen also has a solid defense with his drive described below, meaning overall Hakumen is a fairly well-rounded '''high-risk high-reward character'''.<br />
}}<br />
{{BBCF/Infobox|height=2<br />
| fastestAttack = [[#5A|5A]] (5F whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#2D|2D]] (Catch 1~8F)<br/>[[#6D|6D]] (Catch 1~9F)<br/>[[#Yukikaze|236236D]] (Catch 1~27F)<br/>[[#Kokūjin Oūgi: Akumetsu|[2]8D]] (Catch 1~16F) (Astral)<br />
| fatalStarter = [[#6C|6C]]<br/>[[#Tsubaki|j.214C]]<br/>[[#Yukikaze|236236D]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Zanshin (God Slash)<br />
|content=Hakumen's Drive projects an energy barrier with a guard point that parries attacks. When triggered with a strike, Hakumen will follow up with an invincible, but blockable, counterattack. This gives Hakumen an effective counter to use against many of his opponent's options. In addition, many of Hakumen's normals cancel into his Drive. This makes Zanshin not only a great defensive tool, but an offensive one as well, countering attacks that may exploit holes in Hakumen's blockstrings. Hakumen's drives share many traits:<br />
<br />
*The guard point protects and triggers on either side of Hakumen, and the counterattack will autocorrect to face the opponent.<br />
*If the opponent makes contact with a strike, they experience a long hitstop while Hakumen receives none, making the follow-up much easier to land.<br />
*On hit, the counterattack generates 1 Magatama and can be special cancelled for a combo.<br />
*If a projectile is guarded, normal drives will not activate their counterattack, but will still remain completely invulnerable throughout recovery.<br />
*Hakumen can also special cancel the guard point trigger itself; doing so will carry over invincibility into the next move for 10 frames. This can be used as a pseudo reversal option even against projectile attacks.<br />
*All drives are in a counterhit state from start to finish. Poor timing or using the incorrect drive for a certain attack can lead to a heavy punish.<br />
|header2=Overdrive: Kishin (Demon God)<br />
|content2=During Overdrive, Hakumen's gains the following buffs:<br />
*Greatly increases passive Heat gain (see below).<br />
*Hakumen becomes immune to Heat Gauge cooldown, vastly improving the Heat generated. Many special moves will leave Hakumen with more Heat than he started with.<br />
*Drives generate two Magatama on hit rather than one. <br />
*Drives on hit have more frame advantage, leading to stronger follow ups.<br />
<br />
Hakumen's overdrive is straightforward but extremely powerful. It gives Hakumen the ability to use his specials much more freely, and combo routes involving Overdrive deal extremely high damage. The extra Magatama generated alone can turn the tides of a match, even if not used while in Overdrive. The benefits of his overdrive end the instant overdrive does, including the moment an Exceed Accel hits, even if an Overdrive version of a Distortion Drive is still playing out.<br />
}}<br />
</div><br />
<div id="home-content" class="home-grid"><br />
{{card|width=6<br />
|header=Unique System: Magatama<br />
|content=Hakumen has a unique meter system. His Heat Gauge is visually divided up into 8 "Magatama" stocks, which represent 12.5% heat gauge each. These Magatama are used for his special moves in addition to the usual uses for heat. Whilst this mostly just functions as a stylized heat meter, (Rapid cancels still cost half of a full meter, or 4 Magatama, for example) the way Hakumen's heat is generated is quite different:<br />
<br />
*Hakumen starts a round with 1 Magatama.<br />
*Hakumen will gain Heat passively:<br />
**Normally, Hakumen gains 4 Heat points per frame (15 during Overdrive). One Magatama is worth 1250 Heat points, so normally it takes 312.5 frames to gain one Magatama (83.3 frames under OD). This increment takes place in real time and will not be stopped by any type of superflashes, hitstop, blockstop or timer stops (Overdrive).<br />
**This rate is 2 per frame while Hakumen is in hitstun (10 during Overdrive).<br />
**The gain increases by a flat 1 Heat per frame while below 35% health, regardless of state. <!--but auto heat regen is 11 heat per 10f, need more checking?--><br />
**The final amount is divided by 4 during [[BBCF/Gauges#Heat_Gauge_Cooldown|Heat Gauge Cooldown]] unless in overdrive. Fractions are truncated, so Hakumen will generate 1 Heat point per frame and zero while in hitstun (even while below 35% health in both cases).<br />
*Successfully hitting with his normal Drives or cutting a projectile will generate one Magatama instead of basing the gain on the damage dealt.<br />
*Hakumen generates Heat from hitting his opponent, blocking and being hit at a quarter of the rate as anyone else. Even though they spend meter to do so and usually incur a cooldown, Special Moves still generate Heat on hit. <!--Based on rough calculations, mostly happy with it--><br />
<br />
Due to this, Hakumen gains much more Heat through his passive gain than by attacking. Players are incentivised to play defensively, keeping their opponent away, calling their attacks and then going all in with a flurry of attacks when the time is right.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
*Must be barriered when in the air<br />
<br />
Standard standing jab and one of the rare 5f normals. It is, however, terrible in pressure as it whiffs on everyone crouching except Haku and Tager. {{clr|A|2A}} > {{clr|A|5A}} also works in pressure on Relius and Kagura. Thanks to its low start-up and recovery, it acts as a reliable anti-air at close range. <br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] (Can cancel into other normals after 10 frames): {{clr|B|5B}}, {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|3C}}, {{clr|D|Drives}}, Special, Throw, Jump''<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
*Does not hit everyone crouching from far away<br />
*Must be barriered when in the air<br />
*Hakumen's hurtbox moves far back during start up<br />
*Now combos into {{clr|B|2B}} in CF<br />
<br />
Fairly situational {{clr|B|5B}}. While it's 0 on block and jump cancellable, it suffers from a poor horizontal hitbox which hinders its usefulness in pressure. At close range, it can gatling into {{clr|B|2B}} for a 2-frame gap frame trap or {{clr|B|6B}} for a 50/50.<br />
<br />
In neutral, it isn't that good either due to its poor hitbox and fairly high recovery. Thanks to its awkward hurtbox, it has some niche punishing purposes like making the first hit of Kokonoe's 214214x whiff and preventing her from using RC.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] (Can cancel into other normals after 21 frames): {{clr|A|5A}}, {{clr|A|2A}}, {{clr|B|2B}}, {{clr|A|6A}}, {{clr|B|6B}}, {{clr|D|Drives}}, Special, Jump''<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
*13F-15F can cut projectiles<br />
*Must be barriered when in the air<br />
*Hard Knockdown on Airborne opponents<br />
*Forces crouching on hit<br />
<br />
Haku's standard punish move. It forces crouching on hit, which can lead to high damage combos with only one Magatama with {{clr|A|214A}} > {{clr|C|2C}}. Can be cancelled into overdrive. On a {{clr|C|5C}} CH > OD if the opponent bursts immediately, there is enough time to block the burst and punish with another {{clr|C|5C}}.<br />
<br />
In neutral, it can act as a pseudo high-risk high-reward anti-air if spaced correctly.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Special''<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
One of the furthest-reaching {{clr|A|2A}} of the cast and amazing in neutral. In pressure, it can be linked into itself (gapless), {{clr|B|2B}} (can be DP'ed on IB), {{clr|A|6A}} (frame trap) or any special. Additionally, while {{clr|A|2A}} > {{clr|B|6B}} isn't a gatling it but can be used as a mix-up option. Beware, that {{clr|A|2A}} > {{clr|B|6B}}/{{clr|B|2B}} may whiff if done from too far.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] (Can cancel into other normals after 11 frames): {{clr|A|5A}}, {{clr|B|5B}}, {{clr|A|2A}}, {{clr|B|2B}}, {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|3C}}, {{clr|D|Drives}}, Special, Throw''<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
*Air tight blockstring when late chaining into {{clr|A|5A}}<br />
*Good active frames make it good for checking approaches, catching rolls, and as a meaty.<br />
<br />
With its great range and quick start-up, this is one of Hakumen's best moves for footsies. Being a 8-frame low, it enables 50/50 mix-up when combined with {{clr|B|6B}}. In pressure, it can be followed up with {{clr|A|623A}} > Throw or {{clr|A|214A}} (can be DP'ed on IB). <br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] (Can cancel into other normals after 18 frames): {{clr|A|5A}}, {{clr|A|2A}}, {{clr|D|Drives}}, Special''<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
*Head invulnerability from frames 9-15<br />
*10-18F can cut projectiles<br />
*Must be barriered when in the air<br />
<br />
{{clr|C|2C}} has great vertical reach but is very punishable on whiff. If blocked, it can be cancelled into {{clr|A|214A}} or {{clr|A|623A}} to make it safe. This move should only be used as an anti-air if it certain it will at the very least be blocked. This move is useful against IAD at midrange but is very weak against cross-ups.<br />
<br />
Comboing after it can be fairly tricky. {{clr|C|2C}} > 9hjc j.{{clr|A|2A}} works most of the time on normal and counter hit and at most height and distance. On CH, it can combo into Falling j.{{clr|C|2C}} > {{clr|A|6A}} > {{clr|B|6B}} for high damage combos.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Special, Jump (on hit)''<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
*Must be barriered when in the air<br />
*No head invulnerability<br />
<br />
Situational pressure tool. In pressure, it's -1 at close range, +0 if done from a distance. While it pushes Hakumen forward, it isn't that strong in pressure as the options afterwards are limited, especially if it is barriered. {{clr|A|6A}} > {{clr|B|6B}} is gapless but heavily telegraphed, as {{clr|A|6A}} doesn't have any gatling into a low. On CH, it can combo into Forward Hop > {{clr|C|5C}} > {{clr|A|214A}} or {{clr|B|214214B}}, the latter being extremely rare.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|6B}}, {{clr|D|Drives}}''<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
*4-22F foot invulnerable<br />
*Must be barriered when in the air<br />
*As of 2.0, cancels into Shippu<br />
<br />
One of the fastest overheads in the game, but doesn't combo into anything on a normal hit. Do not to abuse this move in pressure as it has a lot of recovery and is -4 on block. If used too predictably, it is possible to OD through it and reliably punish it. It only leads to combos on CH, rapid cancel, after a high {{clr|A|6A}} hit or into Shippu > Kishuu near the corner.<br />
<br />
{{clr|B|6B}} is also a versatile okizeme ender, which leads to safejumps on frame 13 reversals on grounded hit and frame 9 reversals on air hit. <br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|D|Drives}}, Super''<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C,6[C] Lv 1, 6[C] Lv 2 |versioned=input<br />
|description=<br />
The '''No Charge''' version has these unique properties:<br />
*Staggers on ground counter hit.<br />
*Slides on air counter hit.<br />
<br />
<br />
The '''Partial Charged''' version has these unique properties:<br />
*Slides on normal and counter hit.<br />
<br />
<br />
The '''Fully Charged''' version has these unique properties:<br />
*Bonus Proration 110%<br />
*58-62F can cut projectiles<br />
*Forces fatal counter even on normal hit<br />
*Best opener P1/P2 and up front values by far.<br />
<br />
<br />
'''Each version''' has the following properties:<br />
*Can cut projectiles starting from 2F before the active frames.<br />
*Fatal counter<br />
*Must be barriered when in the air <br />
<br />
<br />
While it is on paper {{clr|C|6C}} Hakumen's best move to punish moves, it requires a fatal counter to link into moves other than {{clr|A|5A}} and it can't be cancelled into overdrive. As such, {{clr|C|5C}} is often better as a punishing tool. Regardless, it can be used to punish some DPs such as Ragna and Jin's {{clr|C|623C}} for OD-less high-damage routes.<br />
<br />
In neutral, {{clr|C|6C}} has a pretty large horizontal hitbox, but its long recovery and slow startup makes it a poor spacing tool. <br />
<br />
{{clr|C|6C}} (level 2) is essentially a combo filler in the corner since it causes slide on grounded opponents, examples include Forward Throw > {{clr|A|623A}} > {{clr|C|6C}} (level 2) or {{clr|C|41236C}}(1) > {{clr|A|623A}} > {{clr|C|6C}} (level 2).<br />
<br />
{{clr|C|6C}} (level 3) is an extremely situational punishing move. It can be used to punish Arakune's {{clr|C|236236C}}, Platinum's parry, Terumi's parry super, Azrael's astral and Mai's {{clr|D|236D}} (by using overdrive to make the second hit of her super whiff).<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Super''<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
*7-14F can cut projectiles<br />
<br />
A very fast and far reaching poke. Since it only has 8-frame of start-up, it can be used to punish EA at close range. It requires a CH or RC to combo. Up close, It can combo into {{clr|A|6A}} > {{clr|B|6B}} and {{clr|B|2B}} > {{clr|A|214A}} from further away. Since it's -12 it's extremely easy to punish as such:<br />
<br />
'''Do not autopilot combos that end with {{clr|C|3C}} in pressure.'''<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|214214B}}''<br />
}}<br />
<br />
===<big>{{clr|C|4C}}</big>===<br />
{{BBCF Move Card<br />
|input=4C<br />
|description=<br />
*Fast and long-ranged neutral tool.<br />
*8-10F can cut projectiles.<br />
<br />
{{clr|C|4C}} is one of Hakumen's prime neutral tool thanks to it's great range and start-up. Be careful, as many characters can simply dash under or uses moves that low profile to avoid it (Such as Izanami's {{clr|B|2B}}). It only combos into {{clr|C|632146C}} on normal hit. On CH, it can be linked into itself, {{clr|A|214A}} or {{clr|A|623AA}}, but none of these work at max range.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Super''<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
*Late chains into {{clr|B|j.B}}<br />
<br />
A pretty decent tool for air to air situations, and for setting up a Throw Reject Miss on an unsuspecting opponent (IAD J.A x(1~2) > Air throw). In neutral, IAD J.A > J.C is very strong as the J.A deals with the other air-to-air and let the J.C hit very close to the ground. It's fairly difficult to combo after J.A. On normal hit, it only combos into J.A, J.B, J.{{clr|A|214A}} at certain heights; On CH, combos into J.C and Falling J.B > {{clr|C|5C}}.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] (Can cancel into other normals after 13 frames): {{clr|A|j.A}}, {{clr|B|j.B}}, Special, Throw''<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
*Late chains into {{clr|A|j.A}} and {{clr|A|j.2A}}<br />
*Solid crossup hitbox<br />
<br />
An amazing normal with a better hitbox than it looks. It's a very good move for jump ins and for crossing the opponent up. On okizeme, after an air hit {{clr|B|6B}}, Hakumen can 9jc > J.A (whiff) > J.B or 669 > J.A (whiff) > J.B (to cross-up) for a left right/mix-up which also acts as a safejump. The 669 option is also useful to get out of the corner.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] (Can cancel into other normals after 28 frames): {{clr|A|j.A}}, {{clr|A|j.2A}}, Special, Jump<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
*Wall sticks on corner hits<br />
*Projectile guard point 10F-19F<br />
<br />
The go-to tool for Hakumen's air-to-air game. Its hitbox extends all the way from the tip of Hakumen's blade to his shoulder, which makes it great for spacing in the air. It blows the opponent back on hit, and wall sticks in the corner. On a air hit CH and near the corner, it is possible to combo with J.C CH > IAD J.C > J.{{clr|B|214B}} or J.C CH > IAD > {{clr|C|5C}} if close enough to the ground.<br />
<br />
On tall characters falling {{clr|C|j.C}} is also a strong zoning tool. Bear in mind its slow startup means that it must be used preemptively for close to the ground air-to-air confrontations. <br />
<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Special, Jump (on hit)''<br />
}}<br />
<br />
===<big>{{clr|A|j.2A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2A<br />
|description=<br />
*Projectile guard point 5F-24F<br />
<br />
One of Hakumen's fastest moves for cutting the opponent's projectiles thanks to its long active time, and decent air-to-air tool. It only gatlings into J.C and specials. Primarily used against zoners to approach. The strategy is to 9jc > Barrier > Delay J.{{clr|A|2A}}. It cuts projectiles in neutral and keeps a jump/airdash option available afterward to adapt to the situation. <br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] (Can cancel into other normals after 27 frames): {{clr|C|j.C}}, Special, Jump<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
*Projectile guard point 14F-19F<br />
<br/><br />
Decent air to ground tool, it has a bigger hitbox than J.B but is slower and it's harder to combo after it. A very common mistake is to overuse IAD J.{{clr|C|2C}} in neutral. J.{{clr|C|2C}} is very slow and as such fairly easy to anti-air. 7/9jc > Barrier > Close to the ground J.{{clr|C|2C}} can be very strong as it exploit J.{{clr|C|2C}} great hitbox while making hard to punish. In the corner {{clr|B|6B}} > J.A(whiff) > Falling J.{{clr|C|2C}} acts as a safejump. J.{{clr|C|2C}} is also used after J.{{clr|A|214A}} air combo enders to prevent delay techs, rolls or to even meaty with certain setups.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Special''<br />
<br />
}}<br />
<br />
==Drive Moves==<br />
Each of Hakumen's Drive normals automatically trigger a counterattack after blocking an opponent's strike, but not after blocking a projectile. Hakumen becomes fully invulnerable for the remainder of the Drive move if any attack is blocked, and also gains the option to cancel into any special, super, Crush Trigger or Exceed Accel if the counterattack is not triggered. Each counterattack's startup can also be cancelled into any of the same options in a short window before they are active.<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D,5[D] Lv 1,5[D] Lv 2,5D Attack |versioned=input<br />
|description=<br />
*Can be held to extend parry window<br />
*Cannot block low moves, regardless of attribute.<br />
*Gain 1 Magatama when followup attack connects.<br />
*0% heat gain multiplier (No normal heat gain outside of the fixed 1 Magatama)<br />
*Swaps sides and causes hard knockdown<br />
Your general purpose counter and the most lenient with its timing due to its ability to be held. However, this is the only normal drive move that doesn't have guard point from the first frame, so don't use it as a reversal. Gives reasonable reward on hit.<br />
<br />
{{clr|D|5D}} can act as a pseudo anti-air. It combos into {{clr|B|236B}}, {{clr|A|623A}} and can be OD cancelled<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Special''<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D,2D Attack |versioned=input<br />
|description=<br />
*Cannot block overhead moves, regardless of attribute.<br />
*Gain 1 Magatama when followup attack connects.<br />
*0% heat gain multiplier (No normal heat gain outside of the fixed 1 Magatama)<br />
*Swaps sides and causes hard knockdown<br />
<br />
A mid and low counter that is active frame 1, so can be used as a wake-up reversal, although the follow-up attack may miss entirely depending on the hitboxes. On hit it puts the opponent behind Hakumen, useful for corner switching with an opponent. Loses to overheads. Just like {{clr|D|5D}}, it combos into {{clr|B|236B}}, {{clr|A|623AA}} and can be OD cancelled.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Special''<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D,6D Attack |versioned=input<br />
|description=<br />
*Cannot block low moves, regardless of attribute.<br />
*Gain 1 Magatama when followup attack connects.<br />
*0% heat gain multiplier (No normal heat gain outside of the fixed 1 Magatama)<br />
*On successful counter, blows opponent away and wallbounces<br />
<br />
Where {{clr|D|5D}} is a safer prediction move with a potentially bigger reward, this is more akin to a reversal, going active in 1 frame but having bad recovery. Like {{clr|D|5D}}, it catches highs and mids, but loses to lows. Sometimes used after {{clr|A|6A}} or {{clr|B|6B}} to catch attempts at poking out. Primarily used on reaction after an OD flash or against slow overheads. It can also be used to counter some IOH like Rachel's {{clr|B|5B}} > 9jc J.{{clr|D|2D}} J.A. <br />
<br />
Unfortunately, it's very difficult to combo after it and the combos usually aren't worth doing.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Special''<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D,j.D Attack |versioned=input<br />
|description=<br />
*No weakness to specific guard types, unlike other Drives.<br />
*Stalls air momentum.<br />
*Gain 1 Magatama when followup attack connects.<br />
*0% heat gain multiplier (No normal heat gain outside of the fixed 1 Magatama)<br />
The anti-air-to-air and anti-anti-air drive. Can be used when falling down or after an IAD to counter moves which are otherwise tough to deal with. It is also a mindgame tool after a blocked J.{{clr|A|214A}} to deter the opponent from using an anti-air. Be careful though, as it can be dealt with air grabs. After J.D, Hakumen is in recovery until landing. As such, using it while high in the air is a risky gamble. On hit, it combos into J.{{clr|A|2A}} or J.{{clr|C|214C}}.<br />
<br />
As of CF2, an air option (double jump, air dash) is regained upon a successful catch, meaning it is always possible to go for J.D > J.{{clr|A|2A}} > 9jc > J.B{{clr|A|2A}} > J.{{clr|A|214A}} even after a double jump.<br />
<br />
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Special''<br />
}}<br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*100% minimum damage (1500)<br />
*Staggers on hit<br />
<br />
Primarily used after a {{clr|A|2A}} at close range or {{clr|A|623A}} in pressure. Midscreen, it combos into {{clr|C|2C}} or Forward Hop > J.{{clr|B|214B}}. In the corner, it combos into {{clr|A|623A}} > {{clr|C|6C}}(level 2). The first hit after throw is unburstable. In the corner, Throw > ODc > {{clr|C|6C}}(level 2) leads to efficient combos making it a very useful round ender. <br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*100% minimum damage (1400)<br />
<br />
Hits twice, only the second move can be special cancelled. Unlike forward throw, back throw requires a Magatama midscreen to continue the combo with {{clr|A|623A}}, {{clr|A|623AA}} or Delay {{clr|A|214A}}. The first hit can be rapid cancelled into {{clr|C|5C}} OD avoiding the move's proration and thus leading to very high damage under the right circumstances. This is, however, very situational and a fairly difficult link.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*100% minimum damage (1500)<br />
<br />
The second hit can combo into J.B, J.{{clr|A|2A}}, J.{{clr|C|2C}} (If high enough) or {{clr|A|2A}} > {{clr|A|6A}} (If too close to the ground). In the corner, combos into J.C > {{clr|C|6C}}. This is also sometime used as an air combo ender, as not a lot of characters can deal with J.C after teching it.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*180F meter cooldown<br />
*1-20F invincibility<br />
*Requires 4 Magatama<br />
<br />
A fairly good counter assault with a nice hitbox, as it can't be low profiled and has decent reach. It is, however, not used very often as spending 4 Magatama is most of the time not affordable or not worth it.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
<br />
*Can be held<br />
*Requires 2 Magatama<br />
*100% P2 when charged<br />
*180F meter cooldown<br />
<br />
Causes guard crush on normal blocking. It staggers if hits a grounded enemy and launches otherwise. When charged, this move has a 100% P2, which means it doesn't affect the damage reduction in a combo. As such, this is a great overdrive combo filler. Primarily used after {{clr|C|41236C}}(1) or Air hit {{clr|C|5C}} in OD combos. <br />
}}<br />
<br />
===<big>Backdash</big>===<br />
{{InputBadge|44}}<br />
{{BBCF Move Card<br />
|input=44<br />
|description=<br />
*Quickest backdash in the game<br />
*Only invulnerable to throws briefly on startup and nothing else.<br />
* Air Special cancellable from Frame 8, Grounded special cancels possible from frame 11<br />
<br />
Hakumen's backdash, unlike most backdashes, isn't a defenseive tool as is only throw invulnerable for a few frames. It can be cancelled into specials but forward hop is often better for that purpose. The lack of invulnerability is to prevent a potent interaction with {{clr|B|j.214B}} as it would become true reversal.<br />
<br />
Instead use it for its speed, primarily a neutral tool, to create distance and adjust spacing. <br />
}}<br />
<br />
==Specials==<br />
* Hakumen can cancel his specials and supers on hit or block into other specials, supers, Crush Trigger or Exceed Accel. Normally, each special can be used only once per string.<br />
<br />
===<big>Fuumajin</big>===<br />
{{InputBadge|Cut Projectile}}<br />
{{BBCF Move Card<br />
|input=Fuumajin<br />
|description=<br />
Whenever one of Hakumen's sword moves "cuts" an opponent's projectile, that projectile has one hit removed and Fuumajin is spawned in its place. Hakumen also immediately gains 1 Magatama. It is a key tool for dealing with projectile heavy characters but occasionally sees use elsewhere too. While its specific usage varies a lot with the matchup, in general terms it can be used to simply deny or defend against a long ranged attack or simply to put up a barrier to stop a barrage of projectiles or your opponent closing in after their projectile. At other times it can be used more aggressively; correctly timing a sword strike to cut a projectile as it spawns can give you effectively additional reach or severely limit your opponent's movement options.<br />
<br />
On paper the attack is also a good starter, but it can be difficult to capitalise on. In the event you hit your opponent at the same time as cutting a projectile, the Fuumajin will hit after the sword hit, potentially ruining any counterhit confirm.<br />
<br />
*If Hakumen's sword or an existing Fuumajin and his body connect with a projectile on the same frame, Hakumen will be unharmed.<br />
*The Fuumajin itself has guard point against anything projectile-attribute, and will reset its duration when it blocks something. Usually this means it will remove the rest of the hits of a multi-hit projectile.<br />
**It will also block Strike-Projectiles like Azrael's 2C or any of Nine's normals, even though they cannot be cut to first create a Fuumajin.<br />
*Hakumen can only have one Fuumajin active at a time; cutting another projectile will create a new Fuumajin, replacing the existing one.<br />
*Does not go away when Hakumen is hit.<br />
<br />
There are some specific interactions:<br />
*Jin's {{MMC|chara=Jin Kisaragi|input=632146C|label=Touga Hyojin}}; creates a Fuumajin when cut, but the wave has too many hits and travels too fast, so the attack will keep going and hit Hakumen anyway.<br />
*Platinum's {{MMC|chara=Platinum The Trinity|input=214A/B/C|label=Dream Sally}}; pops the bubble, even if you hit with the part of a slash that can only hit projectiles<br />
*Hibiki's Shadow Clones; Will destroy the clone withoutcreating a Fuumajin unless it is struck while active, which is usually just before it reaches the Hakumen, so the timing is quite tight<br />
*Another Hakumen's Fuumajin; A new one will be spawned, then both will collide and delete each other immediately<br />
*Susanoo's {{MMC|chara=Susano'o|input=6A|label=6A}}; Can be cut with precise timing. Unusually however, another 6A afterwards will destroy the Fuumajin.<br />
}}<br />
<br />
===<big>Guren</big>===<br />
{{InputBadge|{{clr|A|214A}} with 1 Magatama}}<br />
{{BBCF Move Card<br />
|input=214A<br />
|description=<br />
Pressure and combo tool. Combos into {{clr|A|2A}}, {{clr|C|41236C}} or even {{clr|C|2C}} if the opponent is crouched. Being +1 on block, it can be followed-up by {{clr|A|2A}} to reset the pressure. However, it is fairly easy to IB as Hakumen's pressure is limited. If the opponent respects it too much, {{clr|A|214A}} > {{clr|B|6B}} can be used as a mix-up. If they instant block and mash after {{clr|A|214A}}, it is possible to {{clr|D|2D}} them to deter mashing. Do not overuse it in pressure as it drains meter pretty quickly.<br />
<br />
*30F Heat Gauge cooldown<br />
}}<br />
<br />
===<big>Kishuu</big>===<br />
{{InputBadge|{{clr|A|623A}} with 1 Magatama}}<br />
{{BBCF Move Card<br />
|input=623A<br />
|description=<br />
Has 10 frames of Head and Body invulnerability, but does not go through projectiles. In combos, this is used after air hit {{clr|C|5C}} to combo into {{clr|A|6A}}. In pressure, this is used to approach and set up throws. It can also be used after the super flash of some reversal supers to crawl under them and punish with {{clr|C|5C}} CH / {{clr|C|6C}} FC without letting the opponent RC (Valk's {{clr|D|236236D}} / Izayoi's {{clr|C|236236C}}).<br />
<br />
*30F Heat Gauge cooldown<br />
*Cancellable into Enma on frames 10-12, or Renka and Zantetsu from frame 10 onwards; these cancels count as being part of the same string.<br />
}}<br />
<br />
===<big>Enma</big>===<br />
{{InputBadge|{{clr|A|A}} after {{clr|A|623A}}}}<br />
{{BBCF Move Card<br />
|input=623A~A<br />
|description=<br />
An amazing neutral tool with a surprisingly high and far reach, deals with a plethora of pesky moves and punishes them. Midscreen, it combos into {{clr|B|5B}} (close range), {{clr|A|214A}} (far range), {{clr|C|5C}} (air hit and counter hit) or even {{clr|A|6A}} > {{clr|B|6B}} (distance, height and character specific).<br />
As it's -4, it's punishable on IB by most {{clr|A|5A}}/{{clr|A|2A}}. On block, it can be canceled into {{clr|A|214A}} for a gapless blockstring even on IB.<br />
<br />
*30F Heat Gauge cooldown, even though it doesn't cost additional meter to use.<br />
}}<br />
<br />
===<big>Renka</big>===<br />
{{InputBadge|{{clr|B|236B}} with 2 Magatama}}<br />
{{BBCF Move Card<br />
|input=236B<br />
|description=<br />
Great combo tool at close range. Midscreen, it combos into {{clr|A|6A}} > {{clr|B|6B}} and IAD J.{{clr|C|2C}}. In the corner, the main combo is IAD J.{{clr|A|2A}} > J.C. Sadly, the second hit has a poor horizontal reach limiting its usefulness in pressure and it may whiff if the opponent is too far, which is common if the opponent barrier blocks the preceding hits.<br />
Furthermore, it is possible to ODR after the first hit to make the second one whiff, forcing Hakumen to special cancel or be heavily punished.<br />
{{clr|B|236B}}(1) > {{clr|A|623A}} is 0 on block, this is, however, very costly. It has the fastest startup of any of Hakumen's grounded specials, so using it to cover unsafe specials gives tighter frametraps than Guren.<br />
Due to its ability to be jump cancelled, it is possible to perform an Overdrive Cancel by first jump cancelling this move and then cancelling the prejump frames into OD. Jump cancelling will also immediately reset a string, allowing Hakumen to cancel his prejump frames into a special that had already been used.<br />
<br />
*60F Heat Gauge cooldown<br />
*Jump cancellable on the second hit<br />
}}<br />
<br />
===<big>Zantetsu</big>===<br />
{{InputBadge|{{clr|C|41236C}} with 3 Magatama}}<br />
{{BBCF Move Card<br />
|input=41236C<br />
|description=<br />
Standing overhead that can lead to absurd damage. Prime combo filler in OD combos that can be done after {{clr|C|5C}} or {{clr|A|214A}}. {{clr|C|41236C}}(1) > {{clr|A|623A}} is +2 on block, but similarly to {{clr|B|236B}} this is very costly. The second hit has an awful proration and is avoided in long or OD combos with {{clr|A|623A}} or CT. <br />
As far as the basic {{clr|C|41236C}} combo is concerned, {{clr|C|41236C}}(2) > {{clr|A|6A}} > {{clr|B|6B}} > Air combo yields similar damage as {{clr|C|41236C}}(1) > {{clr|A|623A}} > {{clr|A|6A}} > {{clr|B|6B}} > Air combo, so the former is preferred.<br />
<br />
*90F Heat Gauge cooldown<br />
}}<br />
<br />
===<big>Yanagi</big>===<br />
{{InputBadge|{{clr|D|214D}} with 2 Magatama}}<br />
{{BBCF Move Card<br />
|input=214D<br />
|description=<br />
Hakumen advances forward with a Zanshin seal that autoguards attacks and attempts to chokeslam the opponent.<br />
On block, it's -7 and therefore punishable by most {{clr|A|2A}}. It can be cancelled into {{clr|A|214A}} for a frame trap or {{clr|B|236B}} to make it gapless.<br />
Can be used to on wake-up in the corner to escape, but it loses to meaties.<br />
On hit, combo into {{clr|B|236B}} or {{clr|A|623A}} > {{clr|A|6A}} > {{clr|B|6B}}. This is also a very good OD combo ender with {{clr|A|6A}} > {{clr|B|6B}} > {{clr|D|214D}} > EA or {{clr|A|6A}} > {{clr|B|6B}} > {{clr|D|214D}} > {{clr|C|632146C}} > {{clr|A|623A}} > EA.<br />
<br />
*30F Heat Gauge cooldown<br />
*Like other Drive moves, Hakumen can special cancel the remaining startup of the move if it blocks an attack.<br />
*'''Unlike''' other Drive moves, Hakumen attempts the grab at the end even if he didn't block any attack.<br />
}}<br />
<br />
===<big>Agito</big>===<br />
{{InputBadge|{{clr|A|j.214A}} with 1 Magatama}}<br />
{{BBCF Move Card<br />
|input=j.214A<br />
|description=<br />
Low-cost knockdown tool. Counts as a projectile, which allows it to beat most anti-airs. On counter hit, it ground bounces and combos into j.{{clr|C|2C}} or j.B depending on the height. IAD j.{{clr|A|214A}} is a fairly ambiguous cross-up but doesn't combo into anything. <br />
<br />
As far as okizeme is concerned, j.{{clr|A|214A}} is a fairly good ender. For more details, check the okizeme strategy section: [https://dustloop.com/wiki/index.php?title=BBCF/Hakumen/Strategy#Agito link]<br />
<br />
*30F meter cooldown<br />
*Can only be used once in the air<br />
}}<br />
<br />
===<big>Hotaru</big>===<br />
{{InputBadge|{{clr|B|j.214B}} with 2 Magatama}}<br />
{{BBCF Move Card<br />
|input=j.214B<br />
|description=<br />
Primarily a combo extender, as it is possible to airdash afterward into J.{{clr|C|2C}} > {{clr|A|6A}} > {{clr|B|6B}} which leads into high damage combos. In the corner, it is used to end with J.C > {{clr|C|6C}}/{{clr|C|5C}} > {{clr|A|6A}} > {{clr|B|6B}}, which give a much better knockdowns than J.{{clr|A|214A}}. <br />
Even though it's invulnerable, it is not that great of a wake-up option as it is not invincible frame 1 due to the jump and easily whiff if the opponent crouches or use {{clr|A|2A}}. It's a also a short/fast starter, so combos are limited afterward.<br />
<br />
*60F meter cooldown<br />
*Air-unblockable air attack. <!---what---><br />
*Resets Hakumen's air options, and can be jump and airdash cancelled on hit/block<br />
*Can only be used once in the air<br />
}}<br />
<br />
===<big>Tsubaki</big>===<br />
{{InputBadge|{{clr|C|j.214C}} with 3 Magatama}}<br />
{{BBCF Move Card<br />
|input=j.214C<br />
|description=<br />
Situational special. Sometime used in OD combos, however, it is harder to use than {{clr|C|41236C}}.<br />
In pressure, it guard crushes if it isn't barriered. In that case, it can combo into Forward Hop > {{clr|C|5C}} midscreen or {{clr|C|6C}} (level 2) in the corner.<br />
<br />
It can be used on wake-up to heavily punish throw attempts if the opponent is trying to play around {{clr|D|236236D}}. It combos into {{clr|A|6A}} > {{clr|B|6B}} > ... or {{clr|C|5C}} > ODc > {{clr|A|214A}}/{{clr|B|236B}} > ... <br />
<br />
Fastest startup after TK is 19 frames and 21 after a Hop. <br />
<br />
*90F Heat Gauge Cooldown<br />
*Can be used any number of times in the air.<br />
*Can cut projectiles 15F-17F<br />
*Fatal Counter<br />
}}<br />
<br />
==Distortion Drives==<br />
===<big>Kokūjin: Shippu </big>=== <br />
<br />
{{InputBadge|{{clr|C|632146C}} with 4 Magatama}} <br />
{{BBCF Move Card<br />
|input=632146C,632146[C],632146C Wave |versioned=input<br />
|description=<br />
Hakumen launches a sword attack and a shockwave to the opponent.<br />
----<br />
'''Normal Version'''<br />
<br />
Standard distortion combo ender. It can be canceled on block with {{clr|A|623A}} to make it +0 on block, though you waste 5 Magatama so think about it before throwing out. In neutral, this can be useful against zoners (Nu, Lambda, Rachel) since it cuts projectiles on all active frames, or Valkenhayn in wolf form as he can't block it.<br />
----<br />
'''Charged Version'''<br />
<br />
You can hold the button for 100F to get the Charged Version, which is completely unblockable. Basically impractical. The hold mechanic itself is useful for timing some combos that requires height or such.<br />
----<br />
'''Overdrive Version'''<br />
<br />
The OD version fires a taller, Reppuken-esque energy wave to the slash, with an excellent vertical hitbox, allowing one to combo afterwards. Since the energy wave has better proration than the actual slash and wallbounces it can be used in midscreen OD combos, such as CT > {{clr|C|6C}} > {{clr|C|632146C}} (wave), then follow-up with {{clr|A|623A}}.<br />
<br />
*180F Heat Gauge cooldown<br />
*30% minimum damage on slash (Uncharged: 1050[1200] Charged: 1500), 20% minimum damage on wave (500 [600]).<br />
*Normal Wave takes 13 frames to hit the opponent fullscreen and 12 frames in OD.<br />
}}<br />
<br />
===<big> Kokūjin: Yukikaze</big>===<br />
{{InputBadge|{{clr|D|236236D}} with 4 Magatama}}<br />
{{BBCF Move Card<br />
|input=236236D,236236D Attack |versioned=input<br />
|description=<br />
<br />
----'''Normal Version'''<br />
A super version of Hakumen's parries. If activated, Hakumen dashes forward with a slash that hits everything that is head level or lower and is fully invincible throughout. This is a key defensive tool in most match-ups and a life changer with 4 Magatamas as the opponent has to play around it to avoid losing the momentum. Most notably, it is a fantastic tool to escape projectile-based okizeme and makes Hakumen one of the only character who can reliably escape some of them (Like Rachel's {{clr|A|22A}}. Midscreen, it can be comboed into {{clr|A|623A}} > {{clr|A|6A}} > {{clr|B|6B}}; In the corner, it can be comboed into {{clr|A|623A}} > IAD {{clr|A|j.2A}} > {{clr|C|j.C}}, then landing {{clr|C|5C}} > {{clr|A|6A}} > {{clr|B|6B}}. <br />
<br />
----'''Overdrive Version'''<br />
In Overdrive, Hakumen deals more hits and the damage increases. Special note should be taken about the OD version: unlike most other Distortion Drives, this pauses the OD timer for about the entire duration of the move. Combine this with the version's lengthy animation, a removed meter cooldown and the fact that the accelerated meter gain of OD isn't paused, by the time the move ends, most of all of the Magatama spent will have been regained. This can lead to even more damaging combos.<br />
----<br />
*180F Heat Guage cooldown<br />
*Fatal Counters.<br />
*Does not catch unblockable attacks.<br />
*If cancelled into from the startup of another Drive move (after blocking an attack), the attack activates immediately instead of needing to parry another hit.<br />
*It is worth noting that the opponent can attempt to Rapid Cancel after being frozen by Yukikaze. Normally however, the opponent will be stuck in hitstop, meaning the RC will not have time to occur and not consume any meter. <br />
*Moves that have invulnerability on the frame they trigger Yukikaze will remain invulnerable during hitstop, making it possible to RC and then perform another invulnerable action to avoid Yukikaze completely. Other notable interactions include {{Character Label|BBCF|Azrael|label=Azrael}}'s {{MiniMoveCard|game=BBCF|chara=Azrael|input=236236D|label=236236D}} as that move guard point will absorb most of Yukikaze's damage and will only end up doing 200 damage. {{Character Label|BBCF|Mu|label=Mu}}'s {{MiniMoveCard|game=BBCF|chara=Mu-12|input=623C|label=623C}} can RC after Yukikaze and high jump to avoid Yukikaze completely without having to use OD.<br />
}}<br />
<br />
===<big> Kokūjin Oūgi: Mugen</big>===<br />
{{InputBadge|{{clr|B|214214B}} with 8 Magatama}}<br />
{{BBCF Move Card<br />
|input=214214B<br />
|description=<br />
Hakumen's infamous install super, used to capitalise on some big counterhits while at full Heat allowing for some massively damaging combos, virtually guaranteeing victory assuming your opponent doesn't burst and you don't drop the combo. <br />
<br />
Requires 8 Magatama but does not consume any upon startup. Instead, Hakumen's heat gauge now acts as a countdown, depleting rapidly once activated and the effects of this move end only when the heat gauge has emptied. During Mugen, all other specials and supers may be used with no cost, the same special can be used multiple times in a string (but cannot cancel directly into itself), and specials are not affected by Same Move Proration. However no heat will be gained while Mugen is active for any reason, and Hakumen cannot use Rapid Cancel or Counter Assault while in Mugen (you have alternatives, for example {{clr|A|623A}} and Yukikaze). The entire duration of Mugen is 360F, starting after Hakumen has fully recovered from this move or he gets hit.<br />
<br />
Since it has a huge recovery, it is hard to combo into ({{clr|C|6C}} level 3 FC and {{clr|A|6A}} CH only). Alternatively, can be used in neutral as a last resort to try to turn the tide by unleashing a flurry of special moves for free, but some characters can punish it on reaction fullscreen. <br />
<br />
The main Mugen combos are {{clr|B|236B}}/{{clr|A|214A}} > ({{clr|C|41236C}}(1) > {{clr|A|623A}})xN or ({{clr|C|41236C}}(1) > {{clr|D|214D}})xN, the latter dealing less damage but being easier to perform.<br />
<br />
Under Overdrive, the Heat gauge drain is paused, even if it was activated after Mugen. This vastly increases the duration mugen will last for, potentially more than doubling it.<br />
<br />
*Meter drain does not get paused for any reason other than overdrive. Hitstop or either player's super freeze effects will not pad out the length of this move.<br />
*If Hakumen is hit before the superflash, Mugen's effects do not activate. <br />
*After Mugen's effects expire, Hakumen's passive heat gain is zero for 180F. All other Heat gain works as normal. Activating overdrive cancels this state.<br />
*Disables Same Move Proration for all of Hakumen's specials while active.<br />
}}<br />
<br />
==Exceed Accel==<br />
===<big>Kokūjin Kingi: Tengai</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*Foot attribute unlike most EAs.<br />
*[[BBCF/Offense#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]]<br />
*310/671 Minimum Damage<br />
<br />
Hakumen kicks the opponent's feet on startup, then knocks them down and follows with a mighty slash. One of the most practical EA in the game as Hakumen can easily combo into for decent damage. The knockdown after it is poor and is possible to roll for free afterward. In the corner, {{clr|B|2B}} can be used to force the opponent to block after they forward roll.<br />
}}<br />
<br />
==Astral Heat==<br />
===<big> Kokūjin Oūgi: Akumetsu</big>===<br />
{{InputBadge|{{clr|D|[2]8D}}}}<br />
{{BBCF Move Card<br />
|input=[2]8D<br />
|description=<br />
*180F cooldown<br />
*Requires 8 Magatama<br />
*Catches Head, Body, Foot and Burst attributes, including unblockables.<br />
*Does not trigger on Doll attacks, Throws or Projectiles.<br />
*Unlike Hakumen's other drive moves; If it catches an appropriate attack attribute, this attack is ''guaranteed'' to hit.<br />
*30F charge. See [[BBCF/Kagura_Mutsuki#Overview|Here]] for details on charge inputs.<br />
<br />
Catches moves with physical attributes and the rare unblockables (unlike Haku's other drives). For instance, unlike Yukikaze, this can catch Makoto's {{clr|C|41236C}}. It loses to Relius and Carl's doll attacks, grabs and projectiles (including Hazama's chain and his {{clr|C|632146C}}), but can still beat Jin's Astral. <br />
<br />
One of the most impractical Astrals in the game; Hakumen usually spends meter as fast as he gets it and it relies on the opponent to be activated. Hakumen also suffers immensely from throwing away all of his meter if it fails.<br />
<br />
The most practical application this move has is baiting a burst after Throw > {{clr|C|2C}} while the opponent is low on health. It can also be charged and used on reaction during superflash, however, that rarely happens as most players become very careful when Haku has astral.<br />
<br />
While not good by itself, it's a formidable mindgame tool. Crouching in neutral becomes threatening as it forces the opponent to weight every move carefully.<br />
<br />
}}<br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Hakumen}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Hakumen|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/Jin_Kisaragi&diff=375994BBCF/Jin Kisaragi2023-02-19T22:44:26Z<p>GunBlaze: </p>
<hr />
<div>==Overview==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Jin is one of Blazblue's closest examples of a "Shoto" character. He's a '''good all-arounder''' with many tools for any given situation. He is also '''beginner friendly''' and relatively easy to pick up. Jin's unique mechanics come in the form of his Drive and his EX Specials. Jin's Drive gives him the ability to Freeze his opponents and followup with attacks, or create unique mixups to continue his offense. Jin's EX specials allow him to use stronger versions of his special attacks at the cost of Heat. Jin's Overdrive is also an amazing tool that powers up his Freeze mechanic and greatly improves his damage.<br />
<br />
Unfortunately, Jin lacks immediate access to his strongest mixups, as they require meter. As a result, Jin typically relies on stagger pressure, backed up by his solid neutral tools. Additionally, Jin is a rather '''meter hungry''' character. On top of system mechanics, Jin needs to spend Heat to make the most of his unique options. Despite some of these shortcomings, Jin still sees use at the highest levels of play. A good understanding of Blazblue's mechanics and fundamentals will take any Jin player far.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#5A|5A]] (6F, whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Rehhyou|623C]] (13F)<br/>[[#Hirensou|623D]] (13F)<br/>[[#Hiyoku Getsumei|632146D]] (10F)<br/>[[#Kokuujin: Yukikaze|236236D]] (Catch 1~14F)<br />
| fatalStarter = [[#Sekkajin|22C]]<br/>[[#Hirensou|623[D] (2)]]<br/>[[#Kokuujin:_Yukikaze|236236D]]<br />
}}<br />
{{card|width=4<br />
|header=Drive: Reitou (Frost Bite)<br />
|content=Jin's Drive gives him the ability to freeze his opponents, allowing for extended combos and unconventional reset opportunities.<br />
<!-- There's a better way to write this, I think.--><br />
As a basic rule of thumb, Jin's Drive normals can only cause the first freeze in a combo and he can use his EX Specials for further freezes.<br />
<br />
See the [[BBCF/Attack_Attributes#Miscellaneous_Hit_Effects|attack attribute page]] for more details on how Freeze works.<br />
<br />
Jin has access to a set of special moves that consume 25% Heat, similar to Force Breaks from ''Guilty Gear Accent Core +R'', EX Attacks from ''Street Fighter IV'', and SB Skills from ''Persona 4 Arena''. <br />
<br />
* All of Jin's EX Specials freeze the opponent and have Freeze Count 10, effectively ignoring the Freeze Count limit. <br />
* If Jin attempts an attack that requires 25% Heat without sufficient meter, the non-EX version will be done instead (for example, inputting {{clr|D|623D}} with less than 25 Heat will cause Jin to perform {{clr|C|623C}}).<br />
* All EX Specials trigger Heat cooldown for about 3 seconds (180F) upon use.<br />
|header2=Overdrive: Zettou (Frost End)<br />
|content2=During Overdrive, all of Jin's sword normals and specials freeze the opponent; the Freeze Count limit for Jin's normal Drive attacks is altered; and Jin's EX specials gain additional properties (groundbounce, wallbounce, etc.). <br />
<br />
*Sword normals ({{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|C|6C}}, {{clr|C|j.C}}, {{clr|C|j.2C}}) will now freeze the opponent and have a Freeze Count limit of 3.<br />
*Normal Drives ({{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|j.D}}) gain an extended Freeze Count limit of 3.<br />
*Special moves will now freeze the opponent and have a Freeze Count limit of 5. <br />
*Normal Drives ({{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|j.D}}) gain more frame advantage and freeze for a longer period of time. <br />
*Most EX Specials gain better effects on hit for combo extensions, and lose their heat cooldown period.<br />
<br />
Jin gains many new combo routes and damage through these new properties. Jin can use Overdrive to either do lots of unburstable damage like most characters, or to go for new resets using Freeze.<br />
}}<br />
{{card|width=4<br />
|header=[[File:Beginner.png|50px]] [[BBCF/Jin_Kisaragi/Starter|Starter Guide]]<br />
|content=Need help getting started? Go to [[BBCF/Jin_Kisaragi/Starter|'''this page''']] for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down. <br />
}}<br />
<br />
</div><br />
<br />
==Normal Moves==<br />
*All of Jin's Normal moves and Drive moves are Special and Super canceable except {{clr|A|6A}} and {{clr|D|6D}}<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
*Cancels into itself up to 3 times per string.<br />
*Jump cancelable on hit and block.<br />
Standard jab. Whiffs on crouching opponents except those with large crouching hitboxes, such as Tager and Hakumen. Can be used as an antiair against late/weak jumpins.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
*Jump cancelable on hit.<br />
A two hit move. Both hits have a slight vacuum effect. It has good reach and quick a startup, making it a common combo starter. Used as a frame trap tool since it can cancel into many normals, and being only -3, makes the opponent guess if you will frame trap them with a gatling or reset pressure. Has a backward hitbox that is capable of hitting cross-up. In addition to its use in pressure, {{clr|B|5B}} is also part of Jin's neutral game; it can even anti-air or catch an opppnent who air techs poorly. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
*Freezes opponent for 30F during OD. Freeze Count 3.<br />
*Hitbox fully extends on frame 12.<br />
*Jump cancelable on hit and block.<br />
A strong zoning and neutral tool. While it is a good poke, Jin's hurtbox extends before the active hurtbox reaches out fully and as a result it might end up losing to other potentially slower pokes at certain distances, making it better suited as a counter-poke. It has a pretty quick startup, particularly for its range. Use it as a frame trap, punish tool or even to fish for CHs in neutral. On CH, {{clr|C|5C}} > {{clr|B|6B}} is the go-to confirm however at longer ranges {{clr|C|5C}} > {{clr|D|2D}} will be the only way to pick as {{clr|B|6B}} risks whiffing.<br />
<br />
The first two active frames have little horizontal range, but can actually hit opponents above Jin's head, also making this a (situational) antiair!<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
*Jump and Throw cancelable on hit and block.<br />
<br />
Average startup but very long range for a {{clr|A|2A}} and is only -1 on block. Mostly used for stagger pressure and sometimes as a situational antiair, as Jin's hitbox shrinks quite a bit, allowing him to low profile some air attacks, such as his own {{clr|B|j.B}}. Jump cancelable on hit and block. It also has use as a meaty, as if an opponent tries to forward roll, Jin will autocorrect and tag them, while an opponent who neutral techs will block {{clr|A|2A}}. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
Hits low. Two frames slower than {{clr|A|2A}}, but {{clr|B|2B}} has more range and is a better starter; in return, it has more recovery than {{clr|A|2A}}. Can be used to reset pressure from time to time and as an alternative for forward roll catches, though it is more prone to switching sides with the opponent on succesful hit compared to {{clr|A|2A}}. Gained one active frame in 2.0, though total duration on whiff remains unchanged. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|5B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}},<br />
{{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
*Head invul 9-19f.<br />
*Freezes opponent for 30F during OD, Freeze Count 3.<br />
*Jump cancelable on hit and block.<br />
It has a huge vertical hitbox but it has significant startup and recovery. Can be used as an effective frame trap due to long startup and good reward on counter hit. As an antiair, {{clr|C|2C}} is slower than some of Jin's other options, but it has a lengthy period of head invul and great vertical range, making it useful against certain air approaches; however, {{clr|C|2C}} can be beaten by quick attacks due to its startup. Those weaknesses aside, {{clr|C|2C}} has amazing vertical range and is your strongest option against air attacks directly above your head. Jump-cancellable on block, so even if an opponent tries to bait {{clr|C|2C}} with a double jump, you retain the option of jump-cancelling, albeit perhaps not offensive momentum. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|B|6B}}, {{clr|3|6C}}, {{clr|3|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
*110% bonus proration. <br />
*Forces crouch on hit. <br />
*Jin's only standing overhead.<br />
*+4 on normal hit.<br />
Quick and hard to see overhead that resets pressure on hit, but it can only be followed up if it lands as a counter hit or with 50 Heat. {{clr|A|2A}} and {{clr|A|5A}} are the only moves that gatling into {{clr|A|6A}}, so beware becoming predictable in your strings: Jin's {{clr|A|6A}} is an excellent tool that's difficult to block due to its speed and animation, but opponents aware of your gatling options will block {{clr|A|6A}} easily if you simply throw it in at obvious points. You give up pressure if this is blocked without meter to Rapid Cancel, but reward is poor without meter. With meter, however, {{clr|A|6A}} is absolutely terrifying and will easily lead into good damage. Has a very lengthy window during which you can Rapid Cancel, making it easy to confirm hits. On CH, can link to fast normals but {{clr|A|6A}} itself cannot be canceled to anything. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None.<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
*Looks like an overhead, but isn't.<br />
*Beats {{clr|A|2A}} mash.<br />
A key combo component in metered and crouching combos. In pressure, it crushes lows and throws, and while it leaves Jin next to the opponent at -3 on block, you can cancel the recovery into air or ground specials for more options to force more respect or simply back off safely.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
*Freezes opponent for 45F during OD, Freeze Count 3.<br />
It has a pretty good vertical hitbox, so it can be used as a situational antiair in the corner, though it lacks head invul. Jin moves forward while performing the attack. Other than that, this move is mostly used as combo filler or as a high risk frame trap. One of Jin's strongest combo starters. {{clr|C|6C}} > {{clr|D|6D}} can be used against opponents who are truly respecting your pressure or you can cancel {{clr|C|6C}} into {{clr|D|236D}} for a true blockstring. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
*Freezes opponent for 30F during OD, Freeze Count 3.<br />
Jin's sweep, redrawn to now use his sword so it can now cause freeze during Overdrive. It has long reach and fast startup for its range, but it's punishable on block if you don't special cancel it. It can also be used to low profile under certain moves, such as Ragna's {{clr|B|5B}} at max range or ground projectiles, but beware the long recovery. Jin steps forward before attacking, giving {{clr|C|3C}} more range than the image suggests. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
A standard air jab. Hits high. Mostly used as an air-to-air. Jin's fastest air normal, but it has the least range and oddly it is not jump cancellable on hit.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}}, {{clr|C|j.2C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
*Reverse beats into {{clr|A|j.A}}.<br />
Pretty versatile move: it can be used as a jumpin, for crossups, etc. During the latter active frames, the hitbox extends fully. Capable of hitting above, in front of, below, and behind Jin at certain frames. Jump cancelable on hit and block. Crucial air to air confirm tool, {{clr|A|j.A}} > {{clr|B|j.B}} to tag an airborne opponent then react accordingly. Reverse beat into {{clr|A|j.A}} allows for a gapless gatling after {{clr|B|j.B}} jumpins that can be used to tickthrow due to the low blockstun it applies.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|C|j.C}}, {{clr|C|j.2C}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
*Freezes opponent for 30F during OD, Freeze Count 3.<br />
Another great zoning/neutral move. Mostly used as an air-to-air and to control space while fishing for CHs. Be careful not to be too predictable with this as it is easily low profiled when used air-to-ground. Can be jump canceled on hit only.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|j.2C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
*Freezes opponent for 30F during OD, Freeze Count 3.<br />
Another versatile move, as it hits all around Jin. Primarily used as a jumpin due to its hitbox; unlike {{clr|C|j.C}}, {{clr|C|j.2C}} has a stronger vertical hitbox, whereas {{clr|C|j.C}} has a superior horizontal one. Can be jump cancelled on hit and block. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|j.C}}, {{clr|D|j.D}}<br />
}}<br />
<br />
==Drive Moves==<br />
*Data in [ ] refers to Jin in Overdrive.<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
*Dash Cancelable on hit and block. Dash cancel is -6[±0] on block.<br />
<br />
{{clr|D|5D}} has a massive hitbox which makes this a good poking tool but it's relatively slow and has quite a bit of recovery. Can be special canceled. The reward off-of stray hits is generally quite small however as Jin requires at least 25 meter in order to convert into a full combo if he isn't point blank or in the corner.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
*Vacuums the opponent on hit and block.<br />
*The hitbox is high enough to catch some characters double jump start up.<br />
Pretty good hitbox and range make it seem enticing to use as a spacing tool, but if you whiff this you're guaranteed to get punished. It has a bit of frame advantage so it can be used to reset pressure, but the move requiring distance from the opponent in order to connect in exchange for the only minor frame advantage makes it somewhat limited. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D<br />
|description=<br />
*110% Bonus Proration.<br />
It has a huge vertical hitbox but it has a ridiculously slow startup. It's very positive on block so it can be used to reset pressure from time to time most effective if used at a point when an opponent wouldn't expect a reset such as after {{clr|B|5B}}(1) or in place of a jump cancel after {{clr|A|2A}}/{{clr|C|5C}}/{{clr|C|2C}}. Jin's best drive move P1/P2 for starting combos.<br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
It hits all around Jin so it can be used as a high risk crossup with an IAD. Mostly used as combo filler, connecting it during an air combo will restand the opponent. <br />
<br />
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None<br />
}}<br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
{{InputBadge|{{clr|B|B}}+{{clr|C|C}}}} or {{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*Third hit is dash cancellable.<br />
Jin has pretty solid throw range for Blazblue standards, and he gets pretty good damage and corner carry off it meterless. Can kara throw with {{clr|C|3C}} for additional range.<br />
You can rapid cancel the first hit of his forward throw before the 1500 damage strike, which means you don't use the very bad proration of the throw, as such it can lead to very good damage for OD meter dump, especially in the corner.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
As with every other air throw, this acts a pretty decent air-to-air. <br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
Copies {{clr|C|5C}}'s reliable hitbox. As with every other CA, it's punishable on whiff and block. <br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*This move counts as a special, so you can cancel most normals into this move. <br />
*During OD, freezes for 60F. Freeze Count 3.<br />
Charged version sees use in the most damaging combos for less than 100 Heat. Notably it combos from {{clr|C|6C}} in the corner and OD {{clr|C|5C}} anywhere. Jin can get good damage and oki if he catches a crouching opponent with it in the corner, this combined with Jin's stickiness during pressure makes it an occasional suprise tool for 25 Heat. With 75 Heat and low health Overdrive you can surprise your opponent and seal their Burst with Crush Trigger > RC > OD to end a round.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Dash Cancel</big>===<br />
{{InputBadge|66 After specific moves}}<br />
{{BBCF Move Card<br />
|input=66 Cancel<br />
|description=<br />
*Used instead of Jin's normal forward dash whenever you input 66 during moves that allow dash cancels.<br />
*Only possible after {{clr|D|5D}} on hit or block, or after landing either grounded throw.<br />
<br />
Functionally identical to Ragna's dash cancel, mostly a situational combo tool, shouldn't really be used in pressure outside of OD. However do be aware that it is not like a regular dash, Jin will run for a fixed duration during which he '''can be counterhit''' and '''is unable to do anything''' until the end of the short run, meaning there are instances where using this mindlessly during pressure will get you severely punished.<br />
}}<br />
<br />
===<big>Hishouken</big>===<br />
{{InputBadge|{{clr|A|236A}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236A,j.236A<br />
|versioned=input<br />
|description=<br />
*The most basic of basic projectiles.<br />
*Freezes in OD.<br />
Primarily used to zone and annoy your opponents. Counter hit launches the opponent for a combo with {{clr|B|5B}} if used from within about {{clr|C|5C}} range, otherwise it just pesters them. <br />
<br />
When used in the air, Jin will jump backwards before throwing it. Makes it useful to suddenly change momentum and fake out commitments in neutral.<br />
}}<br />
<br />
===<big>Hishousetsu</big>===<br />
{{InputBadge|{{clr|D|236D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236D,j.236D |versioned=input<br />
|description=<br />
{{clr|D|236D}} is a very versatile way to spend 25 meter. It sets up damaging combos midscreen and in the corner, it resets pressure very well (especially off of {{clr|C|6C}}, in which case the cancel is airtight and Jin is moved forwards), and it can allow continued pressure after normally unsafe pressure options like {{clr|D|j.D}}, {{clr|C|6C}}, {{clr|C|3C}}, etc. while simultaneously auto-hitconfirming. It can also be placed either during okizeme for the opponent to wake up into or planted during certain neutral situations to passively control space for little risk.<br />
}}<br />
<br />
===<big>Musou Senshouzan</big>===<br />
{{InputBadge|{{clr|B|214B}}}}<br />
{{BBCF Move Card<br />
|input=214B,214B~C |versioned=input<br />
|description=<br />
The infamous "Ice Car", sadly even less fit for neutral than it was in days past. Mostly used as combo filler and as a combo finisher. Can create tricky pressure situations with RC on the second hit, but beware guard cancel overdrive. Despite looking like Jin is off the floor, he is still considered grounded during the first part and can be ground thrown out of the move.<br />
}}<br />
<br />
===<big>Musou Tosshougeki</big>===<br />
{{InputBadge|{{clr|D|214D}}}}<br />
{{BBCF Move Card<br />
|input=214D,214D~C |versioned=input<br />
|description=<br />
<br />
Can sometimes be used to punish projectile zoners if you get a read on them, but the move lacks any sort of invul or hitbox shenanigans that would give it notable priority so don't expect miracles, Jin is still considered grounded until he starts the second slash so it can't even defeat throws. Mostly sees use as a metered combo tool - first hit gives you an easy freeze midscreen, followup can be used for more damage near or in the corner.<br />
}}<br />
<br />
===<big>Fubuki</big>===<br />
{{InputBadge|{{clr|B|623B}}}}<br />
{{BBCF Move Card<br />
|input=623B<br />
|description=<br />
Thanks to its speed, hitbox, and head invul frames, Fubuki works well as an antiair, particularly for covering specific angles taken by opponents and against very fast air attacks that can't be answered with {{clr|C|2C}}. Just make sure the move is at least blocked: on whiff, Jin is vulnerable to a punish due to the move's lengthy recovery, while on block, you at least retain the option of Rapid Canceling to keep the initiative. <br />
<br />
Important for meterless routes in the corner, as you can continue combo with {{clr|C|623C}} or {{clr|C|j.C}} into {{clr|D|j.D}} for an easy freeze.<br />
<br />
}}<br />
<br />
===<big>Rehhyou</big>===<br />
{{InputBadge|{{clr|C|623C}}}}<br />
{{BBCF Move Card<br />
|input=623C<br />
|description=<br />
An alright meterless reversal with huge vertical range that is decent at catching air crossups, but the horizontal range leaves something to be desired and you're in a terrible counter hit state for the entire huge recovery window if you miss or get blocked. Worse still, Jin is considered to be crouching during this move, meaning your opponent can potentially inflict even more damage if they get a counterhit and crouch confirm against it. Has a bad starter rating and only leads to reward on air counter hit. However, you can get a safe jump with CH. For most cases, gets outclassed by {{clr|D|623D}} as a much better reversal, relegating this move for when you don't have the Heat to spend, or are countering more aerial approaches.<br />
<br />
Sees some use as filler in corner combos. If you land this while your opponent is high enough in the air, you can combo afterwards with {{clr|A|5A}} or {{clr|B|5B}} and still get an ender.<br />
}}<br />
<br />
===<big>Hirensou</big>===<br />
{{InputBadge|{{clr|D|623D}}}}<br />
{{BBCF Move Card<br />
|input=623D<br />
|description=<br />
*Second hit is chargeable.<br />
**Fully charged hit is a Fatal Counter.<br />
**Fully charged hit becomes unblockable on the ground only (can still be blocked without barrier in the air).<br />
*Second hit wallsticks in the corner and is a long starter.<br />
Your go-to reversal that hits all around Jin. Huge horizontal hitbox and hefty invul frames. Sees a lot of love in corner combos. Sends the opponent flying for a wall bounce at midscreen. Being a VS starter, you can only confirm it into {{clr|C|3C}} > {{clr|B|214B}}~{{clr|C|C}} midscreen. This move is relatively unsafe on block but has solid pushback and you can try a frame-trap with delaying the second hit and waiting your opponent to open up. However, the second hit can be low profiled by some characters. <br />
}}<br />
<br />
===<big>Sekkajin</big>===<br />
{{InputBadge|{{clr|C|22C}} near opponent}}<br />
{{BBCF Move Card<br />
|input=22C<br />
|description=<br />
*'''Fatal Counters.<br />
*Freezes opponent for 50F if already frozen. Freeze Count 3. During OD, Freeze Count 5.<br />
*You must be close to the opponent in order to trigger this move, otherwise Jin will go into a punishable whiff animation. Can be canceled into the followup on hit for 25 Heat. <br />
<br />
Retains freeze if the opponent was hit while frozen. This property is often used to set up powerful resets in the form of restands. This ensures that the opponent cannot delay tech/roll out of the reset, and are tricky to reversal out of because Jin can simply run up and {{clr|A|5A}} (up to about 3 times) to throw off a defender's timing. From an ice restand, you can throw, use an overhead, use a low, or simply continue pressure. There are ''many'' mixups and pressure resets Jin can use.<br />
}}<br />
<br />
===<big>Sekkajin Followup</big>===<br />
{{InputBadge|{{clr|C|22C}}~{{clr|D|D}}}}<br />
{{BBCF Move Card<br />
|input=22C~D<br />
|description=<br />
The {{clr|C|22C}} followup, it's useful for switching sides with your opponent mid-combo in the corner. It sends the opponent flying a little in air. Can combo into {{clr|C|665C}} > {{clr|C|2C}} > {{clr|C|6C}} > {{clr|B|214B}}(w)~{{clr|C|C}} midscreen.<br />
}}<br />
<br />
===<big>Hizansen</big>===<br />
{{InputBadge|{{clr|C|j.214C}}}}<br />
{{BBCF Move Card<br />
|input=j.214C<br />
|description=<br />
*Causes a short untechable crumple on ground hit.<br />
*Causes a long untechable crumple on ground Counterhit.<br />
<br />
Pretty good hitbox and the recoil causes Jin to float a bit which makes this a decent air to ground and useful for baiting and punishing certain antiairs. Causes hard knockdown which makes it a good combo ender in or near the corner. Sees love in midscreen {{clr|B|6B}} > dl {{clr|C|j.214C}} routes, and is usually continued the combo with {{clr|B|662B}}. But it sends the opponent a long distance away from you when used midscreen, which may or may not be desirable. When used as an air combo ender, the lower Jin is to the ground the more frame advantage the knockdown has.<br />
}}<br />
<br />
===<big>Hizangeki</big>===<br />
{{InputBadge|{{clr|D|j.214D}}}}<br />
{{BBCF Move Card<br />
|input=j.214D<br />
|description=<br />
*Fastest TK {{clr|D|j.214D}} overhead is 22 frames.<br />
*TK {{clr|D|j.214D}} is -5 on block.<br />
*Causes untechable crumple on groundhit.<br />
*Causes ground bounce on Overdrive air hit.<br />
*First hit cannot hit grounded opponents, even if hitboxes overlap.<br />
You can use this move as an overhead if you use it immediately off the ground with a TK motion. Other than that, it can be used to extend combos. Unlike its meterless version it recovers before touching the ground if done high enough in the air, allowing Jin to link {{clr|D|j.632146D}} to finish air combos near the corner with a super if 75% Heat is available.<br />
}}<br />
<br />
==Distortion Drives==<br />
===<big>Touga Hyojin</big>===<br />
{{InputBadge|{{clr|C|632146C}}}}<br />
{{BBCF Move Card<br />
|input=632146C<br />
|description=<br />
Jin launches a fast shockwave of slashes that flies toward the opponent. <br />
----<br />
'''Normal Version'''<br />
<br />
It can catch people off guard or pushing buttons from time to time during neutral. Pretty useful against projectile zoners. Definitely not a super you want to use up close, as it has a small minimum distance in order to connect. You WILL get hit out of the startup if a projectile is already too close to you or a poke is about to touch you when you finish inputting the move, so don't throw it out on a whim.<br />
----<br />
'''Overdrive Version'''<br />
<br />
During Overdrive, the wave will freeze the opponent and Jin will deal several extra hits. Serves you as the combo ender as it has the highest Minimum Damage during Overdrive at 1120. However, {{clr|D|632146D}} is still a better ender in the corner due to Touga missing most of its extra hits.<br />
<br />
*Not a singular projectile. Instead each hit of this attack is a new instantaneous projectile spawning slightly ahead of the previous.<br />
**This property allows this move to destroy even other level 2 projectiles without being affected by the time it reaches the opponent.<br />
*Cannot hit more than 5 times in total, regardless of hitboxes.<br />
}}<br />
<br />
===<big>Hiyoku Getsumei</big>===<br />
{{InputBadge|{{clr|D|632146D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=632146D,j.632146D |versioned=input<br />
|description=<br />
'''Normal Version'''<br />
<br />
Jin launches a very high speed projectile at 30 degrees upwards (ground version) or 30 degrees downwards (Aerial version). Outside Overdrive, this is your go-to combo finisher when you need to add extra damage to a combo. <br />
----<br />
'''Overdrive Version'''<br />
<br />
During Overdrive the damage increases and the recovery decreases, making it possible to link other supers after this move if the air version was done close enough to the ground (after 6B or as a TK motion), in the corner however you can link a microdash {{clr|C|3C}} to continue your combo meterless or finish it with a microdash {{clr|C|3C}} > EA.<br />
}}<br />
<br />
===<big>Kokuujin: Yukikaze</big>===<br />
{{InputBadge|{{clr|D|236236D}}}}<br />
{{BBCF Move Card<br />
|input=236236D,236236D Attack |versioned=input<br />
|description=<br />
A super parry, akin to what Hakumen has.<br />
----<br />
'''Normal Version'''<br />
<br />
Situational counter reversal that catches both highs and lows, can be effective when used against safejumps or to escape setups meant to pin down Jin in blockstun such as Carl's Rhapsody of Memories ({{clr|D|236236D}}) or Tsubaki's Requiem Maledictus ({{clr|B|632146B}}). In these situations, the opponent can often avoid the attack, but Jin is fully invincible so the best they can do is get a meaty afterwards.<br />
<br />
It should be noted that it can punish certain projectile attacks. Since superflash and guard point begin on the first frame, if the guard point blocks during the superflash, Jin skips his part of the super flash and goes right into the attack while everything else is still paused as normal for the superflash, even on projectile attacks, effectively the attack's startup time becomes 21F.<br />
----<br />
'''Overdrive Version'''<br />
<br />
OD version deals extra hits and has a cooler ender. Not that you shouldn't use it, but your reversal options all freezes during OD and allows for possibly more damaging combos. <br />
}}<br />
<br />
==Exceed Accel==<br />
===<big>Gekka Hyourou</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=ABCD<br />
|description=<br />
*Good vertical hitbox, not so good horizontally.<br />
*[[BBCF/Offense#Exceed_Accel| Otherwise behaves like every other Exceed Accel.]]<br />
<br />
One of Jin's better combo enders in Active Flow. It's particularly great for Jin because it keeps the opponent near Jin, allowing for solid oki. It also hits an angle, so it functions well as an antiair. The pushback also makes it difficult for most characters to punish this move. On regular block, only characters with long and quick jabs (e.g Ragna {{clr|A|5A}}) can punish this after a microdash. On instant block, however, most of the cast can punish this move. Like many EAs with good vertical hitboxes, this move has a relatively average horizontal hitbox. At some spacings, certain characters can even duck and cause this move to whiff entirely. However, this spacing is very precise and difficult to maintain in a match.<br />
}}<br />
<br />
==Astral Heat==<br />
===<big>Rengoku Hyouya</big>===<br />
{{InputBadge|{{clr|D|[2]8D}}}}<br />
{{BBCF Move Card<br />
|input=[2]8D<br />
|description=<br />
*Long invuln to go with its long startup, but runs out of invuln just before becoming active.<br />
A rather impractical fullscreen low, a bit harder to use due to Jin's reliance on meter for his ex-specials. It combos from ground throws, {{clr|D|2D}}, {{clr|D|6D}}, Counterhit {{clr|D|j.D}} if it connects at its lowest possible height, Counterhit {{clr|C|6C}}, Counterhit {{clr|C|3C}} and Fatal Counter {{clr|C|22C}}.<br />
<br />
Because the invul runs out as the move becomes active, it's possible for it to trade. When this happens, Jin will get counter hit and fail to continue into rest of the Astral, while the opponent will be staggered but take no damage.<br />
}}<br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Jin}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Jin Kisaragi|42px|BBCF_Jin_Icon.png}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/Lambda-11&diff=375270BBCF/Lambda-112023-02-16T22:40:27Z<p>GunBlaze: </p>
<hr />
<div>==Overview==<br />
{{Overview/navigation}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content= Lambda-11 (stylized as <big>ᴧ</big>-No.11-) is a '''hybrid''' character with tools split between rushdown, zoning and light setplay while having '''some of the best corner carry in the game'''. Lambda's main goal is to carry her opponent to the corner and force them into '''strong okizeme setups''' — She achieves this through Gravity Seed and Act Parcer Tri: Cavalier, which allow her to do corner-to-corners with ease while achieving consistently strong damage. Lambda's neutral is versatile: she can either play a more passive zoning style or commit more to a rushdown approach. Her Drive has '''high recovery''' on whiff, however, and players will need to be aware of how far they are from the corner at all times to adjust their routes on the fly. A flexible mindset and good understanding of match flow will take any Lambda player a long way.<br />
<br />
[[BBCF/FAQ#Lambda-11_and_Nu-13_seem_to_look_and_play_identically.2C_what.27s_the_difference.3F|For a brief overview of how Nu-13 and Lambda-11 differ, click here.]]<br />
}}<br />
{{BBCF/Infobox|height=2<br />
|fastestAttack= [[#5A|5A]] (6F, whiffs some crouchers)<br/>[[#2A|2A]] (7F)<br />
|reversal= [[#Exiga Nail|22D]] (26F)<br/>[[#Calamity Sword|632146D]] (11F)<br />
|fatalStarter= [[#6C|6C]]<br/>[[#Gravity Seed|214A/B/C]]<br/>[[#Act Parcer Tri: Cavalier|236C]]<br />
}}<br />
{{ReasonsToPick<br />
| intro = {{Character Label|{{ROOTPAGENAME}}|{{SUBPAGENAME}}|24px}} uses a combination of zoning and rushdown tools to set up strong oki.<br />
| pickMe=<br />
* Zoning with fast projectiles and good mobility.<br />
* Above average damage from most close range confirms.<br />
* Excellent corner carry from anywhere on the screen and from almost any confirm.<br />
* Simple and strong corner okizeme, covering almost every wakeup option. <br />
| avoidMe=<br />
* Her lack of safe pressure resets, relying a lot on conditioning and frametraps.<br />
* Her projectiles have a lot of recovery and can be whiff punished rather easily, especially if they have meter.<br />
* She has many polarizing matchups.<br />
* She has below average health and can't take as many risks as others.<br />
}}<br />
</div><br />
<br />
{{card|width=6<br />
|header=Drive: Sword Summoner EX<br />
|content=<br />
Lambda's Drive lets her summon projectiles which can be pointed at different angles. There is an automatic follow-up hit if said projectiles connect with the opponent. Unlike other characters' projectiles, Lambda can gatling hers into other moves on block and hit. <br />
<br />
Sword Summoner EX has '''no limit''' on the amount of times it can be used, so a string like {{clr|D|2D}} → {{clr|D|6D}} → {{clr|D|5D}} → {{clr|D|4D}} can be perfomed, and it's possible to go into specials and then summon more later in a combo. However, they '''can't reverse beat''' with each other, so a string like {{clr|D|5D}} → {{clr|D|4D}} → {{clr|D|5D}} is not possible.<br />
<br />
Sword Summoner EX is a good tool for controlling screen space since it is much faster than most of the projectiles that other characters have, and can lead to pressure on block, but all of the summons have very high recovery if they miss, so caution is needed in using them. <br />
<br />
While Sword Summoner EX seems very similar to [[BBCF/Nu-13|Nu-13]]'s Drive, there are key differences. Notably, all of Lambda's Drive moves spawn different-sized projectiles, and they typically spawn much closer to her, reducing her deadzones in exchange for less range and speed.<br />
|header2=Overdrive: Elysium<br />
|content2=<br />
Lambda's swords grow larger in size. Additionally, the second attack of each Drive deals double damage and becomes a Level 5 attack (increasing their P2 and all forms of stun). Furthermore, aerial swords will launch grounded opponents on normal hit.<br />
<br />
Her OD gives new conversions that significantly increase her damage without needing to spend Gravity Seed.<br />
<br />
*Gravity Seed recharges at a quicker rate.<br />
*Sickle Storm summons two wheels that travel in opposite directions.<br />
*Spike Chaser travels the entire stage.<br />
*Crescent Saber causes a small groundbounce.<br />
*Exiga Nail has its recovery reduced, to the point that Lambda recovers in midair.<br />
*Legacy Edge fires more projectiles.<br />
*Calamity Sword tracks the opponent horizontally.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
A disjointed jab with lengthy active frames. It hits most of the cast crouching but whiffs on some. {{clr|A|5A}} is decent for stagger and can be used as an anti-air since it has a better hitbox than {{clr|A|6A}}, but it has less reward and no invul.<br />
*Jump-cancelable on hit or block.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
<table class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="Open" data-collapsetext="Close" width:100%; max-width: 500px;"><br />
<tr><th colspan="3"; style="text-align: center>Characters {{clr|A|5A}} Hits While Crouching</th></tr><br />
<tr><th>Crouch</th><th>Crouching Prox. Guard</th><th>Does Not Hit Any Crouch</th></tr><br />
<tr><td><br />
{{CLabel|BBCF|Carl Clover|label=Carl}}<br><br />
{{CLabel|BBCF|Hakumen|label=Hakumen}}<br><br />
{{CLabel|BBCF|Hazama|label=Hazama}}<br><br />
{{CLabel|BBCF|Jubei|label=Jubei}}<br><br />
{{CLabel|BBCF|Kagura Mutsuki|label=Kagura}}<br><br />
{{CLabel|BBCF|Nine the Phantom|label=Nine}}<br><br />
{{CLabel|BBCF|Platinum the Trinity|label=Platinum}}<br><br />
{{CLabel|BBCF|Relius Clover|label=Relius}}<br><br />
{{CLabel|BBCF|Iron Tager|label=Tager}}<br><br />
{{CLabel|BBCF|Yuuki Terumi|label=Terumi}}(Must be staggered)<br><br />
{{CLabel|BBCF|Valkenhayn R. Hellsing|label=Valkenhayn}}<br><br />
</td><td><br />
{{CLabel|BBCF|Amane Nishiki|label=Amane}}<br><br />
{{CLabel|BBCF|Arakune|label=Arakune}}<br><br />
{{CLabel|BBCF|Bang Shishigami|label=Bang}}<br><br />
{{CLabel|BBCF|Lambda-11|label=Lambda}}<br><br />
{{CLabel|BBCF|Makoto Nanaya|label=Makoto}}<br><br />
{{CLabel|BBCF|Mu|label=Mu}}<br><br />
{{CLabel|BBCF|Nu-13|label=Nu}}<br><br />
{{CLabel|BBCF|Rachel Alucard|label=Rachel}}<br><br />
{{CLabel|BBCF|Ragna the Bloodedge|label=Ragna}}<br><br />
{{CLabel|BBCF|Susano'o|label=Susanoo}}<br><br />
{{CLabel|BBCF|Taokaka|label=Taokaka}}<br><br />
{{CLabel|BBCF|Tsubaki Yayoi|label=Tsubaki}}<br><br />
</td><td><br />
{{CLabel|BBCF|Azrael|label=Azrael}}<br><br />
{{CLabel|BBCF|Bullet|label=Bullet}}<br><br />
{{CLabel|BBCF|Celica A. Mercury|label=Celica}}<br><br />
{{CLabel|BBCF|Es|label=Es}}<br><br />
{{CLabel|BBCF|Hibiki Kohaku|label=Hibiki}}<br><br />
{{CLabel|BBCF|Izanami|label=Izanami}}<br><br />
{{CLabel|BBCF|Izayoi|label=Izayoi}}<br><br />
{{CLabel|BBCF|Jin Kisaragi|label=Jin}}<br><br />
{{CLabel|BBCF|Kokonoe|label=Kokonoe}}<br><br />
{{CLabel|BBCF|Litchi Faye Ling|label=Litchi}}<br><br />
{{CLabel|BBCF|Mai Natsume|label=Mai}}<br><br />
{{CLabel|BBCF|Naoto Kurogane|label=Naoto}}<br><br />
{{CLabel|BBCF|Noel Vermillion|label=Noel}}<br><br />
</td></tr><br />
</table><br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
One of her best starters. This easily nets 4.0k to 4.7k on any gravity confirm and still hurts without it. {{clr|B|5B}} is good blockstring filler, but {{clr|B|2B}} is used for meaties as it has lower recovery.<br />
<br />
*Jump-cancelable on hit or block.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
Another great starter. It's disjointed and has good range but it's mostly combo filler because of the slow startup and lengthy recovery. It's not safe against ODR, but the opponent will be forced into an EA punish instead of a full combo because of {{clr|C|5C's}} active frames.<br />
<br />
{{clr|C|5C}} has high damage so it's used often in combos and any of the hits can be special cancelled so it's a potential reset point with either {{clr|C|5C}} → {{clr|A|236A}} or {{clr|C|5C}} → {{clr|D|236D}}. Both of these can be challenged on their own, but the decent amount of cancels {{clr|C|5C}} still has can discourage the opponent from pressing buttons. <br />
<br />
*Hitbox doesn't extend until frame 21<br />
*Counts as a projectile.<br />
**If this 'clashes' with another projectile, Lambda can whiff cancel into other normals but not specials. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
A crouching jab used for poking out of pressure and setting up TRMs. It's disjointed but a weak stagger tool because of its unusual minus frames for a jab. It can low profile some air normals.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
A good poke that's her best low starter. It can be a strong stagger tool and reverse beats with {{clr|A|6A}} so it's a staple in pressure. The reward off this button is very high with Gravity scoring 4.2k from midscreen. Gravity-less routes are weaker but it's still possible to get over 3k while carrying them to the corner with IAD routes. <br />
<br />
The low recovery on whiff makes it nice for catching rolls and staying safe from ODR.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
An anti-air normal. It's slower, and harder to capitalise on than {{clr|A|6A}}, but it has a better hitbox and is invul during the active frames, although this invul is quite late so it's better for premptive use. {{clr|C|2C}} is disjointed and active forever so it's good against jump-ins that have a delayed momentum like {{Character Label|BBCF|Azrael|label=Azrael's}} {{MiniMoveCard|game=BBCF|chara=Azrael|input=j.2C|label={{clr|C|j.2C}}}}<br />
<br />
Being the only C normal that's jump cancellable on block makes it a good option in pressure, but it's the worst button to get OD'd through, as it gives your opponent a crouch confirm.<br />
<br />
*Lambda's hurtbox rises before the invul kicks in.<br />
*Jump cancellable on hit/block from 4th hit onwards.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
Another anti-air normal. {{clr|A|6A}} is great for reactionary use as it has early invul, although it ends shortly after going active. The low recovery makes this button very safe on whiff or against baits.<br />
Compared to {{clr|C|2C}} and {{clr|D|2D}}, the reward is far higher as it can score 4k and oki on hit, but the poor hitbox and lack of invul actives can make it susceptible to clashing or being beaten by disjointed jump-ins.<br />
<br />
For pressure, {{clr|A|6A}} is good since it goes into and reverse beats with {{clr|B|5B}} and {{clr|B|2B}} which are safe cancels against OD, and the latter is 0 on block to stagger with. <br />
<br />
*Jump-cancelable on hit or block.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
One of Lambda's two overhead normals. {{clr|B|6B}}'s quicker than {{clr|D|4D}}, and many normals cancel into it to catch the opponent. While it has no gatlings, the decent pushback combined with Lambda's backdash results in it being quite safe on normal block, futhermore, the recovery can be OD or special cancelled to call out characters mashing or running forward.<br />
<br />
On hit, IAD routes are stable and always lead to the corner, but converting with {{clr|D|tk.214D}} nets more reward. It's used in crouch confirms to launch when the opponent is too far for gravity as {{clr|C|5C}} → {{clr|B|6B}} always works except from short starters like {{clr|A|5A}}/{{clr|A|2A}}.<br />
<br />
{{clr|B|6B}} can go over low-hitting buttons like {{Character Label|BBCF|Bang_Shishigami|label=Bang's}} {{MiniMoveCard|game=BBCF|chara=Bang Shishigami|input=3C|label=3C}}, but this isn't the main purpose of the move as it has no Foot invul. Despite what the animation suggests, Lambda is not considered airborne and thus can be thrown. <br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
This button is combo filler. The long startup, recovery, and few gatlings left on block make this weak for neutral and pressure. There's no true blockstrings into {{clr|C|6C}} except if {{clr|C|5C}} were Barrier Blocked, so it can frametrap on occasion, but you shouldn't use this as a blockstring if the opponent has a DP or OD. <br />
<br />
The main purpose of {{clr|C|6C}} is to setup Spike Chaser okizeme as it knocks-down and cancels into it for unpunishable setups. {{clr|C|6C}} → Gravity is another common oki setup for variety or matchups where Spike Chaser can be countered. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
Lambda's sweep, it's a multi-hit low with great range and speed while also making her hurtbox small enough to low-profile moves like {{Character Label|BBCF|Hakumen|label=Hakumen's}} {{MiniMoveCard|game=BBCF|chara=Hakumen|input=4C|label={{clr|C|4C}}}}, being a decent roundstart option. The hard knockdown on Counter Hit enables conversions with {{clr|D|214D}} or OTG {{clr|B|2B}}/{{clr|C|3C}} for high reward. <br />
<br />
In pressure, it's not the best because cancels like {{clr|C|3C}} > {{clr|B|236B}} leave a gap that can be reversal'd — Cancelling {{clr|C|3C}} into {{clr|A|214A}} or {{clr|D|22D}} will beat most reversals though.<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
Air jab. It's not used much but the self-cancel can set up air TRMs.<br />
<br />
*Not jump-cancellable.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j,2C}}<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
Lambda's best air button. It's disjointed hitbox and short recovery makes it the go to air-to-air and a decent roundstart option. It has good gatlings and can cancel into air throw for TRMs. <br />
<br />
For mixups, it can be used while the opponent is locked down by {{clr|D|236D}}, and, except on shorter characters like {{Character Label|BBCF|Es}}, it's possible to set up fuzzy jumps, but most characters will require RC for a conversion. There's also a safejump setup after Tri KD which will beat even 7f reversals: {{clr|B|236B}} → 66 → falling {{clr|B|jB}}<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|j.A}}, {{clr|C|j,C}}, {{clr|C|j,2C}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
An okay air-to-air, but not as disjointed as {{clr|B|j.B}} and the recovery is considerably longer, so {{clr|C|j.C}} tends to be used when retreating after an IABD. All of the hits are overheads, so it can be used as a mixup tool in conjuction with {{clr|C|j.2C(w)}} and {{clr|D|j.214D}}, noted more below. <br />
<br />
It's not recommended to use this as a jump-in until the opponent is conditioned as the hurtbox is easily challenged. <br />
<br />
*Hitbox doesn't extend until frame 11.<br />
*Last 3 hits can land as cross-ups. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|C|j,2C}}, {{clr|D|j.D}}, {{clr|D|j.2D}}, {{clr|D|j,6D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
{{clr|C|j.2C}} has a decent hitbox, but it's on the slow side, so {{clr|B|j.B}} is used more for air-to-airs and jump-ins, although {{clr|C|j.2C}} is great for jailing opponents to the ground as it makes Lambda fall faster while having decent blockstun. This "fast-fall" is also good for mixups like {{clr|C|j.C}}(1) → {{clr|C|j.2C}}(whiff) → {{clr|B|2B}} is a true blockstring while and 50/50 when used with {{clr|B|j.B}} {{clr|C|j.C}}(1) → {{clr|D|j.214D}}. <br />
<br />
The untech time on air CH is long, so Lambda can land back on the ground and convert with normals to land them into the corner.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|j.D}}, {{clr|D|j.2D}}, {{clr|D|j,6D}}<br />
}}<br />
<br />
==Drive Moves==<br />
*All Drives will followup automatically into the second hit if it connects with the opponent, but not if it misses or hits a doll or other projectile.<br />
**Automatic followups will counterhit carry from the first hit.<br />
*All Drives except {{clr|D|4D}} are Projectile Level 2 and decrease to Projectile Level 1 after a set amount of active frames unless overdrive is active.<br />
*All Drives are Attack Level 4 and become Attack Level 5 in OD.<br />
*All Drives have a deadzone in front of Lambda where they have no hitbox.<br />
*Air Drives will launch the opponent on CH or OD.<br />
*None of them can be jump-cancelled on block.<br />
<gallery widths="300px" heights="300px"><br />
BBCF Lambda groundDrive.png | Ground Drive angles (Click to see full size)<br />
BBCF Lambda AirDrive.png | Air Drive angles (Click to see full size)<br />
</gallery><br />
<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D,5D Followup|versioned=input<br />
|description=<br />
A projectile that goes nearly fullscreen, {{clr|D|5D}} is used to stop the opponent running at Lambda and to punish things from a far distance. Though the recovery, with all other drives, leaves her vulnerable on whiff, so it's recommended to setup Gravity first before using this. <br />
<br />
It's a key normal for pressure with {{clr|B|236B}} being a true blockstring when not too far, and a powerful frametrap when further out or delayed. The threat of CH Tri makes it a good spot to reset with either Zwei or Sickle Storm, and then fish for high damage frame traps once they become agitated. <br />
<br />
*Crumple stuns on CH<br />
*Frame advantage is for stand block; crouch is -1 or -2 for most characters.<br />
----'''Overdrive Version'''<br />
{{clr|D|5D}} becomes a Lv 5 attack, so going into {{clr|D|4D}} becomes gapless and safe from reversals. On crouch block, it can be up to +3, making it stronger to reset with.<br />
<br />
The extra stun enables conversions into Cavalier and Sparda on normal hit, and the damage buff results in {{clr|D|5D}} being stronger in combos. This applies to all other drives in OD as well. <br />
<br />
*Doesn't crumple stun on CH<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D,2D Followup|versioned=input<br />
|description=<br />
This summon goes steeply upwards and is a good Anti-Air against characters who like to go high in the air like {{Character Label|BBCF|Mu|label=Mu}} and {{Character Label|BBCF|Rachel_Alucard|label=Rachel}}. This can be followed up with either {{clr|B|236B~}}{{clr|C|6C}} or IAD → {{clr|B|j.B}} → {{clr|C|j.C}} → {{clr|A|6A}} routes to land them in the corner. <br />
<br />
The second hit pushes the opponent downwards, making it possible score a soft KD from it at the end of combos.<br />
<br />
*Increases in size the further it flies away<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|5D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D,6D Followup|versioned=input<br />
|description=<br />
Lambda's furthest reaching summon. It's a long-range anti-air and good at catching people who try to jump out of pressure. The hitbox is big and will hit most characters standing on the ground, so it can be used to cover both ground and air approaches at the same time.<br />
<br />
Long-range confirms can be converted with either other swords like {{clr|D|4D}} or Cavalier. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
{{BBCF Move Card<br />
|input=4D,4D Followup|versioned=input<br />
|description=<br />
A summon that tracks the opponent and appears behind them. This overhead is slower than {{clr|B|6B}}, but Lambda can still pressure if it's blocked. In the corner, {{clr|D|4D}} becomes 'invisible' making it nasty if the opponent isn't paying attention to Lambda's pose.<br />
<br />
Be careful, as {{clr|D|5D}} → {{clr|D|4D}} has a gap that's vulnerable against fullscreen supers like {{CLabel|BBCF|Ragna the Bloodedge|label=Ragna's}} {{MiniMoveCard|game=BBCF|chara=Ragna The Bloodedge|input=632146D|label=Carnage Scissors}} — OD {{clr|D|5D}} → {{clr|D|4D}} is gapless on normal block, however.<br />
*Forces crouching on hit.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D,j.D Followup|versioned=input<br />
|description=<br />
One of Lambda's furthest reaching drives, going almost fullscreen and more distance than {{clr|D|5D}}, the second hit pushes the target downwards making it possible to connect with {{clr|D|j6D's}} angle, or to score a soft knockdown at longer range.<br />
<br />
It covers a decent space, but it can't be converted from at long range. On contact, Lambda recovers in time to block or air dash, but on whiff she is stuck in recovery until landing, so use this with caution. <br />
<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|j.2D}}, {{clr|D|j.6D}}<br />
}}<br />
<br />
===<big>{{clr|D|j.2D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2D,j.2D Followup|versioned=input<br />
|description=<br />
The least used summon. The angle is weak compared to other Drives and the launch on CH can be difficult to convert, so it's restricted to combo filler. Can sometimes be used to bait Anti-Airs.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
<br />
===<big>{{clr|D|j.6D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.6D,j.6D Followup|versioned=input<br />
|description=<br />
An air-to-ground sword, it's safe on block as the stun lasts until Lambda lands, but {{clr|D|j.6D}} can't be converted normal hit without OD. On CH, the second hit vacuums the opponent so it's easy to convert with {{clr|B|665B}}.It can be a good summon for catching people running at you after an IAD/Jump back.<br />
<br />
*Much shorter range than {{clr|D|j.D}}<br />
<br />
----'''Overdrive Version'''<br />
OD {{clr|D|j.6D}} vacuums grounded opponents towards Lambda and is converted with Crescent's bounce for easy Gravity combos. The damage isn't too crazy, but enables corner carry and Spike Chaser from an otherwise unrewarding hit. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|j.D}}, {{clr|D|j.2D}}<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{InputBadge|{{clr|B|B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
Lambda's throw launches the opponent high at an angle, and the recovery can only be cancelled into Drive normals or specials. Doing {{clr|D|4D}} → {{clr|D|2D}} → IAD... route is one way to confirm midscreen and {{clr|D|214D}} in the corner. <br />
<br />
Despite what it may seem at first, it's very easy to convert into Gravity routes by going into Sparda, as the large untech time and launch make {{clr|C|3C}} → 214X possible. <br />
<br />
*Backthrow has an identical launch and combo routes, just on the other side.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
Similar to ground throw, this is usually converted with Drive normals into IAD routes, in this case Air Throw → {{clr|D|662D}} → {{clr|D|5D}} → IAD... etc.<br />
<br />
It's possible to followup with regular normals if they're inside Gravity Seed, however.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
Triggers the {{clr|B|5B}} animation with a slightly different hitbox. It's invincible but easily low-profiled by crouching buttons, especially if the opponent spaces them, so use this sparingly.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B]|versioned=input<br />
|description=<br />
Like other CTs, this breaks the opponent's guard on normal block, leading to decent reward when charged. Lambda's in particular shifts her hurtbox back while having a completely disjointed hitbox which is fairly nice. For combos, it's done after a crumple stun like CH Tri for huge damage, it can also be done off {{clr|C|3C}} to corner carry if Gravity isn't available.<br />
<br />
It's possible to do charged CT gaplessly after Sickle Storm okizeme, either in the corner or midscreen after a Tri knockdown. This can be a safe mixup for 25 meter and depletes a huge chunk of the opponent's barrier gauge if blocked, making the threat of Danger State real. <br />
<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Sickle Storm</big>===<br />
{{InputBadge|{{clr|D|236D}}}}<br />
{{BBCF Move Card<br />
|input=236D<br />
|description=<br />
A multi-hit projectile that locks the opponent in place if they block it. An all-around strong move with many applications: {{clr|D|236D}} is very plus netting Lambda a mixup or safe approach; CAs can be baited with dash break due to multi-hits and it's active until it disappears from the screen, so it can catch poorly timed Bursts/OD. The chip damage from this builds up to a decent amount if blocked repeatedly as well. <br />
<br />
With that said, chaining into this move is never a true blockstring; thus, it can be jumped or even mashed on reaction. The opponent can try delay teching it on wakeup, but if they get pedictable, run up {{clr|B|2B}} could be used instead for a blue beat OTG. <br />
<br />
*Deals 20% chip damage on block (80*4 = 320).<br />
----'''Overdrive Version'''<br />
Sickle Storm now spawns two blades in the same location that go in opposite ways, effectively covering all of the floor. It's still easy to jump over however. <br />
<br />
Both the saws can hit at the same time which makes OD combos higher in damage and inflicts massive chip on block. <br />
}}<br />
<br />
===<big>Spike Chaser</big>===<br />
{{InputBadge|{{clr|D|214D}}}}<br />
{{BBCF Move Card<br />
|input=214D<br />
|description=<br />
Lambda's '''strongest option for okizeme''', Spike Chaser can be used in combos and controlling space in neutral too. It's only minus on the first spike, becoming increasingly plus the further out it's blocked — When spaced, buttons after will be true blockstrings and catch fuzzy jumps, so the opponent has to sit still and guess the incoming mixup. <br />
<br />
Spike Chaser covers almost every wakeup option (rolls; reversals; no tech; quick rise etc...) and is '''unpunishable if spaced right''' making it a nightmare for most characters to deal with.<br />
<br />
There is a very small window to delay tech through, but this is risky as {{clr|D|214D}} is active forever, is a big damage starter (even without Gravity available), and can be beaten by the Lambda player varying their input timing. Lambda is also still safe and can retreat to neutral on successful delay tech.<br />
<br />
----'''Overdrive Version'''<br />
<br />
Spike Chaser now travels the entire stage, and Lambda can act independent and run along the spikes. This makes it even stronger as a screen control option if Gravity is setup beforehand, as most characters won't be able to reach Lambda in time to interrupt the startup, and have to jump to avoid the oncoming Spikes, greatly hindering their movement. <br />
<br />
}}<br />
<br />
===<big>Crescent Saber</big>===<br />
{{InputBadge|{{clr|D|j.214D}}}}<br />
{{BBCF Move Card<br />
|input=j.214D<br />
|description=<br />
Crescent Saber's main function is to '''score knockdowns from air combos'''. It's also used mid-combo for optimal {{clr|A|6A}} and {{clr|B|6B}} confirms. For mixups, it's Lambda's second fastest overhead and has quite good reward with meter to RC. It's active for a long time and hits behind Lambda, so it can cross up.<br />
<br />
To pickup on non-OD hits, an RC {{clr|C|j.2C}} will be needed if high in the air, or just {{clr|B|2B}} / {{clr|C|3C}} if TK'd properly.<br />
<br />
*Hits crouchers on frame 17. If TK'd, Crescent Saber is a 22F overhead that's -13 on block.<br />
<br />
----'''Overdrive Version'''<br />
OD Crescent Saber bounces which makes it a common move in OD combos as the OTG pickups become possible from any position, the {{clr|C|663C}} link is easier and high damage combos are safer to go for as a result. <br />
<br />
If using Crescent as a mixup, the groundbounce means RC is no longer needed for combos, but it's best to have 50 meter availible lest it's blocked.<br />
}}<br />
<br />
===<big>Gravity Seed</big>===<br />
{{InputBadge|{{clr|A|214A}}/{{clr|B|B}}/{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=214A<br />
|description=<br />
This move summons a field which launches the opponent on hit and drags them towards it. The field still appears on whiff and reduces the opponent's movement to 30% of their normal speed — This includes momentum from specials and teleport dashes like {{Character Label|BBCF|Azrael|label=Azrael}}, {{Character Label|BBCF|Nine|label=Nine}} and {{Character Label|BBCF|Arakune|label=Arakune's}}. It does not slow down projectiles nor Ignis / Nirvana.<br />
<br />
Gravity is also an important combo tool. It acts as a stabilizer for confirms, allowing Lambda to carry the opponent to the corner from almost anything. The move shines in combos due to its 99 P2 and large untech time which lead to heavy damage. While it has a recharge period, it only takes up a 1/3 of the gauge on whiff, and the lack of hitstop on buttons like {{clr|C|5C}}, {{clr|D|236D}}, {{clr|D|214D}} etc... means it will always be near full by the end of combos. <br />
<br />
*Recharge becomes faster in OD.<br />
*All 3 versions are different moves and don't inflict SMP<br />
----<br />
;{{clr|A|214A}}<br />
This summons the field next to Lambda. It's used for corner combos and okizeme after a {{clr|C|6C}} KD, as the spacing cripples their mobility while keeping Lambda outside the range of reversals. This is very strong against characters without a normal dash. <br />
----<br />
;{{clr|B|214B}}<br />
This version summons the field in the middle of the screen and is used most in neutral. It creates a wall so characters can't run at Lambda for free, making it safer to summon Drives for zoning. It can be used in midscreen combos, but {{clr|C|214C}} is better most of the time.<br />
----<br />
;{{clr|C|214C}}<br />
This version summons the field at the opposite end of the screen. It's not used in zoning but is the go-to version for combos. It pulls the opponent much further out than the other two, so it's used for corner-to-corners where {{clr|B|214B}} wouldn't travel enough, or at midscreen to ensure they'll wallsplat after {{clr|C|236C}} for high damage routes.<br />
}}<br />
<br />
===<big>Act Parcer Zwei</big>===<br />
{{InputBadge|{{clr|A|236A}}}}<br />
{{BBCF Move Card<br />
|input=236A<br />
|description=<br />
A command dash. It goes roughly 3/4th of the screen, and is tied for the fastest in the game. One use of this move is to bait things, as while Zwei doesn't have invul, it can pass through wake-up reversals and proximity hittboxes before they become active — It can then cancel into {{clr|B|236B}} or {{clr|C|236C}} for a hefty punish. <br />
<br />
Another use is pressure resets or unexpected throws, and while this can be challeneged on its own, it can cancel into {{clr|D|22D}} for a punishing frametrap to deter the opponent mashing. It can still be jumped, but the use of Tri and Blade in pressure can make the opponent reluctant to hold upback, as Zwei's startup animation is identical to the aformentioned move. <br />
<br />
It's not used in combos much, as Tri has an earlier cancel window if forward momentum is needed.<br />
<br />
*Shares almost the same animation as {{clr|B|236B}} between frames 1-11.<br />
*Cancellable into various moves, some of which have shortened inputs when cancelled from this move. See below<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Full Rekka options" data-collapsetext="Hide Full Rekka options"><br />
<gallery class="center"><br />
BBCF_Lambda_236A.png|200px|thumb|{{clr|A|236A}} Act Parcer Zwei<br />
</gallery><br />
<gallery class="center"><br />
BBCF_Lambda_236B.png|200px|thumb|{{clr|B|236B}} Act Parcer Tri<br />
BBCS_Lambda_ActParserC.png|200px|thumb|{{clr|C|236C}} Act Parcer Tri: Cavalier<br />
BBCP_Lambda_Exiga_Nail_2.png|200px|thumb|{{clr|D|22D}} Exiga Nail<br />
BBCS_Lambda_throw.png|200px|thumb|{{clr|B|B}}+{{clr|C|C}} or {{clr|B|4B}}+{{clr|C|C}} Ground Throw<br />
BBCS Lambda SOD.png|200px|thumb|{{clr|D|214214D}} Sword of Destruction<br />
</gallery><br />
<div style="text-align: center;">{{clr|B|236B}} Cancels into</div><br />
<gallery class="center"><br />
BBCS_Lambda_ActParserSpada.png|{{clr|A|6A}} Act Parcer Tri: Spada *<br />
BBCS_Lambda_ActParserB.png|200px|thumb|{{clr|B|6B}} Act Parcer Tri: Blade *<br />
BBCS_Lambda_ActParserC.png|200px|thumb|{{clr|C|6C}} Act Parcer Tri: Cavalier<br />
</gallery><br />
<div style="text-align: center;">Moves listed with * cannot be performed standalone and must use the previous move in the rekka series</div><br />
</div><br><br />
}}<br />
<br />
===<big>Act Parcer Tri</big>===<br />
{{InputBadge|{{clr|B|236B}}}}<br />
{{BBCF Move Card<br />
|input=236B<br />
|description=<br />
Tri is the first part of Lambda's rekka. It travels a good distance and is a true blockstring if done close after a Drive like {{clr|D|5D}}. In pressure, it can be canceled into either Blade or Sparda for high-low mixup. The cancel window is long, so the followups can be delayed to frametrap, and then, once the opponent becomes afraid to press buttons, you can reset pressure by going into normals. This is suceptible to the same problems as other Rekkas, however, so don't get predictable. <br />
<br />
Tri being able to whiff cancel makes it very safe against ODR, going into {{clr|D|22D}} will outright beat EAs and buttons pressed after the flash, and for quite high reward.<br />
*Shares almost the same animation as {{clr|A|236A}} between frames 1-11.<br />
}}<br />
<br />
===<big>Act Parcer Tri: Sparda</big>===<br />
{{InputBadge|{{clr|B|236B}}~{{clr|A|6A}}}}<br />
{{BBCF Move Card<br />
|input=236B 6A<br />
|description=<br />
Sparda is Lambda's fastest overhead, clocking at 21f, and it's the most rewarding one when used with Gravity — Getting roughly 4k or over plus a Spike Chaser setup. Generally, a CH or RC will be needed midscreen, but it's possible to instantly cancel Tri into this to get the spacing for meterless conversions. In the corner, it's easy to convert with double side-swap routes which are stable.<br />
It's good to throw this out to add to the opponent's mental stack and help enforce the threat of Blade in mixups. Don't get too carried away as it is very punishable on block.<br />
<br />
Lambda's hurtbox goes high in the air, giving the move the ability to low crush butttons; there's no Foot invul, however, so it can occasionally trade with some characters' {{clr|A|2A}}s.<br />
<br />
*Triggers cross-up protection and can be blocked by holding either 4 or 6.<br />
*Lambda side-switches on hit/block unless done from far away.<br />
}}<br />
<br />
===<big>Act Parcer Tri: Blade</big>===<br />
{{InputBadge|{{clr|B|236B}}~{{clr|B|6B}}}}<br />
{{BBCF Move Card<br />
|input=236B 6B<br />
|description=<br />
Low option from Tri. It's a pretty fast sweep that's good at catching people who expect {{clr|D|4D}}. Lambda slightly low-profiles while having quite a disjointed hitbox, so this can be a decent thing to throw out in neutral from time to time. It is safe on normal block, but can be punished on IB, so adjusting the timing and ending pressure in {{clr|D|22D}} as well are important.<br />
<br />
At midscreen, Blade can be RC'd for good reward, but in the corner or inside Gravity Seed it can be converted without meter. <br />
<br />
*The range of Blade varies with the time {{clr|B|236B}} was cancelled from; max range is fullscreen.<br />
}}<br />
<br />
===<big>Act Parcer Tri: Cavalier</big>===<br />
{{InputBadge|{{clr|C|236C}}\{{clr|B|236B}}~{{clr|C|6C}}}}<br />
{{BBCF Move Card<br />
|input=236C<br />
|description=<br />
Cavalier is a staple in combos and what makes Lambda's corner carry strong as it has massive blowback while wallbouncing in midscreen loops. The high base damage and Fatal property make it her strongest starter as well.<br />
<br />
The vertical hitbox goes much higher than what the animation suggests, so it can be used as a hard read anti-air for great reward. It's not used in either pressure nor frameteraps, but it is safe on normal block.<br />
*Wallbounces midscreen.<br />
*Wallsticks in the corner.<br />
}}<br />
<br />
===<big>Exiga Nail</big>===<br />
{{InputBadge|{{clr|D|22D}}}}<br />
{{BBCF Move Card<br />
|input=22D<br />
|description=<br />
Lambda's meterless reversal. It can be hard to use as its invincibility ends before becoming active; but if timed right, Exiga Nail can beat anything shorter than 8 active frames. The pushback and frame advantage mean Lambda can escape pressure even if the opponent blocks this, as an offset to its slow startup.<br />
The opponent can delay their meaties as a callout, but Lambda can safely roll away if they begin to do this.<br />
<br />
The reward on CH is great, crumple stunning for easy 4k combos, and it's safe on block and even IB, so Exiga can be used instead of Blade for a safe pressure ender. It's also good for baiting other reversals and OD/CA when used mid-pressure. Be wary of using this to escape the corner, as it can whiff on everyone point blank except {{Character Label|BBCF|Iron_Tager|label=Tager}} and {{Character Label|BBCF|Valkenhayn|label=Valkenhayn}} in wolf form.<br />
<br />
*Frame advantage is -3 point blank, but goes up to 0 when spaced.<br />
*Groundbounces on air-hit.<br />
<br />
----'''Overdrive Version'''<br />
The recovery is reduced to the point Lambda is able to act mid-air shortly after Exiga becomes active. It can be air dash cancelled backwards to stay safe even on whiff or to gain more ground when retreating. <br />
<br />
For offence, the early recovery enables pressure reset attempts on block, and full combos even on normal hit. E.x: OD {{clr|D|22D}} → AD → {{clr|D|j.2D}} → ({{clr|D|j.6D}}) → {{clr|D|j.214D}} to then land back on the ground and carry them to the corner.<br />
}}<br />
<br />
==Distortion Drives==<br />
===<big>Calamity Sword</big>===<br />
{{InputBadge|{{clr|D|632146D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=632146D,j.632146D|versioned=input<br />
|description=<br />
Lambda's metered reversal. It hits overhead and is used to escape pressure or add damage at the end of combos. It can combo off CH (which it will usually be), leading to big damage and corner-to-corner combos. <br />
<br />
It can score up to 5k midscreen, and just under in the corner. The projectile property means it will blow-up moves that only have Body invul, too. But be aware, having this baited will lead to a nasty punish. <br />
<br />
----'''Overdrive Version'''<br />
Calamity Sword's damage and hitbox become bigger, but also now spawns at the opponent's position, and thus becomes very threatening in neutral, as it can be used for fullscreen punishes if the opponent does anything committal. It can be used as a strong anti-zoning tool as a resullt. <br />
}}<br />
<br />
===<big>Legacy Edge</big>===<br />
{{InputBadge|{{clr|D|236236D}}}}<br />
{{BBCF Move Card<br />
|input=236236D<br />
|description=<br />
Legacy Edge is an anti-zoning super that fires forth a barrage of projectiles. All of them are level 2 and will beat any other projectile attack in the game short of {{Character Label|BBCF|Nu|label=Nu's}} Legacy Edge — But it has no invul, so it has to be used pre-emptively in some cases. Legacy can also be used to skip neutral for the price of 50 heat to immediately begin pressure, and Lambda can use the frame advantage to perform a variety of mixups such empty jump → {{clr|B|2B}}, late airdash → {{clr|B|jB}}, IAD → {{clr|C|jC}} crossups, etc...<br />
<br />
The super '''is guarenteed to come out after the superflash''' so trading with this is very bad for the opponent. Although if they aren't committed to an action, they can chicken block and mash to IB all the projectiles which gives them a ton of heat while staying safe from mixups. <br />
<br />
*Not all hits land on crouchers<br />
<br />
----'''Overdrive Version'''<br />
<br />
OD Legacy Edge is a strong starter, but landing it is situational. Other than that, it fires more projectiles to capitalise on the frame advantage from further away, or to carry them further after launch. <br />
<br />
}}<br />
<br />
==Exceed Accel==<br />
===<big>Duo Cultus</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
This is used either as a reversal in OD or as a combo ender. The knockdown from Duo Cultus doesn't allow for much more than setting up Gravity Seed midscreen, so it's essentially a reset to neutral which may or may not be a good thing depending on the Matchup.<br />
*[[BBCF/Offense#Exceed_Accel|Behaves the same as every other Exceed Accel.]]<br />
}}<br />
<br />
==Astral Heat==<br />
===<big>Sword of Destruction</big>===<br />
{{InputBadge|{{clr|D|214214D}}}}<br />
{{BBCF Move Card<br />
|input=214214D<br />
|description=<br />
Lambda grabs the opponent and plunges a mighty sword down upon them.<br />
<br />
It has no startup invul, so it can't be used as a reversal, but it's very easy and practical to combo into from buttons such as: <br />
*{{clr|C|5C}}<br />
*{{clr|C|3C}}<br />
*{{clr|A|6A}} (air hit)<br />
*{{clr|D|5D}} (air hit)<br />
*{{clr|C|236C}} (in the corner)<br />
*And many more<br />
}}<br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Lambda}}<br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Lambda-11|42px|BBCF_Lambda_Icon.png|Λ-No.11-}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/Jubei&diff=374985BBCF/Jubei2023-02-15T21:24:58Z<p>GunBlaze: </p>
<hr />
<div>==Overview==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Jubei is a '''highly mobile''' rushdown character with an install mode that vastly changes his offense. He has '''great mixups''' such as an instant overhead, unblockables, crossups, and several lows. He also has good oki, especially in the form of his fireball. Jubei's mobility and small size emphasize a slippery playstyle where Jubei picks his spots to start his offense. This is backed by Jubei's great air normals. <br />
<br />
Unfortunately, Jubei suffers from a '''poor defense'''. He has no reversals outside of system mechanics, and his Counter Assault is very average. Additionally, he has a unique mechanic where he is put into in extended hitstun anytime he is hit while standing. Good use of system mechanics are required as a baseline on defense or Jubei will eat a painful combo. Thankfully he also has fast normals and a great backdash to evade or challenge his opponents. Jubei is a good character for players seeking high mobility and mixups.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#5A|5A]] (6F)<br />
| reversal = None<br />
| fatalStarter = [[#6B|6B Attack]]<br/>[[#6C|6C]]<br/>[[#Form ONE: Shadow Wolf|236B]]<br/>[[#Form FOUR: Black Panther|632146C]]<br />
}}<br />
{{ProsAndCons<br />
|intro =is a heavy mixup character that uses his mobility to engage on his terms.<br />
|pros=<br />
*'''High Speed:''' Great mobility which can be further enhanced by Fudō: Sharenjin. Short height during dash allows him to low profile certain attacks and many projectiles.<br />
*'''Great Pressure:''' Virtually all of Jubei's moves push him forwards, making it easier to deal with Barrier and Instant Barrier. As well, he has solid stagger and mixup based pressure with good Oki.<br />
*'''Strong Mixup Potential:''' Jubei has a strong mixup game with various ways to open people up, including ground and air crossups.<br />
*'''Great Corner Carry:''' Amazing corner carry potential with Fudō: Sharenjin, which leads right into his great close-range gameplan. <br />
<br />
|cons=<br />
*'''Extended hitstun when standing:''' Vulnerable to high damaging combos normally only reserved for hitting a crouching opponent. <br />
*'''Poor Defense:''' No reversals outside of system mechanics and a pretty bad anti air.<br />
*'''Reliance on Snowballing:''' Damage is lackluster without confirming install or already being in install state. Jubei relies on taking advantage quickly and pushing it as far as it can go.<br />
}}<br />
</div><br />
<div id="home-content" class="home-grid"><br />
{{card|width=6<br />
|header=Drive: Shiranui / Shiranui: Steel<br />
|content=Jubei's Drive, '''Shiranui''', is similar to Taokaka's in that, upon use, he performs a fast dash at his opponent and slashes them on the way past. This attack will always place Jubei on the opposite side of his opponent on a successful hit. Hitting with a Drive marks his opponent with a black crosshair for a few seconds, known as the Shiranui Mark. While the Shiranui Mark is active, using his Distortion Drives will teleport Jubei behind his opponent before starting the attack, in addition to causing the move to deal bonus damage.<br />
<br />
After activating [[BBCF/Jubei#Immovable Object:_Lotus|Immovable Object: Lotus]], Jubei's Drive is replaced with an upgraded version called '''Shiranui: Steel''' (Shiranui: Hagane).<br />
<br />
*Pressing D in this state will put Jubei in a state where he hovers in place briefly. <br />
*Pressing a direction and one of the attack buttons in this state will lay out 4 waypoint markers in a pattern based on the direction and button pressed. Jubei will then perform a teleport dash attack between each one in order.<br />
*This install is a one-off trade per round: once activated, it cannot be deactivated and never expires.<br />
<br />
Since it can cross up and offers excellent mobility, enabling this upgraded drive as soon as possible is a common tactic for Jubei players. However, experienced Jubei players should weigh the costs of giving up Jubei's default Drive, which has its own advantages.<br />
<br />
|header2=Overdrive: Five Circles of Nirvana (Rakan: Gorinkō)<br />
|content2=Jubei's Drive moves are enhanced in simple, but useful ways.<br />
* Drive moves have faster startup.<br />
* Non-upgraded Drives trigger the second hit on block as well as on hit, making them safe on block and adding the Shiranui Mark.<br />
* Single-use limit on upgraded Drive attacks removed.<br />
** If Jubei cancels into his OD and he's used his Drive already, he must hit the ground first before the limit is removed.<br />
* Improved damage to Distortion Drives in line with other characters.<br />
}}<br />
{{card|width=6<br />
|header=Unique Ability: Being Small<br />
|content=Jubei is particularly small and able to simply not get hit by a lot of attacks:<br />
<br />
*Some opponent's 5As may whiff if he is standing, doing {{clr|A|5A}}, crouching and/or doing {{clr|A|2A}}; therefore requiring those characters to use often slightly slower {{clr|A|2A}} or {{clr|B|5B}} attacks<br />
*Jubei's running animation places him exceptionally low to the ground, and can run underneath a surprising number of moves.<br />
*Jubei's crouch only slightly reduces his hurtbox size compared to his standing hurtbox which is already small. The only indication that Jubei is crouching is that his stance is visually different.<br />
<br />
However, '''all hits against him while he is standing gain 2 frames of additional hitstun''', just like hitting a crouching opponent (air and crouching hits work as normal). This has some unique problems, namely that attacks that normally force standing, such as crumple stun and freezing, can allow opponents to perform combos with the extended hitstun that they cannot do to anyone else in the cast.<br />
<br />
Do not confuse this extra hitstun with Jubei ''actually'' being in a crouching state when standing, therefore:<br />
<br />
*Jubei must still block overhead and low attacks as normal.<br />
*Moves that are hard coded to miss crouching enemies, such as Taokaka's command throw Distortion Drive, can still hit Jubei while he is standing.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
*Gatlings: {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}<br />
*Hits crouching<br />
*Jump cancelable on hit and on block<br />
*Due to Jubei's small size you can low profile certain attacks and mash this move<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
*Gatlings: {{clr|A|6A}}, {{clr|B|6B}}, {{clr|B|2B}}, {{clr|C|5C}}, {{clr|C|2C}}<br />
*Moves Jubei forward before doing the strike.<br />
*Jump cancelable on hit and on block<br />
<br />
A decent short-ranged poke that moves Jubei slightly forward. While the horizontal reach looks lacking, because Jubei moves forward the range for it is actually fairly good considering it's fast and jump-cancelable. <br />
<br />
Due to how slow and generally poor Jubei's anti-air options are, the ability of this to somewhat function as one is not something to brush off.<br />
<br />
This normal also functions as Jubei's main kara cancel normal<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
*Gatlings into {{clr|A|6A}} {{clr|B|6B}} {{clr|C|2C}} {{clr|C|3C}}<br />
*Jump cancelable on both hits<br />
*Moves Jubei forward<br />
Jubei moves forward as he slashes down and then up. While the horizontal hitbox is not the best, the forward movement allows Jubei to comfortably gatling into {{clr|C|5C}} relatively far away. <br />
<br />
The first slash reaches further than the second, making it so that from further ranges the first will connect while the second hit will whiff. This is particularly noteworthy as {{clr|C|5C}} is the only gatling option from max-range {{clr|B|5B}} that reliably connects.<br />
<br />
On counter, the first hit launches, allowing combos like 5C(2) {{clr|C|632146C}} anywhere.<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
*Gatlings into {{clr|A|6A}} {{clr|B|6B}} {{clr|C|2C}} {{clr|C|6C}}<br />
*If mashed 3 times, the third hit will only have two active frames<br />
Generally preferred over {{clr|A|5A}} when Jubei has the advantage since it has longer range for one frame more startup. Bear in mind that this is a Foot attribute move even if it doesn't need to be blocked low, so certain moves will go right over it.<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
*Mid range low poke that is plus on block, so it's great for blockstrings and pressure<br />
Jubei's go-to poke for many situations. While it has good range, there are few options to confirm into from max range. If trying to take advantage of its plus frames however, it is better used close to the opponent as it pushes opponents back without moving Jubei forward.<br />
<br />
With its speed and range, it can work as a nice poke to surprise opponents when used from command dash. As Jubei's crossup dash leaves him a fair distance away from his opponent, this is also one of the better options to go for.<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
*Anti-air<br />
*Causes float on hit<br />
*Jump cancelable on hit and on block<br />
*Leaves Jubei airborne, allowing cancels into {{clr|D|j.236D}}/{{clr|D|j.214D}}<br />
Jubei extends one foot off the ground and slashes upwards with sword in mouth. For an anti-air, it's rather bad: The hitbox has poor vertical and horizontal reach that does not make up for the heavily delayed head invul. On top of that, he's considered airborne, so jumping out of it consumes an air option. Good in combos, especially in install for several extensions.<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A,6A Attack |versioned=input<br />
|description= <br />
*Guard Point Counter move. <br />
*Catches Head, Body and Foot strikes unless they are a low or an overhead.<br />
*On successful catch, follows up with an elbow smash that can be blocked. Crumples on grounded enemies, wall bounces airborne opponents.<br />
*If the follow up attack hits the opponent, Jubei instantly builds 22 Heat meter on normal hit, 24 on counter hit.<br />
*Since this parry is Guard Point, opponents may still Rapid Cancel to block the follow up attack. They may also jump cancel, but the follow up attack must be barrier blocked and may still catch them. <br />
*50% P1 and Very Short starter makes this move lead to mediocre damage.<br />
<br />
Similar to Hakumen's drive moves but with a much more limited set of moves it can actually catch. Use it to call out people autopiloting pokes and pressure strings. Definitely not a move to throw out randomly due to its short active time and the sheer number of moves that just go around it.<br />
<br />
Though the follow up attack itself is +1 on block, you can still cancel to specials on block. Notably {{clr|C|632146C}} will be a frame trap for a Fatal Counter to catch people who do not know you are safe and trying to {{clr|A|5A}} you, and it is also the most reliable combo starter. If the follow up attack happened to be instant blocked they would need a 6F {{clr|A|5A}} to trade, and the hit state on this attack will allow you to recover sooner. You can also hold it for a sneaky unblockable too if they do not mash. Special cancelling to {{clr|B|236B}} is a true block string into a low attack, that can also be converted into a combo off {{clr|A|6A}} if you have 50 heat to spend on {{clr|A|360A}} or a Rapid Cancel of your own.<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B,6B Attack |versioned=input<br />
|description= <br />
*Counter move. Only catches strike property moves that also ''must'' be blocked low.<br />
*Fatal Counter<br />
*90% P1 - Leads to much better damage than {{clr|A|6A}}<br />
Potentially much more rewarding than {{clr|A|6A}} but has an absurdly strict requirement on what moves it will actually trigger against (For instance, Susanoo's {{clr|A|2A}} won't trigger it since it doesn't need to be blocked low). Pretty much only useful for calling out specific long ranged or slow lows from certain characters who have them (Such as slide kick 3Cs), avoid using otherwise since you're just handing your opponent a free counter hit.<br />
<br />
If you do catch a move, Jubei will perform a highly damaging two part followup that launches his opponent and can be jump cancelled to follow up with, leading to very good damage.<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
*Forces crouching state on hit<br />
*Deals high hitstun<br />
<br />
Jubei performs a small somersault and using his tail slashes down hard with his sword. An above average standing overhead despite the mediocre startup, given the lengthy low/throw invulnerability while still being safe on block and leading to decent damage if it lands.<br />
While it reaches fairly far horizontally, its vertical hitbox is, at best, inconsistent. {{clr|C|6C}} actually can hit opponents fairly high in the air, but it can also miss even when opponents clearly appear within its graphical range. <br />
<br />
With its 110% bonus proration, you should always look for ways to fit this move into your combos, such as after {{clr|B|236B}}>{{clr|A|360A}} in the corner and after OD cancels.<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
*Can be jump-canceled on both hits<br />
*First hit has decent vertical reach<br />
*Second hit is a low<br />
Jubei quickly slashes upwards, takes a long step forward, and then takes a large swipe at the opponent's legs. Somewhat for combo-filler, somewhat for mixup. The first hit has decent vertical reach which is helpful in combos, but does not really cover areas that {{clr|C|2C}} cannot as an antiair. While the second hit is a low, the first is not so the opponent has ample time to block it.<br />
<br />
The first slash has poor horizontal reach while the second, due to its far forward movement, actually reaches quite far. However, as there's no gatling options from {{clr|C|3C}} and the first hit has such poor range, there's not much practical use for it outside of filler or perhaps surprising the opponent with the reach from the second hit.<br />
<br />
{{clr|C|3C}}(1)'s high hitstun is useful for stabilizing certain combos, though its bad proration typically means you wont get much damage after using it.<br />
<br />
Second hit launches slightly, allowing you to combo into and pick up after {{clr|A|236A}} in the corner without being in Lotus.<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
*Used for instant overheads<br />
*Fastest aerial with decent range and easy confirms<br />
*Jump-cancelable on block<br />
*Cancels into itself on hit<br />
Jubei alternates downward kicks with both of his feet. With its fast startup and immediate downwards hitbox, this is the go-to when attacking a grounded opponent from the air. With the speedy startup and spread active frames, {{clr|A|j.A}} can easily be mashed into itself when performed high enough.<br />
<br />
As jumping from dash provides Jubei a slightly more shallow jump arc, it can be used as an instant overhead on crouching opponents. Since crouching hurtboxes vary, when {{clr|A|j.A}} is used as an instant overhead several characters will be hit by only the first hit of {{clr|A|j.A}} (requiring {{clr|A|236A}} angled downwards to confirm off of) while on some both hits will completely whiff.<br />
}}<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
*Both hits can hit both sides<br />
*Good air-to-air<br />
*Jump-cancelable on block<br />
*CH on second hit causes untech until opponent hits the ground<br />
Jubei kicks forward and quickly spins into an upwards kick. Used for air-to-air situations as it has a good horizontal hitbox and it's slightly faster than {{clr|C|j.C}}. Both hits can crossup but because of their lacking downwards hitbox, precise spacing and timing is required.<br />
<br />
Jubei's strongest air normal if in range for it as it has fast startup and good reach on both hits. While the first is already a solid air-to-air, the second reaches surprisingly high vertically and has about the same horizontal range as the first, allowing him to cover several angles. As both hits can hit both sides and are jump-cancelable, they make for a flexible, solid normal.<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
*Decent air-to-air and air-to-ground<br />
*Jump-cancelable on block<br />
Has good horizontal and downwards reach so it works well air-to-air and air-to-ground. Slower than both {{clr|A|j.A}} and {{clr|B|j.B}} so it is best used when the longer reach is needed. Does not reach directly under very well so use it late into your jump or use {{clr|A|j.A}} for such situations.<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
*Hits both sides<br />
*Fast air poke with decent range<br />
*Not jump-cancelable on block<br />
Has a fairly wide hitbox that also hits in a straight line under Jubei. Can crossup or be used in air-to-air situations but as it cannot gatling into other aerials it's difficult to confirm into. On grounded opponents, comboing off of it when done around the peak of Jubei's jump is finnicky as it does not have very much hitstun and, if not done close, Jubei lacks moves with fast enough startup and range to confirm into.<br />
<br />
While not the best for confirms, its speed matches {{clr|B|j.B}}'s and it has even more horizontal reach than {{clr|C|j.C}} while also having a decent downwards hitbox, making it Jubei's best air poke in terms of range. However, as it cannot be jump-canceled on block and it is difficult to confirm off of higher in the air, it can be hard to do more than simply poke with it.<br />
<br />
A good analogue to this move would be Hibiki's {{clr|C|j.C}} as their function and hitbox is very similar. The biggest difference between the two however is in their active frames (3 versus 6). As a result of this and other differences, Hibiki's {{clr|C|j.C}} is a strong general use tool while Jubei's {{clr|C|j.2C}} is more of a situationally useful crossup and air poke due to its relatively fast startup and range. <br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D,5D OD |versioned=input<br />
|description=<br />
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.<br />
*Special-cancelable on hit once Jubei's sword gleams<br />
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed<br />
*Drags the opponent towards Jubei on block and on hit<br />
<br />
Jubei rushes past his opponent and then does an attack in passing. A good way to quickly side-switch on hit as well as on block if careful. Since the attack goes active after Jubei has moved and there is no invulnerability, he can be stuffed or even thrown as he moves past (he is considered grounded throughout this move). Your opponent will be unlikely to do this on reaction, but be wary of throwing it out around moves with lots of active frames.<br />
<br />
Depending on if {{clr|D|5D}} hits or is blocked, the length that {{clr|D|5D}} travels varies. On hit, Jubei will travel a fixed distance from the opposite side of the opponent allowing for consistent followups, while on block he will travel a fixed distance from his original location. While negative on block, when used at a close or middling distance, Jubei will end up far enough away from his opponent that punishing him is impossible outside of specific fast, long-ranged options.<br />
<br />
With meter {{clr|D|5D}} can serve as a way to close distance on a far grounded opponent or to continue pressure. When rapid-canceled, with precise timing Jubei can end up next to his opponent on either side which can be tricky to react to. However, due to its long active frames, immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings. <br />
<br />
You can also use Jubei's {{clr|D|5D}} to dodge fast EA ([ABCD] for immediate EA) attempts. Done well, Jubei will cancel his previous attack and pass through his opponent during their EA animation.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D,j.D OD |versioned=input<br />
|description=<br />
*Dive attack that goes all of the way to the ground from any height.<br />
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.<br />
*Special-cancelable on hit once Jubei's sword gleams<br />
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed<br />
<br />
Travels at a fairly steep angle compared to {{clr|D|j.6D}}, meaning it's unlikely to connect with your opponent unless they are close horizontally. On hit, Jubei will travel a fixed distance from the opposite side of the opponent allowing for consistent followups while on block he generally lands directly behind his opponent. As it is unsafe and always leaves Jubei right next to his opponent, this is a much better option when Jubei has meter.<br />
<br />
With meter, Jubei has complete control over ending up in front or behind his opponent by either rapid-canceling immediately before or after he rushes through. When used relatively far horizontally, Jubei may land in front of opponent. <br />
<br />
When following up on block with a rapid cancel, due to {{clr|D|j.D}}'s long active frames immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings.<br />
}}<br />
<br />
===<big>{{clr|D|j.6D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.6D,j.6D OD |versioned=input<br />
|description=<br />
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.<br />
*Special-cancelable on hit once Jubei's sword gleams<br />
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed<br />
<br />
Travels further horizontally than {{clr|D|j.D}}, making it a fairly fast way to close in on your opponent. As it is unsafe and generally leaves Jubei right next to his opponent, this is a much better option when Jubei has meter. However, when used at an angle where it will rush through the opponent at around their head height, Jubei will land fairly far away. This allows Jubei to escape corners in certain situations and is similar to a poke that is easy to confirm into, with the cost (or reward) of positioning on block.<br />
<br />
With meter, Jubei has some control over ending up in front or behind his opponent, generally by rapid-canceling immediately before or after he rushes through, but due to the many possible horizontal and vertical distances this can be used from, it is not always feasible to control which side he lands on. <br />
<br />
When following up on block with a rapid cancel, due to {{clr|D|j.6D}}'s long active frames immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Upgraded Drive Moves==<br />
===<big>Shiranui: Hagane</big>===<br />
{{InputBadge|{{clr|D|D}}~X after Fudō: Sharenjin (Air OK)}}<br />
{{BBCF Move Card<br />
|input=Install D<br />
|description=<br />
After using Fudō: Sharenjin, all drive moves are replaced with these for the remainder of the round. Each version lays down 4 waypoints on screen in a specific order and Jubei does a teleport dash attack between each one. If these hit his opponent, they will be sent flying in the same direction of the attack, causing each of the 4 attacks to combo together in most cases. To use, press D and then immediately press the specified direction and button to use the listed attack pattern. <br />
*Hold up/down when selecting a path and the path will angle in that direction.<br />
*Button and direction can be held for easier execution, only the D-version has to be timed/mashed.<br />
*Grounded versions of this Drive behave the same as the air versions except that ground versions can only be angled upwards. <br />
*Not pressing any button will result in Jubei using the standard {{clr|D|5D}} version instead.<br />
*Any hit from any version inflicts the Shiranui Mark. <br />
*Unless Jubei is in Overdrive, he must touch the ground before being able to use his Drive again.<br />
*During Overdrive, the move becomes special cancellable on hit or block after the last hit.<br />
*If a waypoint laid by this move ends up off the sides of the screen, it will be placed at the edge of the screen at the same height it would normally be. Similarly if a waypoint would be placed under the floor, it is instead placed at ground level at the same horizontal position it would normally be.<br />
<br />
In terms of actual usage, these drive moves see use inside combos to give good damage while affording a certain amount of control over where your opponent ends up, or carrying the opponent to the corner from anywhere on the screen. Notably, {{clr|C|2C}}, {{clr|C|3C(1)}} and {{clr|B|j.B}} can combo into this. Generally the A versions gets used the most for consistency. It's also one way to gain additional height in your air combo to maximise how much damage your distortion drive will do.<br />
<br />
Outside of combos, the more fiddly A and B patterns are used to form a crossup, since both patterns look very similar but with their middle two waypoints swapped. A keen eyed opponent can see the order the waypoints appears and react accordingly, however, and it can be easily stuffed by projectiles limiting its usage in certain matchups. It can also be used to get higher into the air to stall for time combined with his other aerial options.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*Grounds the opponent<br />
Grounds the opponent for a lengthy amount of time allowing Jubei to pick them off the ground with a variety of options.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*Grounds the opponent<br />
*Switches sides<br />
Jubei uppercuts the opponent to the opposite side and grounds them for a lengthy amount of time, allowing him to pick them off the ground with a variety of options. Essentially the exact same as forward throw with the main difference being side-swap.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*Pretty standard air throw.<br />
*Brings opponent and Jubei to the ground before dealing damage, allowing for consistent followups.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*Can be useful to disrupt blockstrings and get {{clr|C|236C}} out before they realize they've lost momentum.<br />
*Uses Jubei's {{clr|B|5B}} animation. Because Jubei slides forward an opponent baiting this by jump cancelling forward may land a bit far away or swap places into the corner.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*Causes hard knockdown on air hit<br />
Jubei lunges forward and slashes with his two sword. Moves Jubei forward after he recovers.<br />
<br />
Somewhat pointless for crushing guards given that {{clr|C|632146[C]}} exists which costs no heat and will even penetrate barrier guard. Jubei also has lots of other ways to crack open a defensive character.<br />
<br />
While you are best served using your meter to activate install in most match ups, you may consider spending a quick level 1 charge of this in during {{clr|B|236B}}~{{clr|C|236C}} oki pressure in the corner<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Fissuring Slash (Rekkōzan)</big>===<br />
{{InputBadge|{{clr|A|236A}} (Air OK)}} or {{InputBadge|{{clr|A|236236A}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236A / j.236A,236236A / j.236236A |versioned=input<br />
|description= <br />
*The air versions can shift Jubei up or down by holding any up or down direction during the attack. Otherwise they work the same.<br />
*Punishable on instant block<br />
*{{clr|A|236A}} is a series of 3 hit swipes, best for pushing to the corner, corner combos, or small conversions off {{clr|A|j.A}} instant overhead<br />
*{{clr|A|236236A}} is a series of 5 swipes, with the last hit being in the air that spikes opponent down. A good combo finisher for more damage and meter. Can be used to set up mid-screen okizeme since the land close to Jubei<br />
*When in install, this move gets upgraded and changes drastically! Please see below section for the specifics on the Install Fissuring Slash)<br />
<br />
Jubei slashes forwards with his claws for three strikes. The last slash blows the opponent back. The {{clr|A|236236A}} version has Jubei slashing 5 times and slamming the opponent down.<br />
<br />
Before you activate install, this move is mostly used in combos as it is very unsafe on block. Should you use this in pressure or neutral it can land some quick unexpected hits due to the size of the hit boxes. Learn to catch roll techs after ending combos with {{clr|A|236236A}} to keep the pressure up and build heat so you can install and use the better version of this move.<br />
<br />
}}<br />
<br />
===<big>Install Fissuring Slash (Rekkōzan) and Additional Attacks</big>===<br />
{{InputBadge|{{clr|A|236A}} then A for each Additional Attack (Air OK)}}<br />
{{BBCF Move Card<br />
|input=Install 236A,236AA / j.236AA,236AAA / j.236AAA,236AAAA / j.236AAAA,236AAAAA / j.236AAAAA |versioned=input<br />
|description=<br />
*Can be followed up for a total of 5 attacks on hit, block, and whiff.<br />
*Pressing A will followup with another swipe.<br />
*Pressing B during the first 3 followups will cancel into Fissuring Impact. Jubei can only followup with one other attack afterwards.<br />
*The first 4 attacks can be cancelled into the following specials. These specials will end the rekka: <br />
**{{clr|B|4B}} will cancel into Demon Fox<br />
**{{clr|B|6B}} will cancel into Shadow Wolf<br />
**{{clr|C|5C}} will cancel into Wild Lion<br />
**{{clr|C|646C}} will cancel into Black Panther<br />
**{{clr|D|6D}}/{{clr|D|4D}} will cancel into Divine Form. You can use this to cross through opponents, reset pressure, retreat, or avoid reversals<br />
*The air version can be shifted up and down like the non-install version.<br />
*The 5th and final attack is similar to the non-install {{clr|A|236A}} final attack<br />
*Air version startup is comparable to jump normals and in some cases is your best air to air attack.<br />
<br />
Jubei slashes forward up to 5 times. For the 5th swipe, Jubei jumps similarly to the last hit of the regular {{clr|A|236A}}. <br />
<br />
During install, Fissuring Slash ("Rekkōzan") becomes a true rekka series. Jubei can vary the amount of Additional Attack slashes that occur during Fissuring Slash, choose between multiple followups that can create mix ups, or cancel to his command air dashes even while grounded to create space or do low to the ground cross ups. Jubei's pressure game here should not be underestimated and you can quickly smother an opponent with fast unpredictable pressure.<br />
<br />
While the individual slashes are minus on block, Jubei can easily choose how many swipes to go for and can deter mashing with his other Fissuring Slash followups, conditioning opponents to fear his options from it. If the opponent respects these options and avoids mashing, Jubei can opt to stop doing followups off Install Fissuring Slash's Additional Attacks and then reset pressure entirely! <br />
<br />
Also, the hit boxes on this attack are pretty good at covering Jubei due to how low to the ground he gets if you decide to try this attack in neutral. It's especially important to threaten this attack as an air to air due to the quick startup. Also, the higher up you hit someone with the 5th attack, the more chance you can cause them to fly into the corner for the wall bounce, allowing you to land and link a {{clr|B|5B}} or dash {{clr|B|2B}} for an easy combo conversion!<br />
<br />
As a final important use, this can be used to stall in the air by holding upward. Only the last attack has landing recovery.<br />
<br />
Read the special move sections below for information on their "Fissuring Slash" versions.<br />
}}<br />
<br />
===<big>Fissuring Impact</big>===<br />
{{InputBadge|{{clr|B|5B}} after Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236A~5B / j.236A~5B<br />
|description=<br />
*Swipes the opponent upwards off the ground<br />
*Leaves Jubei in an airborne state<br />
*Available only in Immovable Object: Lotus<br />
*Not special cancelable with {{clr|D|j.236D}}/{{clr|D|j.214D}}<br />
Jubei jumps while slashing upwards into the air. This move is only available when Immovable Object: Lotus has been activated and functions like a launcher. After this attack, the next attack will always end the rekka sequence. Fissuring Impact cannot cancel into {{clr|C|236C}}, {{clr|D|j.236D}}/{{clr|D|j.214D}}, and the A followup will always be the final slash of the rekka.<br />
<br />
{{clr|B|236B}} (shortcut {{clr|B|6B}}) is a particularly strong option after Launch as it is a frame trap that can yield a fatal counter. As Jubei's options after Launch do not offer much mixup potential and are all negative on block, opponents comfortable with Jubei options afterwards might not feel pressured to mash after seeing it.<br />
}}<br />
<br />
===<big>Form ONE: Shadow Wolf</big>===<br />
{{InputBadge|{{clr|B|236B}}}} or {{InputBadge|{{clr|B|6B}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236B,236A~6B |versioned=input<br />
|description=<br />
*Hits low<br />
*Very respectable range<br />
*If performed in the air from Fissuring Slash, Jubei will fall to the ground first before performing the move.<br />
*Fatal Counter with a very high damage reward<br />
*On hit, cancels into {{clr|C|236C}} for Oki.<br />
*Can cancel to Install Super on hit or block to either hit confirm into good damage or create a strong mixup<br />
<br />
Jubei uses both of his swords to slash vertically and horizontally at his opponent's feet, knocking them down on hit. It is used often as an ender in combos to set up oki, as special canceling into {{clr|C|236C}} saves time that makes up for {{clr|C|236C}}'s high startup.<br />
<br />
Has the potential to fatal counter so it is an option to deter mashing, but outside of install Jubei lacks options to encourage it in the first place. Still, if the opponent is particularly mash-heavy, or if you feel the opponent is trying to up back out of a long pressure string, delaying this at points they are expected to mash can yield high reward.<br />
<br />
While a low, as Jubei's overhead options later in strings are a little lacking and {{clr|B|236B}} itself is unsafe - though very difficult to punish at further ranges - it is perhaps more suited to ensuring opponents respect Jubei's pressure than it is as a mixup tool. <br />
<br />
When used from Fissuring Slash's and its Additional Attacks, it can be delayed long enough to frame trap opponents with pretty much a 1F timing window, but it can also be used directly after Fissuring Slash > Launch for this purpose. From Fissuring Slash > Launch, between this and delayed {{clr|B|4B}}, Jubei has a high/low mixup that yields a combo with meter or counter hit.<br />
<br />
Jubei is at least +13 after an immediate {{clr|B|236B}}>{{clr|A|360A}} cancel, giving you true blockstrings after and ample opportunity to diversify your pressure by doing dash {{clr|B|2B}}, or dash {{clr|A|j.A}} as a quick instant overhead.<br />
}}<br />
<br />
===<big> Form TWO: Demon Fox</big>===<br />
{{InputBadge|{{clr|B|214B}} (Air OK)}} or {{InputBadge|{{clr|B|4B}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214B,j.214B,236A~4B |versioned=input<br />
|description=<br />
*Overhead<br />
*Generally only combos off counterhit or with meter<br />
*Decent ender for air combos<br />
*Jumps over lows<br />
Jubei jumps into the air and slashes overhead in a backwards arc. Generally, without counterhit or a rapid cancel comboing off of this is not possible. However, on hit it can distortion cancel into {{clr|A|360A}}, allowing Jubei to both combo and power up off a safe opener. On block, going for {{clr|A|360A}} after leaves a 5 frame gap that many characters cannot exploit.<br />
<br />
When used close and on a crouching opponent, Jubei can side-switch with the opponent. As this only works when opponents are crouching, this serves no purpose as a crossup but can be useful for positioning.<br />
<br />
While {{clr|C|j.214C}} is a better ender for air combos due to better frame advantage and damage, {{clr|B|j.214B}} lands more reliably and avoids the possibility of side-switch.<br />
<br />
If {{clr|B|j.214B}} hits high enough on an opponent, Jubei can link this attack with {{clr|B|5B}} to pick up and continue a combo.<br />
<br />
During the upgraded Fissuring Slash, it is an effective tool to stop opponents from trying to mash out of your strings. When used from Launch it can be delayed long enough to frame trap opponents. When used from Fissuring Slash's Additional Attacks however, it must be immediately canceled into. From Launch, between this and {{clr|B|6B}}, Jubei has a high/low mixup that yields a combo with meter or counter hit.<br />
<br />
Demon Fox on the ground can be punished by Instant Blocking and using a 6 frame move, as it is -3. <br />
}}<br />
<br />
===<big>Form THREE: Wild Lion</big>===<br />
{{InputBadge|{{clr|C|214C}} (Air OK)}} or {{InputBadge|{{clr|C|C}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214C / j.214C,236A~C |versioned=input<br />
|description=<br />
*Combo ender<br />
*All hits are mid<br />
*Go-to ender for air combos<br />
*Leaves Jubei fairly airborne allowing him to go over lows<br />
*Gains increased horizontal distance when used after command dash<br />
<br />
Jubei jumps in a forward arc, slashing in a flurry all around him and ending with a long slash once grounded. If performed in the air, Jubei doesn't launch upwards noticably. Strictly a combo tool due to how unsafe it is.<br />
<br />
{{clr|C|j.214C}} is Jubei's go-to ender for air combos as it offers greater frame advantage, damage, and potential side-switch. It is a little finnicky however as it is somewhat poor at hitting opponents above Jubei which can cause disastrous whiffs in unexpected situations. Whiffing (and side-switch) is generally avoidable by getting into the habit of super jumping into the preceding air chain as {{clr|C|j.214C}} consistently hits when above or at an even level with opponents.<br />
<br />
When done close to the opponent, Jubei's delayed attacks after his jump functions as a crossup. If done further away however, Jubei is more likely to stay on the same side. As all hits are mids and this move is extremely unsafe, this should be avoided.<br />
<br />
If used off of Jubei's 44 > 6 dash, it travels a little farther than fullscreen. It is not ideal as a means of approach, but it can catch people off guard and force Jubei's way in. Keep in mind that only the backdash has invuln and that it is quite minus on block and on whiff.<br />
}}<br />
<br />
===<big> Form FOUR: Black Panther</big>===<br />
{{InputBadge|{{clr|C|632146C}}}} or {{InputBadge|{{clr|C|646C}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=632146C,236A~646C,j.236A~646C |versioned=input<br />
|description=<br />
*Fatal Counters<br />
*If performed in the air from Fissuring Slash, Jubei will fall to the ground first before performing the move.<br />
*Becomes truly unblockable if charged for 30 frames<br />
**Guard breaks even if opponent barrier blocks<br />
**Has a just-frame if released at 30 frames. The Just-frame is comboable<br />
**Does not combo outside of just-frame and counter hit<br />
Jubei readies his swords behind his back in a cross and slashes rapidly as he front flips in place. With its lengthy startup and short horizontal range, this serves mostly as combo filler for his more damaging combos though it can be a hard, rewarding callout on delayed mashing as it rewards fatal counter.<br />
<br />
In combos, this move functions as a launcher in low height air juggles, generally after crouching/air hit hit {{clr|C|5C}}, air hit {{clr|C|3C}}(1) or Fissuring Impact. When grounded, comboing into it usually requires a crouching opponent, and using a N-starter into {{clr|C|5C}} > {{clr|C|632146C}} or {{clr|C|5C}}(1 > {{clr|C|632146C}} if you use an A-starter. <br />
<br />
As the charged version has very long startup and fairly short range, it is unlikely to ever be useful during Jubei's pressure. This move does, however, have a just-frame release property; if you release the C button after charging approximately 30 frames (exactly when the ground shakes) the recovery of the charged version is lessened to that of the uncharged variant, allowing meterless combos from an unblockable attack! This makes it useful in corner okizeme situations from the {{clr|B|236B}} > {{clr|C|236C}} ender.<br />
}}<br />
<br />
===<big>Rising Justice</big>===<br />
{{InputBadge|{{clr|C|236C}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236C / j.236C |versioned=input<br />
|description=<br />
*Fires a large projectile that bounces along the ground slowly at a fairly large height, slightly above the height Jubei was at when he launched it. <br />
*Lasts for 300F<br />
*Does not travel off the screen but instead just bounces in place against the wall.<br />
*Leaves Jubei in counterhit state during its lengthy startup<br />
*Disappears if Jubei is hit.<br />
<br />
A key oki tool for Jubei, used at the end of his combos to force a block so that he can use his powerful mixup tools to continue pressure and keep momentum going. Has a rather bad startup however so using it at neutral is only really helpful at long range to cover an approach, using this up close is often suicide.<br />
}}<br />
<br />
===<big>Divine Form</big>===<br />
{{InputBadge|{{clr|D|j.236D}}/{{clr|D|j.214D}}}} or {{InputBadge|{{clr|D|6D}}/{{clr|D|4D}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=j.236D,236A~6D,j.214D,236A~4D |versioned=input<br />
|description=<br />
*Can be used off certain grounded options that put Jubei in the air<br />
*Can be special canceled into off of any aerial on hit and block<br />
*Does not count as one of Jubei's jumps<br />
*Leaves Jubei in counterhit state until finished<br />
*Can pass through opponents<br />
Offers Jubei some precise horizontal mobility in the air. Can be used before or after a double jump though only one can be used per jump. Can also be used off of any air normals on hit or block, giving his jump-cancelable normals greater pressure options.<br />
<br />
Does not grant invulnerability and leaves Jubei in counterhit until completed so {{clr|D|j.236D}} should be used with some caution during pressure or in neutral. If {{clr|D|j.236D}} crosses over the opponent, aerial attacks autocorrect for slow but sure crossups.<br />
<br />
As moves like {{clr|C|2C}} and enhanced {{clr|A|236A}} leave Jubei airborne on block and hit, they can be reliably canceled for greater pressure ({{clr|D|j.236D}}) or safety ({{clr|D|j.214D}}).<br />
<br />
When the opponent is completely cornered, if they respect Jubei's pressure {{clr|D|j.236D}} becomes a stronger pressure option. When {{clr|D|j.236D}} is done high into Jubei's jump arc (generally requiring a standing opponent) it will not crossup, while any lower and it will always crossup. <br />
}}<br />
<br />
===<big>Quick Dash</big>===<br />
{{InputBadge|44~6}}<br />
{{BBCF Move Card<br />
|input=44~6<br />
|description=<br />
Unique forward dash when cancelling from backdash that's '''considerably''' faster than his normal dash. Activates if you're holding 6 on the frame Jubei touches the ground from backdash. It doesn't have to be timed, but there is no window to perform it later.<br />
<br />
From frame 9 onwards, Jubei can cancel into any attack, jump or Barrier Block (but cannot block normally). Like regular dashing, cancelling into Barrier will maintain his momentum, sliding him forward to effectively and safely advance. Similarly, the momentum can be instantly cancelled by doing a throw and kara cancelling into Barrier. Several of Jubei's attacks also retain momentum: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|B|2B}}, {{clr|C|3C}}, {{clr|B|214B}}, or {{clr|C|214C}}. These attacks will slide or even launch Jubei across the screen while attacking.<br />
<br />
Quick dashing counts as a dash for adjusting Jubei's jump heights so, combined with Quick dash momentum, Jubei can jump incredible distances. Jubei can even be tricky by super jumping backwards first, looking like a normal straight up jump, and then double jumping forward with that momentum.<br />
}}<br />
<br />
===<big>Run Through Opponent</big>===<br />
{{InputBadge|6, while running near opponent}}<br />
{{BBCF Move Card<br />
|input=Run Through Opponent<br />
|description=If Jubei has been running for over 7 frames, Jubei will jump past his opponent and turn around with a fixed animation. It does not actually allow him to keep running past the opponent, away from them.<br />
<br />
The ability to run through his opponent adds another layer to Jubei's offense, giving him the ability to cross up even cornered opponents without leaving the ground.<br />
<br />
*Can only be triggered from a normal run, not the quick command dash after a backdash<br />
*Can be avoided by holding 3 to run instead of 6<br />
*Can trigger on airborne opponents, but they must also be below 100,000 in game units off the ground, which is extremely low. It's quite possible to collide with a player who is airborne but not trigger the side switch.<br />
}}<br />
<br />
===<big>Running Jump</big>===<br />
{{InputBadge|Any jump while running or during 44~6}}<br />
{{BBCF Move Card<br />
|input=66~9<br />
|description=<br />
If Jubei jumps or superjumps while running or out of his quick dash, his jump heights are adjusted; his normal jump is lower while his super jump is even higher. The lowered jump height allows for more immediate jumping normals to connect against grounded opponents, including enabling instant overheads with {{clr|A|j.A}}, while the heightened super jump allows Jubei to cover exceptionally long distances in combination with his dash momentum, letting him chase or run from opponents more effectively.<br />
}}<br />
<br />
==Distortion Drives==<br />
===<big>Twin Guardians: Mourning Shore</big>===<br />
{{InputBadge|{{clr|D|j.236236D}}}}<br />
{{BBCF Move Card<br />
|input=j.236236D,j.236236D Mark |versioned=input<br />
|description=<br />
*Mid part of the attack loops continuously until reaching the ground, therefore the higher up you start this move, the more damage it will do. <br />
*If opponent is marked, Jubei teleports above and behind his opponent before attacking, ensuring it connects.<br />
*Completely invulnerable from the start until recovery, but very punishable on block.<br />
*Minimum damage (Marked): 200, 40*n, 500 (250, 40*n, 500)<br />
*OD minimum damage (Marked): 200, 40*n, 160*5 (250, 40*n, 160*5)<br />
Jubei's air combo ender of choice leading to decent damage, also can be used as a full screen punish if your opponent is marked and mucking around in the air because of its very fast startup, but this is very risky. Definitely not a move to just throw out at neutral.<br />
}}<br />
<br />
===<big>Thousand Hands: Roaring Pillar</big>===<br />
{{InputBadge|{{clr|D|236236D}}}}<br />
{{BBCF Move Card<br />
|input=236236D,236236D Mark |versioned=input<br />
|description=<br />
*General purpose ground distortion to add more damage to combos and to do very long range punishes.<br />
*If opponent is marked, Jubei appears behind opponent before attacking, even if they're in the air, and deals slightly more damage. Useful for combos that leave your opponent too far to connect the attack normally.<br />
*Minimum damage (Marked): 800(900) OD: 1120(1220) <br />
Due to the superflash ocurring after Jubei teleporting, this should not be used as a way to do a crossup since they'll just block it. If the opponent commits to a move with lengthy startup this can work to punish them no matter the distance due to its reasonably quick startup and Shiranui mark making it always connect.<br />
}}<br />
<br />
===<big>Immovable Object: Lotus</big>===<br />
{{InputBadge|{{clr|A|360A}}}}<br />
{{BBCF Move Card<br />
|input=360A<br />
|description=<br />
*Disables Normal Drive and replaces it with the upgraded version for the rest of the round.<br />
*Modifies Fissuring slash in various ways (See above)<br />
*Absurdly short startup and recovery time, basically impossible for your opponent to stuff. Can easily be used mid combo as an alternative to a Rapid Cancel.<br />
*Extremely flexible places to use it. <br />
*Cancels from all specials on block and hit except for {{clr|C|236C}}. Air specials require Jubei to land on the ground first.<br />
*Can use the activation in neutral or on the opponent's wakeup to pause the match, see what your opponent is doing and counter what the opponent may have committed to doing <br />
*Can only be activated once per round and its effects cannot be switched off by anything.<br />
*Due to how effective non-install {{clr|D|5D}}, {{clr|D|j.5D}} and {{clr|D|j.6D}} are versus some character match ups, it may not always be a good idea to activate this install.<br />
<br />
Activates Jubei's trademark install. Only activates once per round, and remains active for the rest of the round. Once Lotus is active, Jubei's offense changes greatly. Jubei's Drive (explained above) changes greatly, and Fissuring Slash becomes a rekka series. During the rekka, Jubei can cancel into all of his specials except for Rising Justice. Cancelling into a special will immediately end the rekka. Each special move has a simpler input during the rekka.<br />
<br />
Jubei can cancel into Lotus from more situations than most Distortions. Except for Rising Justice, Jubei can cancel into this distortion from any special move on block and on hit as long as he is grounded. This means that specials like {{clr|B|236B}} and {{clr|B|214B}} can cancel into Lotus on block, essentially extending Jubei's pressure. On top of extending pressure, he can use it to stay safe, hit confirm and extend a combo, or just pop it in neutral.<br />
<br />
In some matchups it's not ideal to go into Install State. If you want to use it as a cancel you're better off using RC instead, unless a specific install combo will kill.<br />
}}<br />
<br />
==Exceed Accel==<br />
===<big>Miroku: Spherical Illusion</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Offense#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*280/638 Minimum Damage<br />
<br />
On startup, Jubei performs a pommel strike on the opponent with his sword scabbard. If it hits, Jubei will slam his opponent into the wall and slash them with his swords and claws. Puts Jubei in Active Flow if he hasn't already been in it already. In Active Flow, Jubei does another powerful spinning slash with his claws. Has full invul and minimum damage, but is unsafe on block and cannot be rapid-cancelled. Basically the same as most Exceel Accels, just one of the better ones for corner carry. Without Active Flow, this leaves the opponent at miscreen. In active flow, EA leaves him close enough to call out delay wakeups with {{clr|B|5B}}. The short range means that it can be baited without much trouble.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Asura: Thunderbird Rising</big>===<br />
{{InputBadge|{{clr|C|6321463214C}} }}<br />
{{BBCF Move Card<br />
|input=6321463214C<br />
|description=<br />
*Borrowing the power of his late brother's eye, Jubei paralyzes his opponent and reveals their true form before tearing them apart in a flurry of elegant swordplay and savage claw swipes with a ferocity befitting one known as "The Strongest Being on the Planet".<br />
While the range on this move is quite short, being the immediate area around Jubei's sprite, it is surprisingly very easy to combo into due in part to how close all of Jubei's attacks keep him to the opponent.<br />
<br />
'''Combos From'''<br />
*{{clr|C|5C}} (both hits)<br />
*{{clr|C|3C}}<br />
*{{clr|C|632146C}} (Just frame, air hit, and CH)<br />
*{{clr|C|2C}} (CH)<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Jubei}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Jubei|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/Izanami&diff=374971BBCF/Izanami2023-02-15T18:03:01Z<p>GunBlaze: </p>
<hr />
<div>==Overview==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Izanami is an '''offensive powerhouse''' with a multitude of options to open the opponent up and start her turn. Between her powerful Drive, great mobility and abundance of tools, she can go from an evasive zoning playstyle to a relentless rushdown character. With a strong okizeme, terrifying mixup options and an unique {{MiniMoveCard|game=BBCF|chara=Izanami|input=623B|label=Passive Super Armor}} special, few can match Izanami's offensive prowess.<br />
<br />
Izanami also has a unique movement system. In place of a double jump, '''Izanami can float''', giving Izanami unique movement options and amazing mixup potential. In exchange for these strong options, Izanami lacks some defensive options outside of system mechanics and is '''unable to block while her Drive is active'''. Played optimally, Izanami can be mechanically demanding, but at lower levels her kit is still rewarding and fun.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#5A|5A]] (6F, whiffs crouchers)<br/>[[#2A|2A]] (6F)<br />
| reversal = [[#Stake of Supremacy|236236B]] (7F)<br />
| fatalStarter = [[#2C|2C]]<br/>[[#Thunderbolt Lance|214A]]<br />
}}<br />
{{ProsAndCons<br />
|intro =is a powerful character boasting unique movement, strong mixup options, and a unique armor-granting special. However, she requires tight execution to play properly.<br />
|pros=<br />
*'''Versatility:''' The ability to change between rushdown and zoning allows for a versatile playstyle.<br />
*'''Strong Neutral:''' Great mobility between her moves, backdash and unique float mechanic. Her Drive also offers excellent projectiles for space control and approach tools.<br />
*'''Corner Carry:''' Great corner carry complements her ability to convert well from stray hits.<br />
*'''Amazing Pressure:''' Can completely lock down opponents, especially in the corner, with her float, drive, and super-armor. <br />
*'''Powerful Okizeme and Mixups:''' Strong oki capable of shutting down many options through {{MiniMoveCard|game=BBCF|chara=Izanami|input=63214D|label=Orchid}} and {{MiniMoveCard|game=BBCF|chara=Izanami|input=623B|label=Shield of Dreams}}. From there, Izanami has a wide array of options to open up the opponent, including 2 command grabs, 50/50 mixups off float, and more.<br />
<br />
|cons=<br />
*'''Barrier Reliant:''' Izanami must choose between using barrier to block or for {{MiniMoveCard|game=BBCF|chara=Izanami|input=623B|label=Shield of Dreams}}. Both of these draining her barrier meaning that Danger State is more frequent, also making her weak against Crush Trigger.<br />
*'''Double-Edged:''' Izanami's strongest options are only available in Active Mode, in which she loses her ability to block. <br />
}}<br />
</div><br />
<div id="home-content" class="home-grid"><br />
{{card|width=6<br />
|header=Drive: Exodus Arc (Sharin)<br />
|content=Izanami's Drive (nicknamed Exodus) is the Yasanaki no Magatama, the three large triangular pieces (nicknamed "bits") that float behind her. She uses these to block and also perform various attacks. Izanami has two modes, and can switch between them by pressing the D button: <br />
<br />
*'''Normal Mode''': In this mode, she has access to unique followups on her C normals, gains access to {{clr|C|j.2C}}, and can block normally.<br />
*'''Active Mode''': In this mode, Izanami activates her special unit, Yasakani No Magatama:<br />
**Izanami loses the ability to do C normal followups and, most importantly, she '''loses the ability to block normally''' (including barrier and instant block). She can still throw reject normally.<br />
**She gains the ability to shoot bits with {{clr|D|1/2/3D}}, {{clr|D|4D}} and {{clr|D|6D}}; these can all be activated independently of whatever Izanami is doing (except during Distortion Drives, Exceed Accel and Astral Heat)<br />
**Drive special moves also gain the ability to be activated without a startup animation from Izanami herself, allowing her to use them while performing other actions. <br />
**There is a short recharge time before the bits reappear after using them in any Drive move. During this time, she cannot perform actions that require bits or switch back to Normal Mode.<br />
**Drive special moves end Active Mode upon returning. Drive normals remain in Active Mode upon return.<br />
**Hitting either timestop move, her Exceed Accel or Astral and ending time stop will clear any current Drive attacks, but not end Active Mode.<br />
**If Izanami is hit, Active Mode immediately ends (meaning she will be able to block normally once the combo against her finishes).<br />
<br />
Due to being unable to block during Active Mode, it is extremely important to be careful with your spacing, blockstrings, backdashes and use of Shield of Dreams, as you can easily put yourself in positions where your opponent can hit you with their reversals, in particular Guard Cancel Overdrives, with no way to prevent it on reaction.<br />
|header2=Overdrive: Arc Force (Zekkai)<br />
|content2=Upon activation, her Exodus Arc stops any action and returns to Izanami's back in Normal Mode, even if it is recharging.<br />
<br />
During Overdrive, Izanami has full access to the abilities of both modes at the same time and the recharge time on her D attacks and specials is shortened, allowing her to use routes from both Normal Mode and Active Mode at the same time. However, there are limitations: Her Yasanaki no Magatama weapon cannot do two things at the same time. For instance, if she uses {{clr|D|6D}}, she cannot use her C followup attacks nor block until the projectiles have disappeared from the screen. The Overdrive activation does not instantly return Izanami to Normal Mode either, meaning that if Izanami is in Active Mode and activates Overdrive just before getting hit, she may still be unable to block the move after activation.<br />
}}<br />
{{card|width=6<br />
|header=Unique Ability: Float<br />
|content=Instead of a double jump, Izanami can float by pressing '''jump''' while in the air. The float time is based on her height; when at near-maximum superjump height or above, it is 42F, at slightly above normal jump height it is 120F and below that is is 240F, meaning that '''only heights above normal jumps have shorter duration'''. When the float time is close to expiring, the aura under Izanami will flash red. This can be done either by itself or by using an action that can be cancelled into float, such as all her air attacks (except Drive), air dash/backdash and {{clr|A|6A}}. Float state cannot be performed again without landing first. After hitting a throw of any kind while in float state, Izanami current float timer will be set to 60F if it was less, usually giving her just enough time to perform the throw.<br />
<br />
During float, Izanami has access to her ground moveset: she can use all her ground normals, specials and any system mechanic. However, there are some details:<br />
<br />
*She is still considered '''airborne''' for its duration.<br />
**Moves that need to be barrier blocked in the air still need to be barrier blocked.<br />
**She will avoid moves require the target to be grounded, such as most throws.<br />
**Her own throws and command grabs will only work on airborne opponents instead of grounded. They also do not have much of a vertical distance they can connect with however and cannot connect to anyone below Izanami at all. <br />
*With the exception of throws and projectiles, all her float strikes have their guard value changed to "All" (meaning that you can block it in any way) and are considered to have Head (H) Attribute (meaning that moves with H invul can ignore them). <br />
*While she is airborne, she still experiences friction the same as when she is standing, so things like dash momentum and external forces like [[BBCF/Kokonoe|Kokonoe's]] Gravitron and [[BBCF/Tager|Tager's]] Magnetism will feel more like they do when someone is grounded.<br />
<br />
Aside from the float timer running out, there are other ways to end float. By pressing '''jump''' while in float, Izanami will do a short hop before falling to the ground, while using a '''{{tt|super jump|Quickly pressing down before jumping}}''' instead will make Izanami fall much faster. These two methods can be used while pressing forward or backwards to manipulate where Izanami will fall, and they can be used to '''cancel any float normal into an "unfloat"''', negating Izanami's recovery (e.g., hitting a {{clr|C|3C}} during float, using a super jump to unfloat and then continuing with a {{clr|B|j.B}}); however, '''that is only possible if the move touches the opponent, and cannot be used on whiff'''. There are also three moves that can end float if used during it: {{clr|A|6A}}, {{clr|B|6B}} and {{clr|B|214B}}. Float will also end immediately if Izanami blocks an attack or gets hit, in which case she will still be treated as airborne. Additionally, ending float '''refreshes Izanami's air dash''', allowing her to use a sequence such as Air Dash > Float > Unfloat > Air Dash.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
*Does not cancel into itself<br />
*Whiffs on most crouchers<br />
<br />
One of Izanami's few jump cancellable normals on block. The hitbox is very close to her arm, making this very impractical as an antiair jab. Use it to set up TRMs with {{clr|A|5A}} whiff > Throw.<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
*Hurtbox fully extends on frame 8, while Hitbox reaches full size on frame 10<br />
<br />
Quick and far reaching poke, similar to Ragna's {{clr|B|5B}}. Leads to solid damage, but does not convert very well from max range. Can be used either as a footsies tool or an air-to-air during float.<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
*Surprisingly quick {{clr|C|5C}}<br />
*Reaches farther than it looks, as Izanami moves forward before attacking<br />
*Fairly high recovery<br />
<br />
One of Izanami's key normals, its great stats and numerous cancel options makes it very versatile both in combos and pressure. {{clr|C|5C}} is one of Izanami's best starters and a great punish tool.<br />
}}<br />
<br />
===<big>{{clr|C|5CC}}</big>===<br />
{{BBCF Move Card<br />
|input=5CC<br />
|description=<br />
*Only available in Normal Mode<br />
*Makes {{clr|C|5C}} slightly safer, but there's a reversal window if {{clr|C|5C}} is instant blocked<br />
*Can only be special cancelled, unlike the impressive array of cancels {{clr|C|5C}} has<br />
<br />
Uses Izanami's bits to push the opponent back. Sees some use in Normal Mode combos.<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
*Does not cancel into itself<br />
*2A~88 into float is '''+3''' when executed as soon as possible<br />
*A small delay (at least 4 frames) is need to go into float off 2A, either 8 > wait > 8 or wait > 88<br />
<br />
Faster than the average {{clr|A|2A}}. Because it can't cancel into itself, standard {{clr|A|2A}} > {{clr|A|2A}} stagger pressure will lose to instant blocks. However, it has a neutral frame advantage and is one of Izanami's few jump cancellable normals on block, often used in her more advanced pressure.<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
*Slightly slides Izanami forward<br />
*Can low profile moves to an extreme extent<br />
*Fairly high recovery<br />
<br />
Izanami's main low normal, has great speed and range. {{clr|B|2B}} lowers Izanami's hurtbox to an absurd extent, making it a great move for counterpoking or anti-airing.<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
*Fatal Counter<br />
*Izanami's best move to punish DPs<br />
*Occasional frame trap<br />
<br />
A very powerful punish tool, a Fatal Counter {{clr|C|2C}} allows Izanami to deal enormous damage while also pratically ensuring you end up in the corner due to the immense corner carry it can provide. However, without counter hit, it is only slightly better damage-wise compared to {{clr|C|5C}} and requires you to be much closer to confirm well from it, making it less pratical overall. <br />
<br />
It can be used occasionally as a frame trap and pressure reset due to being able to cancel into {{clr|C|2CC}} and {{clr|C|5C}} > {{clr|C|2C}} having a natural gap of '''3 frames''', but it's very vulnerable to OD. {{clr|C|2C}} has a very high recovery, and although it can cancel into {{clr|C|2CC}} on whiff, it is normally too slow to prevent a punish from the opponent.<br />
}}<br />
<br />
===<big>{{clr|C|2CC}}</big>===<br />
{{BBCF Move Card<br />
|input=2CC<br />
|description=<br />
*Only available in Normal Mode<br />
*Vacuums the opponent and spins on hit<br />
*Potentially plus if it hits close enough<br />
<br />
The frame advantage can vary between '''0 to +5''' depending on how late it hits. Due to the projectile coming from behind, the frame advantage will increase the closer the opponent is. Mostly used for crouch confirms, as the spin allows you to follow up with {{clr|B|214B}} for immense corner carry. Can be used to reset pressure and frame trap, but it may leave you vulnerable to certain defensive options, such as Overdrive.<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
*Main anti-air and launcher<br />
*Gatlings from most of Izanami's normals<br />
*Cancels float if used during it<br />
*6A~8 into float is '''-1'''<br />
<br />
Izanami's dedicated anti-air, has a fairly fast startup and good range. On hit or block Izanami, can buffer her jump to immediately float afterwards, or cancel into any air move aside from Air Throw if done during float. It's also a staple in Izanami's midscreen routes, allowing her to repeatedly juggle the opponent while carrying them to the corner.<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
*110% bonus proration<br />
*Airborne for a few frames during startup<br />
*'''NOT''' an overhead during float<br />
*Cancels float if used during it<br />
<br />
Mostly used in the corner as a mixup or to add damage, needs Drive or other resources to convert well midscreen. Due to being considered airborne for a few frames, Izanami can leap through most throw moves with it. However, she lands before the move goes active, so you can still get grabbed. Cancels float if done during it, and if done that way, can be cancelled into air normals if it hits the opponent.<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
*Hits low first, then overhead second<br />
*First hit will launch, second hit will either ground bounce if airborne or crumple if grounded<br />
*Can be jump cancelled on the first hit, but not on the second<br />
<br />
A staple in corner routes, as it allows Izanami to change to Exodus mid combo due to its great untech. Can also be used during pressure to frame trap or setup mixups with either proper spacing or Rapid Cancel.<br />
}}<br />
<br />
===<big>{{clr|C|6CC}}</big>===<br />
{{BBCF Move Card<br />
|input=6CC<br />
|description=<br />
*Only available in Normal Mode<br />
*110% bonus proration<br />
*Knocks opponents downwards<br />
*Cannot be used on block<br />
<br />
Despite having bonus proration, this move never sees any use as there are much better options for combos and it can only be used after hitting a {{clr|C|6C}}.<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
*Great combo filler and pressure tool in float<br />
*Ground version has no cancels on block<br />
*Immense recovery<br />
<br />
Izanami does a slide very close to the ground while striking with her horn. This move has a low hurtbox with amazing range and speed, but the lack of cancels on block and immense recovery makes it very risky. This risk is mitigated when used on float due to gaining cancels on block, making it a great pressure tool and sometimes an approach method. However, it is still very vulnerable to Overdrive as it maintains the same recovery. Frequently used in corner carry combos and some corner routes.<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
*Main move for {{keyword|F-Shiki}} mix-ups<br />
*Can be repeated indefinitely<br />
<br />
Standard aerial jab. Falling {{clr|C|j.C}} > microdash Rising {{clr|A|j.A}} is one way to setup a F-Shiki that hits most of the cast and can be converted with relative ease. Can be used over {{clr|B|j.B}} during float mixups if the height is too low for it at the cost of some damage, but it won't work on extremely low heights.<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
*Primary air to air when not floating<br />
*Great range with low recovery<br />
<br />
Your preferred overhead during float mixups, due to being much faster than {{clr|C|j.C}} while being a better starter than {{clr|A|j.A}}. Its hitbox allows {{clr|B|j.B}} to be used for crossups or, if the character is tall enough, an F-Shiki.<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
*Second hit is only available in Normal Mode<br />
*Second hit is automatic, unlike other Drive follow ups.<br />
*Second hit cannot be float cancelled<br />
<br />
The first hit is mostly used as a combo filler, but it also can be used for jump ins and setting up mixups. The second hit, on the other hand, is scarcely used.<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
*Only available in Normal Mode<br />
*Spins her magatama projectiles around her while in midair, significantly reducing her aerial momentum during use<br />
*Can hit either 3 times on button press or 12 times if held for long enough<br />
<br />
Sees use at the end of Time Stop combos. <br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
With the exception of {{clr|D|5D}}, All drive moves may be performed at any time while Active Mode is enabled and her Sharin is available. (Note that being hit disables Active Mode immediately)<br />
<br />
<br />
===<big>{{clr|D|5D}} (Air OK)</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
*Briefly halts air momentum<br />
*In Normal Mode, works with any directional input (e.g, {{clr|D|2D}})<br />
*Activating Active Mode can be done with any direction, Deactivating it '''must''' be done with direction neutral (mostly because holding other directions will activate an attack, but even pressing 8D will do nothing at all, even though there's no moved mapped to that)<br />
Switches between Normal and Active Mode. The brief air stall allows it to be used situationally as an anti-air bait.<br />
}}<br />
<br />
===<big>{{clr|D|1D}}/{{clr|D|2D}}/{{clr|D|3D}} (Air OK)</big>===<br />
{{BBCF Move Card<br />
|input=1D/2D/3D<br />
|description=<br />
<br />
*Only usable in Active Mode<br />
*Disappears if Izanami is hit<br><br />
----<br />
'''{{clr|D|1D}}'''<br><br />
Shoots the bits at a downward angle. Covers a lot of space, but generally only useful while airborne.<br />
----<br />
'''{{clr|D|2D}}'''<br><br />
Covers a lot of space. Useful if you're floating somewhat close to the ground to cover both grounded and aerial approaches.<br />
----<br />
'''{{clr|D|3D}}'''<br><br />
Shoots the bits at an upward angle. Covers a lot of space, very useful when trying to zone from the ground. The lowest bit can cover grounded opponents while the other bits can cover aerial approaches very well.<br />
}}<br />
<br />
===<big>{{clr|D|6D}} (Air OK)</big>===<br />
{{BBCF Move Card<br />
|input=6D<br />
|description=<br />
*Only usable in Active Mode<br />
*Disappears if Izanami is hit<br />
*One singular projectile that hits three times<br />
*Aims at opponent's position at startup<br />
Like Izanami's other Drive attacks, the projectiles fire from when Izanami started the attack. Unlike her other Drive attacks, however, there is a small delay before they start moving, allowing for different approach, pressure and combo options.<br />
}}<br />
<br />
===<big>{{clr|D|4D}} (Air OK)</big>===<br />
{{BBCF Move Card<br />
|input=4D<br />
|description=<br />
*Only usable in Active Mode<br />
*Disappears if Izanami is hit<br />
*Can hit behind Izanami, but does not travel fullscreen<br />
Her most general purpose drive move. Can be used for a variety of things, such as countering anti airs and extend pressure.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*100% minimum damage<br />
*While floating, catches airborne opponents instead of grounded opponents<br />
*Hard knockdown<br />
<br />
Izanami grapples the opponent before slamming them on the ground. A solid forward throw, can be converted with something as simple as {{clr|B|5B}} > {{clr|C|5C}} > air string. If used while floating, you can float cancel from it, allowing you to confirm while relatively high from the ground.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*100% minimum damage<br />
*While floating, catches airborne opponents instead of grounded opponents.<br />
*Always wall bounces regardless of positioning<br />
<br />
Izanami grabs the opponent and tosses them backwards before striking with a claw swipe. Can be easily linked into {{clr|C|5C}} > air string while midscreen or cancelled into {{clr|C|41236C}} with your back against the corner, but the latter will not work against '''Rachel''' and '''Kagura'''. Although it can be used during float and float cancelled on hit, converting from it can be very ankward and it is not widely used. Mostly useful to change sides when cornered or close to it.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*100% minimum damage<br />
*Replaced with her grounded throws while Izanami is floating<br />
<br />
<br />
Kicks the opponent downward and ground bounces. You can cancel this into float immediately to followup.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
Standard counter assault, uses her {{clr|B|5B}} animation. Can lead to an extremely short combo if used during Overdrive.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*Great horizontal reach<br />
*Crumples on ground hit<br />
*Wall bounces on air hit, wallsticks in the corner<br />
<br />
Mostly used to continue a combo when Izanami is too far to use {{clr|A|6A}}. Can also be used to increase the damage of a punish or as a situational mixup. Because of Exodus Arc, Izanami is one of the few characters that can reliably combo from a uncharged Crush Trigger guard break midscreen, adding yet another option to her wide array of tools.<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Flaming Dome</big>===<br />
{{InputBadge|{{clr|C|41236C}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=41236C<br />
|description=<br />
*Combo ender and situational neutral tool<br />
*Incredibly active move, even after exploding<br />
*Hold down {{clr|C|C}} to charge it, up to Level 4<br />
*Hold backwards to release it closer to Izanami<br />
Holding down the button increases the fireball's size, damage and number of hits, up to four levels. On release, the fireball slowly descends and explodes on the ground. Worth noting is that the fireball is still active while Izanami is preparing it above her head, a feature exploited in a number of her combos. Functions mostly as a great combo ender, allowing Izanami to set up both Shield of Dreams and Orchid with ease. It may also be used in neutral to annoy your opponent, depending on the match up.<br />
}}<br />
<br />
===<big>Thunderbolt Lance</big>===<br />
{{InputBadge|{{clr|A|214A}}/{{clr|B|B}}}}<br />
{{BBCF Move Card<br />
|input=214A,214B |versioned=input<br />
|description=<br />
{{clr|A|214A}}<br />
*Izanami disappears for a split second, then performs a palm thrust<br />
*Blows the opponent back<br />
*Wall bounces in the corner<br />
*Fatal Counter. Increases untech time so that you can dash and pick up with a button after the knockdown<br />
{{clr|A|214A}} is mostly used as a corner combo tool, serving as a high damage extension. It can also be used to move around, punish a whiffed button or as a combo ender, so long as the opponent is not too high.<br />
----<br />
{{clr|B|214B}}<br />
*Izanami disappears for a split second, then performs a sliding kick<br />
*If used while Izanami is floating, she will reappear on the ground<br />
*Frame advantage may vary depending on how late it hits<br />
*Harder to confirm off an air hit, needs Drive or RC<br />
{{clr|B|214B}} is one of the reasons your opponent needs to remain cautious even while you are floating, as it gives you access to an almost fullscreen low attack while midair. Due to its hurtbox, this move can low profile many buttons and even beat anti air attacks with proper spacing. However, it's slow and unsafe on block in most distances, needing either Drive or Rapid Cancel to make it safe.<br />
----<br />
While Izanami disappears briefly in both versions, she still has a hurtbox. {{clr|B|214B}} in particular has a hurtbox while descending if done from floating, which is why it can be beaten by buttons that it would otherwise low profile.<br />
}}<br />
<br />
===<big>Ghost Peak Strike</big>===<br />
{{InputBadge|{{clr|A|236A}}}}<br />
{{BBCF Move Card<br />
|input=236A<br />
|description=<br />
*Decent combo tool<br />
*Somewhat safe way to end pressure<br />
*Crumples on Counter Hit<br />
Raises a dinosaur ghost's head from the ground. Mostly used to extend certain combos or creating space in a blockstring, but it may also be used as another way to extend pressure when combined with Exodus.<br />
}}<br />
<br />
===<big>Arms of Sympathy</big>===<br />
{{InputBadge|{{clr|B|j.63214B}}}}<br />
{{BBCF Move Card<br />
|input=j.63214B<br />
|description=<br />
*Briefly halts air momentum before diving forward<br />
*Cancels into Float on block and on hit, but keeps land recovery when touching the ground<br />
Attacks the opponent with a ghostly face while in midair. Has a huge hitbox. Very long active time and great not only for covering approaches from above and stopping jumpouts in response to your approach, but also to bait anti air attacks. In combos, mostly sees use as part of combo enders. <br />
}}<br />
<br />
===<big>Distant Affection</big>===<br />
{{InputBadge|{{clr|C|63214C}}}}<br />
{{BBCF Move Card<br />
|input=63214C<br />
|description=<br />
*Command Throw<br />
*On successful hit, she recovers 500 health and 30% Barrier Gauge. Reduces Opponent's Barrier Gauge by 20%<br />
**These gains and losses aren't tied, Izanami will still gain the full 30% Barrier Gauge even if her opponent doesn't have any to steal.<br />
**Barrier gains and losses do not apply for that character if they are in danger state.<br />
**May inflict Danger State if opponent runs out of barrier<br />
*Will hit airborne opponents instead of grounded ones during float<br />
*Removes shield of dreams on the first frame of startup.<br />
<br />
A command grab where Izanami grabs the opponent and brutally bites them. <br />
<br />
Could be considered the cherry on top of Izanami's other offensive options since getting in to do a throw is made easy with shield of dreams active and this move then gives back a portion of barrier to perhaps use Shield of dreams again later. However, since Shield of dreams is removed on activation rather than hit, you can also still be hit out of startup to this move. Leads to a full combo with Rapid Cancel or Drive.<br />
}}<br />
<br />
===<big>Shield of Dreams</big>===<br />
{{InputBadge|{{clr|B|623B}}}}<br />
{{BBCF Move Card<br />
|input=623B<br />
|description=<br />
*Creates a passive guard point that blocks Head, Body, Foot and Projectile attribute attacks for a short time<br />
**Disables all other forms of invulnerability Izanami may gain for its duration, for example, Izanami can be thrown during the startup of her Exceed Accel while Shield of Dreams is active.<br />
*Appears on Frame 17<br />
*Spends 2000 barrier units and consumes 25 units per frame starting from frame 1 until either the barrier runs out, one of the moves mentioned below is used, or Izanami gets hit by an attack that it cannot block. With full barrier gauge, it can maintain the shield for 320 frames before the gauge is depleted. Drain is paused during time stop.<br />
*Once all barrier is depleted, Shield of Dreams Izanami enters [[BBCF/Damage#Danger_State|Danger State]] as normal. '''Shield of dreams will continue to be in effect until Izanami ends her current move, if any.'''<br />
*When Shield of Dreams blocks, Izanami will experience normal blockstop from moves, but no blockstun<br />
** All blocked hits consume 10% barrier.<br />
** Multi hit attacks will drain for each attack blocked.<br />
** Crush Triggers do not drain additional meter.<br />
*Ends immediately if Izanami is hit by something that Shield of dream does not protect against. That is; throws (Even otherwise blockable throws), throw rejects (Either way around) unblockables and bursts.<br />
*Disppears when activating {{MiniMoveCard|game=BBCF|chara=Izanami|input=63214C|label=Distant Affection}}, {{MiniMoveCard|game=BBCF|chara=Izanami|input=Shield 623B|label=Bulwark}} or {{MiniMoveCard|game=BBCF|chara=Izanami|input=1632143D|label=Eternal Darkness}} or successfully hitting {{MiniMoveCard|game=BBCF|chara=Izanami|input=236236B|label=Stake of Supremacy}} or {{MiniMoveCard|game=BBCF|chara=Izanami|input=236236B|label=Melancholy Death (Arc Drive)}}.<br />
*Disables Izanami's ability to block normally for its duration. This is generally only relevant when trying to block bursts, however there are other examples such as blockable throws. Inputting barrier block will give you 5B or 2B instead.<br />
<br />
A very powerful tool that allows Izanami to force a degree of respect from the opponent. Especially effective to keep them trapped in the corner alongside Exodus, as most characters have very limited options to deal with it. It can also be used in neutral to brute force your way in, but depends on the match up and situation. Many characters can attempt to flee until your barrier runs out, leaving you much more vulnerable. Also remember that you still don't get to act with total impunity, throws, unblockables and multihit attacks will defeat the shield, so it's still important to respect these options when pressuring your opponent. If necessary, Izanami is able to block normally the instant the shield ends, subject to normal restrictions.<br />
<br />
Managing your barrier gauge is a vital part of Izanami's gameplan. The more barrier you can preserve between uses, the more you may use it in between blockstrings and continue forcing the opponent to respect. However, if your barrier is too low, Izanami won't be able to make much use of it; in such case, it might be better to willingly enter Danger State, as barrier regenerates faster during it. If extremely necessary, you can activate Overdrive as a last resort to remove Danger State immediately and regain whatever barrier that you may have had regenerated.<br />
}}<br />
<br />
===<big>Bulwark</big>===<br />
{{InputBadge|{{clr|B|623B}} during Shield of Dreams}}<br />
{{BBCF Move Card<br />
|input=Shield 623B<br />
|description=<br />
*Invincible from frames 1-15, becoming vulnerable on frame 16<br />
*Unusually long active time<br />
*Grants 10% Barrier on successful hit, even during Danger State<br />
*Leaves opponent in untech until they hit the ground<br />
<br />
Your main way of ending Shield of Dreams safely. Can be used during combos to preserve barrier and even confirm off certain hits, such as {{clr|B|6B}} in midscreen. However, sometimes it's better to not use it and enter Danger State in order to recover barrier faster.<br />
<br />
Although it is similar to most invincible reversals, it's not used as one for the most part due to the need of setting up Shield of Dreams beforehand. It can still be used to avoid certain attacks if timed properly.<br />
}}<br />
<br />
===<big>Droplet</big>===<br />
{{InputBadge|{{clr|D|41236D}}}}<br />
{{BBCF Move Card<br />
|input=41236D<br />
|description=<br />
*Izanami's magatama surrounds the opponent before firing off lasers that electrocute them. <br />
*Can be held down to delay the attack up to 94 frames<br />
*Tracks the opponent for ''most'' of its startup frames, can still miss if the opponent is moving fast at the right time.<br />
*Considered as using Bits, she is essentially considered to be in active mode without her bits until they return. (Meaning she cannot block, switch modes etc...)<br />
*During Active Mode, Izanami can use this move while performing other actions<br />
*Izanami will be in normal mode when the bits return regardless of the mode the move was activated from.<br />
A good move to force your opponent to either block it and allow Izanami to approach or move around to avoid it. It is also a great combo tool due to its great damage, P2 and untech.<br />
}}<br />
<br />
===<big>Orchid</big>===<br />
{{InputBadge|{{clr|D|63214D}}}}<br />
{{BBCF Move Card<br />
|input=63214D<br />
|description=<br />
*Remains active until the end of active frames unless it hits 6 times<br />
*Can be held down to keep moving it forward. Pressing up or down repeatedly while holding the button will make it ascend or descend<br />
*Considered as using Bits, she is essentially considered to be in active mode without her bits until they return. (Meaning she cannot block, switch modes etc...)<br />
*During Active Mode, Izanami can use this move while performing other actions<br />
*Izanami will be in normal mode when the bits return regardless of the mode the move was activated from.<br />
<br />
A very powerful Okizeme tool in Active Mode, capable of catching many wake up options while keeping a safe distance. Can be used as combo filler during a Flaming Dome ender to increase its level and also functions as a good pressure extension.<br />
}}<br />
<br />
==Distortion Drives==<br />
===<big>Stake of Supremacy</big>===<br />
{{InputBadge|{{clr|B|236236B}}}}<br />
{{BBCF Move Card<br />
|input=236236B<br />
|description=<br />
*Great round-ending super and Izanami's main reversal<br />
*Short ranged, but very fast and invincible from startup until end of active frames<br />
*Relatively low recovery makes it harder to punish<br />
*Minimum damage 960 (1220 during OD)<br />
*Disables active mode on hit, meaning you cannot use drive moves to add damage during the animation or pick up the combo afterwards without an RC or being in OD.<br />
<br />
Izanami kicks the opponent, then performs a series of midair dash attacks that ends with her dragging the opponent along the ground before knocking them away. This super will always sideswap on a successful hit. The Overdrive version adds more midair dashes and sends them further away towards the corner. <br />
<br />
Very easy to combo into due to its very fast startup and various options to cancel from. While a great reversal on its own, it can be made much harder to punish with the additional cost of Overdrive as it allows to keep the opponent at bay while Izanami recovers, serving as an alternative to DP > Rapid Cancel. The first hit can be Rapid Cancelled on block; on hit, you can only Rapid Cancel the final hit.<br />
}}<br />
<br />
===<big>Hour of Nihility</big>===<br />
{{InputBadge|{{clr|C|214214C}}}}<br />
{{BBCF Move Card<br />
|input=214214C<br />
|description=<br />
*A Super Command Grab that goes active during the superflash, meaning they can't avoid on reaction<br />
*Very long recovery on miss and counterhit state during this time, missing this will be very painful indeed.<br />
*On hit, time is frozen for 3 seconds (5 in OD). During this time, the opponent is completely unable to do anything while Izanami can move freely (They're effectively stuck in hitstop and locked in place for the duration of the move)<br />
**Using another Hour of Nihility increases the time stop timer for about 2 seconds (not affected by OD), while any other throw will simply miss<br />
**Any move that may still be active during it, such as Doll moves or projectiles, cannot hit Izanami<br />
**All hits during frozen time are considered one combo and cannot kill the opponent<br />
**Burst is locked for the whole duration<br />
*During time stop, the round timer is frozen. Most gauges will neither increase nor decrease during it, such as Burst and Rachel's wind<br />
**Exceptions to this rule are doll gauges, Active Flow, float state and the barrier gauge during Danger State. However, if barrier reaches maximum while time is frozen, Danger State will end with almost no barrier<br />
*After the time stop duration expires, timestop does not end immediately. Instead, control is taken from the Izanami player and Izanami will perform a taunt animation the first moment she can. (In other words, she will wait until whatever move she is doing completes)<br />
**The taunt animation deals 100 damage and ends all timestop effects on hit, this 100 damage can end the round.<br />
**Using Taunt manually during timestop will end time stop the same way. Its only use is to end a round sooner if you've already done enough.<br />
**Stake of Supremacy and Melancholy Death will also end time stop effects immediately and perform the attack normally, skipping the taunt and its damage.<br />
<br />
A situational but powerful command grab super. Lacks any sort of invulnerability and is unsafe on whiff, but has a very fast startup and can lead to great damage. Especially terrifying considering Izanami can use it while she has Shield of Dreams, as the opponent may be inclined to stay on the defensive during it. Because the Overdrive timer will freeze during it, Izanami can deal very high damage with its OD version. She can also use OD during a regular time stop, but the extra damage won't be as high and is generally only worth it to end the round.<br />
<br />
}}<br />
<br />
===<big>Moment of Benevolence</big>===<br />
{{InputBadge|{{clr|A|720A}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=720A<br />
|description=<br />
*Izanami gathers energy before freezing time for around 6 seconds<br />
*Requires 100% heat. Heat is only consumed when the move goes active<br />
*Cancels float state on startup, but Izanami falls slower than normal until she lands on the ground<br />
*Fullscreen unblockable that beats most types of invulnerability. Only avoidable by actions that are invulnerable to burst such as Relius' Led Ley or the pre-flash frames of Overdrive activation, or by having literally no sprite/hurtbox on screen such as during Arakune's forward/back dash<br />
**However, due to the recovery being fully invulnerable, it's not possible to truly punish it<br />
*Timestop works the same as Hour of Nihility, including the fixed 100 damage at the end<br />
*Overdrive version reduces startup time by 1 second<br />
*Counterhit state for the entire move<br />
<br />
Highly matchup specific move. Best used in conjunction with Exodus and Shield of Dreams to make it harder to interrupt. Works best against slower characters, as characters with high mobility can quickly close the distance and punish the attempt, while those with long range moves may be able to stop it if she hasn't put up Ribcage. Some characters can also just avoid it with certain tools, such as Nine's teleports. Due to its nature, the position of the opponent may vary when it hits, and as such the damage you can get from it will vary.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Melancholy Death (Arc Drive)</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*On a successful hit during Float, Izanami will drop to the ground before resuming the attack.<br />
*[[BBCF/Offense#Exceed_Accel| Otherwise behaves like other Exceed Accels]]<br />
*Minimum damage 300, increasing to 627 in Active Flow.<br />
<br />
Izanami kicks the opponent on startup, then entraps the opponent in a ring of skulls. A horrifying scream rings out as the screen turns black and white and Izanami dons a skull mask. She then impales the opponent with her hand. On Active Flow, chains are added to the ring of skulls and the screen turns red when Izanami impales the opponent.<br />
<br />
An invulnerable reversal that uses Overdrive instead of Heat. Izanami moves slightly forward during its activation, making it a little bigger than it seems. Can lead to decent oki when the opponent is in the corner. Although Izanami can't use her Drive during the Exceed Accel, she can use the bits before the move itself (so long as you don't use the hold version), which may allow her to inflict additional damage or make a blocked EA safer. However, it's still a very telegraphed move and can be punished severely if misused.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Eternal Darkness</big>===<br />
{{InputBadge|{{clr|D|1632143D}}}}<br />
{{BBCF Move Card<br />
|input=1632143D<br />
|description=<br />
*Immediately calls Izanami's bits back to attack, cancelling any Drive attack/special and Shield of Dreams<br />
*Small horizontal hitbox around Izanami's entire Body, but great reach upwards<br />
*Very long active time, and even longer invulnerable time<br />
Izanami uses her magatama to create a whirlwind of souls that launches the opponent into the air, then leaps after them. Still holding onto the opponent, she sends them plummeting to the ground as seven giant, ghostly skulls surround them both. The skulls converge on the opponent, sending them into the underworld while leaving Izanami unharmed.<br />
<br />
Very practical Astral with an unusually long lasting hitbox. Because it combos from {{clr|C|3C}}, Izanami can more or less do any basic BnB into her Astral. The hitbox also extends just under her, which makes it much easier to land this while floating on a grounded opponent. The tall hitbox and long active frames let her combo it from things like level 3 Flaming Dome. <br />
<br />
'''Combos Directly From:'''<br />
*{{clr|C|2CC}} (Ground hit)<br />
*{{clr|C|6C}}<br />
*{{clr|B|6B}}<br />
*{{clr|C|3C}}<br />
*Forward throw (Ground and Low Height float only)<br />
*Back Throw (Always)<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Izanami}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Izanami|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/FAQ&diff=374970BBCF/FAQ2023-02-15T18:02:31Z<p>GunBlaze: </p>
<hr />
<div>{{TOC limit|3}}<br />
==Frequently Asked Questions==<br />
===Why does the PS3/PS4 version not have rollback?===<br />
There is no official statement on why PS4 does not have rollback, though one speculated reason is that there is PS3 crossplay, and PS3 software can no longer be updated to compensate.<br />
<br />
===Does that mean PS3/PS4 version is a no-buy?===<br />
This would depend on the region where you live. If you live in Japan, the PS4 BBCF is still active and most of the time the connection would be good enough without rollback. Also, the PS4 version has lower input delay than PC; this might be a deal breaker if you want to attend (PS4) local competitions.<br />
===Do I need to buy all the iterations of Blazblue?===<br />
If your goal is to only play online fighting game, then Central Fiction will be your only choice. <br />
<br />
If you want to read the whole story, '''''BlazBlue: Continuum Shift Extend''''' includes a simple rushdown on how the story of ''BlazBlue: Calamity Trigger'' goes. Then from there, you can buy ''BlazBlue: Chronophantasma Extend'' and BBCF to complete the story. Most of the time the Steam bundle of CT, CS, CP and CF will come at a discount in which you technically get BBCT for free, so that is also an option.<br />
<br />
===Where is {{Character Label|BBCF|Jubei|32px}}?===<br />
You need to pay individually for him as DLC.<br />
===What are the optimal Settings for PC?===<br />
The optimal settings for BBCF for PC are <br />
* Anti aliasing off<br />
* Vsync off<br />
* Bloom off<br />
* Fullscreen<br />
This lowers native input delay of 5.5 frames to 3.5 frames. (The PSN version has 2.5 frames of input delay.) [https://twitter.com/Super_Myoro/status/1468005468349943809?s=20 Source]<br />
===How Balanced is this Game?===<br />
Good enough that you can get good and blow up anyone with any character.<br />
===I hear this game is very difficult.===<br />
On one hand, not really. In terms of execution difficulty, most of the cast's moves and combos are not as hard as you might think (of course there are exceptions). There is also a '''fully comprehensive''' tutorial mode that you definitely should check out if you are playing this game first time.<br />
<br />
Of course on the other hand, the game can be real difficult when you are in an actual match. BlazBlue's cast ranges ''very'' differently, from a common Shoto to characters that are basically playing their own mini-games. Lacking the '''match-up knowledge''' can make the game unfun. Unfortunately, that difficulty is part of the game.<br />
<br />
===What should I focus on then?===<br />
Early on, it's best to start with actually figuring the game out. Focus on starting small. Work your way up from the basic mechanics to the crazy stuff later. Make sure you're ''having fun''.<br />
<br />
You can (and should) go through the Tutorial mode the game has provided; it is a bit wordy but well-written nonetheless. The best thing about BBCF is that '''it has individual tutorials for each character'''. Definitely check those out if you want to try out all the characters and understand their plan fast. There is also '''Combo trials''' if you want to take a shot on how combos for each character works. These combos can range wildly in how useful they will be in a real match, but they can give you an idea of how their combos work and you can build off of what you've learned.<br />
<br />
Once you found your character, get used to your character's buttons and inputs first. Get used to figuring out what to do in neutral. Learn to mix Barrier with regular blocking. Get familiar with movement. <br />
<br />
There's no reason to overload yourself with the hard stuff first. If you want to be a lab monster, that's absolutely fine. If you want to be a player, it's best to start with actually figuring the game out. You can start in the lab and get an idea. You can start by playing and figuring it out as you go. You can start by watching footage and gleaning that way. Regardless of how you do it, it's best to get into the cycle of doing all three. All you need to do is ''start''.<br />
<br />
==Mechanics==<br />
===How different is this game from other ArcSys games?===<br />
Every ArcSys game is wildly different from each other, in short. '''You don't necessarily compare them for the sake of "game X is better than Y"'''. Nevertheless if you are still curious, we have compiled the differences of some commonly compared games:<br />
<br />
'''BlazBlue Itself'''<br />
<br />
There are many changes over the 10 years of development. We have compiled it into a table, if you are interested in the changes across the iterations:<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show BB Mechanics Differences" data-collapsetext="Hide BB Mechanics Differences" style="overflow:auto;><br />
<br><br />
{| class="wikitable" border="1"<br />
|-<br />
! !! BBCT !! BBCS !! BBCP !! BBCF<br />
|- <br />
! '''Overall'''<br />
| <br />
* '''Negative Penalty''' is one way BlazBlue forces offensive interaction between the players. Making too many defensive moves will cause you to enter a negative state.<br />
** A Red aura will surround the character if they suffer from Negative Penalty and will take '''twice as much damage'''.<br />
* '''Rapid Cancel''' is the good old ''Roman Cancel'' from Guilty Gear XX series. With 50 Heat, you can cancel the attack and return to neutral on hit or on block.<br />
| <br />
* Characters now receive '''1.5x''' damage during Negative Penalty.<br />
* '''Minimum Damage''' is introduced. Most Distortion Drives and some moves will now guarantee some amount of damage regardless of the proration.<br />
* '''Same Move Proration''' is introduced to prevent looping combos.<br />
| <br />
* Negative Penalty now only depletes Barrier Gauge and does not come with extra damage penalty. Rather, Barrier regeneration is disabled until you leave Danger state.<br />
* Proration system is now ''time based'' rather than scaling based, meaning every combo now has a hard time limit. The limit now also depends on the starter you used.<br />
** Same Move Proration now '''also affects hitstun decay''', by adding more time on the combo. <br />
* Heat gain is now affected by proration rather than being static move-dependent. This greatly reduces the heat gain in match.<br />
* The hitstop is overall reduced by 1, making the game faster.<br />
* The overall damage is slightly toned down with Overdrive giving more potential damage output.<br />
| <br />
* '''Counter Hit''' now deals +10% damage.<br />
* Same Move Proration doesn't affect hitstun decay anymore.<br />
* The overall damage is slightly toned down again.<br />
|- <br />
! '''Offense'''<br />
| <br />
* '''Purple Throw''' makes its debut. You can throw people that are in hitstun or blockstun, though they have a longer time to tech out.<br />
* '''Throw Reject Miss''' is introduced. This is to make Throw Rejects harder, to punish opponents that mash Throw Rejects or abuse a powerful Option Select to escape throws.<br />
* '''Astral Heat''' makes its debut, similar to the Instant Kill in its predecessor (Guilty Gear). Landing the Astral immediately wins you the game, but it comes with restrictions:<br />
** 100 Heat is required;<br />
** opponent's health bar is below 20%;<br />
** you are on matchpoint.<br />
|<br />
* Astral Heat now changes its restrictions:<br />
** 100 Heat is required;<br />
** opponent's health bar is below '''35%''';<br />
** '''1 Gold Burst Icons is required and consumed''';<br />
** you are on matchpoint.<br />
* '''Fatal Counter''' is introduced. Certain moves will come with Fatal properties; landing a Counter with such moves will increase the hitstum/untechable for that combo, allowing new routes.<br />
|<br />
* Astral Heat has its restrictions changed again, by removing the Burst requirement:<br />
** 100 Heat is required;<br />
** opponent's health bar is below 35%;<br />
** you are on the matchpoint.<br />
|<br />
* '''Active Flow''' is introduced. This is a buff that happens when you do a lot of offensive actions (''Positive Bonus'').<br />
** You gain 10% more damage, burst recover 4 times faster, and the damage of EA doubles.<br />
|- <br />
! '''Defense'''<br />
| <br />
* '''Guard Libra''' is the first iteration of BB's defense system. This gauge basically functions like your traditional fighting games' Guard Bar, but instead of having an independent bar for both characters, you two ''shares'' one bar.<br />
** When the Libra fills up completely to one side, the guarding player will undergo a '''Guard Crush'''.<br />
* '''Barrier Gauge''' makes its debut, which has its own gauge rather than its predecessor (Guilty Gear).<br />
** It deals more pushback, negates Chip damage, allows ground moves to be air blocked, and prevents Guard Libra from reducing.<br />
** If the Barrier Gauge is emptied, you will enter the '''DANGER''' state, where you take '''1.5x''' damage. You will leave DANGER state when your Barrier is half full.<br />
* '''Instant Block (IB)''' works by rewarding opponent predicting the attack correctly.<br />
** (BBCS) You recover from guard stun '''10F''' quicker in the air, and '''5F''' quicker on the ground. <br />
** The pushback is reduced, you gain '''3%''' static Heat every time you Instant Block, and you can use IB to guard the air unblockable.<br />
** '''Instant Barrier''' combines the best of the both options and is an even stronger defense option.<br />
* '''Counter Assault''' is a metered attack that can be performed when blocking, allowing you to break free from the pressure.<br />
| <br />
* '''Guard Primer''' replaces Guard Libra to refine how the defense works. A character will have 4~10 Primers that indicates how many ''heavy hits'' you can take: certain moves will deplete some amount of Primers, usually one.<br />
** When the Primers are depleted, the guarding player will undergo a '''Guard Crush'''.<br />
* Barrier Gauge has some rework. Now instead of preventing Guard Libra from reducing, it will prevent you from a Guard Crush when you have only 1 Guard Primer left.<br />
* Instant Block is nerfed:<br />
** You no longer can use IB to guard air unblockable attacks.<br />
** (BBCS2~) You recover from guard stun '''6F''' quicker in the air, and '''3F''' quicker on the ground. <br />
* (BBCS2~) Counter Assault ''now depletes a Guard Primer''.<br />
| <br />
Guard Primer is now completely removed and you no longer will be guard crushed by blocking too long.<br />
* '''Crush Trigger''' is introduced to manually guard crush an opponent. It is a special attack that costs 25 Heat and break the opponent's guard unless they're using Barrier.<br />
** On Barrier Block, a portion of the Barrier Gauge is drained, and the attacker can delay the Crush Trigger to throw off the opponent's timing.<br />
* Instant Block is nerfed again: You gain only '''1%''' static Heat everytime you Instant Guard.<br />
* Characters in DANGER state now take 1.2x damage.<br />
|<br />
* Crush Trigger is now faster, but the uncharged version now won't deal extra barrier damage, and their Guard Break duration is shorter.<br />
* You will leave DANGER state only when your Barrier is '''full'''. Thus, DANGER state lasts for longer (15 seconds).<br />
** Entering overdrive will re-enable the use of whatever Barrier you have regenerated and end danger state.<br />
|-<br />
! '''Burst/Overdrive'''<br />
| <br />
* '''Burst''' is introduced to act as a combo breaker, however comes with significant disadvantage when used:<br />
** '''You will have no barrier gauge and are in permanent Danger Condition until that round ends.'''<br />
** The startup is variable depending on your Barrier Gauge, making bating more easy when blocking too much.<br />
|<br />
Burst is reworked and has its own ''Burst Icon''; each Burst will cost 1 Gold Burst Icon. <br />
* You start with 1 Gold Burst Icon and 1 Gray Burst Icon. Gray Burst Icon will become Gold once you lose a round.<br />
* You can only have 2 bursts total in the entire match, regardless of how many rounds are in the match.<br />
* There are now only 2 different types of bursts in the game: Gold and Green. The amount of Barrier does not matter now.<br />
** You get a '''Gold Burst''' if you burst when you are at neutral (meaning you can move freely and attack). Gold Burst can also act as a combo starter or extender, as it blows the opponent up rather than away.<br />
** Bursting at any other time gives you a '''Green Burst''' (getting hit or blocking any enemy's attack). As a penalty, ''you lose half your Guard Primers'' (rounded down) for that round.<br />
|<br />
Burst is reworked again and only has 1 icon. It now also regenerates like in Guilty Gear, instead of a preset number of bursts per match.<br />
* '''Overdrive''' is introduced and shares the same gauge as Burst. Overdrive grants the character powered up versions of their Drive and stops the timer, similar to Ragna's ''Blood Kain''. <br />
** You also gain more powerful Distortion Drives during Overdrive.<br />
** Overdrive will retain 30% of the Burst Gauge, while Burst will deplete all of it.<br />
* Gold Burst is removed; Burst now triggers on block or on hit.<br />
* (BBCPEX) '''Guard Cancel Overdrive''' is introduced. You can now activate Overdrive on block to turn the tide of the battle.<br />
** (BBCPEX) Burst now only triggers on hit.<br />
|<br />
* Overdrive Cancel now activates in combos, making jump-cancel cancel Overdrive technique impossible.<br />
* '''Exceed Accel''' is introduced. EA is a Overdrive-distortion that grants Active Flow (if not happened before) and can be served as a reversal or combo ender.<br />
|-<br />
|}<br />
</div><br />
<br />
'''BlazBlue Cross Tag Battle'''<br />
<br />
BBTAG is its own beast basically. ArcSys basically merges some aspect of each game and combines them to a package called BBTAG. <br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show BBTAG Mechanics Differences" data-collapsetext="Hide BBTAG Mechanics Differences" style="overflow:auto;><br />
{{clear}}<br />
As Partner is not part of mainstream BB, most difference related to Partners will not be listed.<br />
<br />
* There is now a universal overhead/low (5C/2C).<br />
* There is a universal DP (Reversal Action).<br />
* EX moves exists for all characters, which cost 1 bar (25 Heat equivalent).<br />
* Only 3 different ground options on knockdown (Forward/Backward/Neutral Tech); all of them are fully invincible.<br />
** No delay ground tech; you automatically tech as soon as you can.<br />
* Reject Guard is BBTAG's answer to Barrier; 1 bar required.<br />
* Burst (Cross Burst) deals damage (will not kill), but costs Partner gauge and is not fully invincible (can be anti-air'd).<br />
<br />
* Resonance Blaze replaces Overdrive as a universal install when there is only 1 character left.<br />
** Move properties do not change during Resonance Blaze.<br />
** Specials are Super-cancelable.<br />
** Astrals are available with 9 bars (only possible during Level 4 RB) and can be performed when the opponent has only 1 character left, regardless of remaining health. All Astrals can combo as well, even Hakumen's.<br />
<br />
* No barrier; almost all attacks can be blocked mid-air, except Ground Reversal Actions and air throws.<br />
* No Rapid Cancels.<br />
* Chip damage cannot kill.<br />
* No Instant Block.<br />
* No Fatal Counters.<br />
* No Crush Trigger.<br />
* No Counter Assault.<br />
<br />
<br />
</div><br />
<br />
'''Guilty Gear Series'''<br />
<br />
While Blazblue is mostly known as a successor of Guilty Gear, they still diverse wildly in many ways. While Gear Series are known for their knockdown-Oki gameplan and BlazBlue also follows, 4 different ground tech options makes the guessing game continue even after knockdown. BlazBlue characters are also less system-mechanic reliant; they have their own ''Drive'' that helps them achieve their own goal.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show GG Mechanics Differences" data-collapsetext="Hide GG Mechanics Differences" style="overflow:auto;><br />
{{clear}}<br />
We only mention the common differences across all main version of GG (+R, Xrd and Strive).<br />
<br />
* There is no universal overhead, though 3C is a universal sweep much like 2D.<br />
* A new attribute system on all attacks.<br />
** Invincibility now depends on the attributes of incoming attacks rather than hitbox interactions.<br />
* Faultless Defense is replaced by Barrier which has its own gauge.<br />
** Negative Penalty depletes Barrier instead of Heat (aka Tension).<br />
** Corresponding, there is universal "guard break" option (Crush Trigger, 5A+B).<br />
* Rapid Cancel is the equivalent of Roman Cancel, though you can only cancel on hit/block (aka only Red Roman Cancels). Also as in +R, no slowdowns on RC.<br />
* 4 different Ground options on knockdown instead of "nothing you can do" in GG (Rolls, Quick Tech, Neutral Tech).<br />
* Normal throws have way longer startup and tech window (7F startup, 17F tech), however it is comboable almost anywhere.<br />
** One can also throw characters in hitstun/blockstun (30F tech).<br />
* Astral Heat is the equivalent of Instant Kill, though it can only be activated with 100 heat, match point and opponent has low health. No need for IK mode though, and most casts' AH can be comboed into.<br />
* Burst shares the same meter with Overdrive (Blazblue ones).<br />
** Burst only happens when on-hit; on-block and neutral you will get Overdrive. Hence there is no Gold Burst.<br />
** Burst always depletes the Burst gauge rather than "keep 1/3 on hit".<br />
** Burst is not throwable.<br />
* BB has Fatal Counters, which increases the hitstun/untech by 3 frames for the rest of the combo.<br />
<br />
* No RISC gauge, so blocking longer won't increase the damage you take.<br />
* No stun values (so no dizzy).<br />
* No staggers; a similar effect would be Crumple, which does not require you to shake the joystick (pressing a button is enough).<br />
* No Tension Pulse; every Heat gain is static.<br />
<br />
</div><br />
'''Persona 4 Ultimax Series'''<br />
<br />
[[P4U2R/FAQ#How_different_is_this_game_from_Blazblue.3F|They have a better page.]]<br />
<br />
===How do I perform Rapid Cancel/Burst/Overdrive/EA more smoothly?===<br />
BBCF provides a macro for ABC and ABCD combination, so use it if you want.<br />
<br />
If you ''don't'' (or can't, for example in arcades) want to use macro, refers to [https://www.dustloop.com/w/BBCF/Offense#Activating_Overdrive_Shortcuts here] to see how to activate OD simpler. If you are using a keyboard, [https://www.mechanical-keyboard.org/key-rollover-test/ check] if your keyboard supports pressing all buttons at once. If you can't, use a macro.<br />
<br />
As for RC/Burst/EA, unfortunately there is no such shortcut; you need to input all 3 (or 4) buttons in a continuous 3F window (the input buffer) in order to perform RC/Burst/EA. As EA overlaps everything, it is also not recommended to do special cancel EA when you have more than 25 meter, as it will probably do something that is not EA (Crush Trigger, Rapid Cancel) when not using a macro.<br />
<br />
Keep practicing!<br />
===Why are my half-circle motion not working?===<br />
In BBCF, half circle specifically is not lenient. You need to input the full 63214 ''without'' missing any of the direction; 6324, 6214 are invalid. It will not be changed and will remain as-is.<br />
<br />
However, half-circles that return to the original positions (632146 for example) still allows you to miss one direction except start and end (63246 works, for example).<br />
<br />
===(PC) How do I do high jumps more consistently if I am using WASD (or similar)?===<br />
Your space bar is automatically bound to jump. So for high jumps, you can input S~Space. Forward jump would be S~[D]~Space, and backwards would be S~[A]~Space. The latter might be more troublesome than just S~[A]~W, so pick one that is more comfortable for you.<br />
<br />
===Lambda-11 and Nu-13 seem to look and play identically, what's the difference?===<br />
Quite a lot when you peel back the mechanics. This table summarizes the main points:<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! Lambda-11 !! Nu-13<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''Lambda emphasizes lockdown and approach'''<br><br />
Lambda's gameplan focuses on suppressing her opponent and moving in with mixups, ideally corner carrying them into her strong oki tools where she can close in and perform her various mixups from up close. Most of Lambda's special moves are attacks that have long recovery if they miss or are blocked, but tend to make highly rewarding callout tools.<br />
|<br />
'''Nu emphasizes evasion and long range'''<br><br />
Nu's gameplan focuses on staying away from her opponent while using her long ranged superiority to harass them from relative safety. Her main high-low mixups exist at medium to long range. Nu's Act Parcer and Gravity Seed look similar to Lambda's, but they are not attacks; instead, they're used to keep distance from her opponent or to close in since they can be whiff-cancelled into other options.<br />
|-<br />
! '''Drive Differences'''<br />
|<br />
'''Lambda's Drive focuses on space control'''<br />
* Drives have negligible deadzones.<br />
* {{clr|D|2D}} and {{clr|D|6D}} are active for longer.<br />
* Sickle Storm and Spike Chaser are highly active and advantageous, making them strong oki tools to cover approaches.<br />
* Crescent Saber is an Overhead that covers a large area close to Lambda.<br />
* Air Drives have more reward if they hit, but they suffer from bad landing recovery.<br />
|<br />
'''Nu's Drive focuses on long-ranged sniping'''<br />
* Drives spawn further away, reducing the time it takes to get to the target.<br />
* {{clr|D|2D}} and {{clr|D|6D}} accelerate twice as fast.<br />
* Sickle Storm is a full-ranged low that is used as a mix-up with {{clr|D|4D}}.<br />
* Luminous Slave is a powerful threat to prevent approaches and punish mistakes made at any range.<br />
* Crescent Saber is a long ranged Overhead that can be mixed up in various ways.<br />
* Air Drives recover in the air, but lead into only modest damage.<br />
|-<br />
! '''Cancel options'''<br />
|<br />
'''Lambda's cancels mix together Normals, Drives and Specials more fluidly'''<br />
*Drive followups are forced to activate if the first attack hits or is blocked. Second hit is considered part of the same move and may Counter Hit Carry.<br />
*All cancel options (except Rapid Cancel) only apply to the followup hit.<br />
*Lambda can cancel the final hit of most {{clr|C|C}} normals into Drives.<br />
*Lambda can use all four grounded Drives in one chain, but cannot repeat any Drives in a single chain.<br />
*Lambda's Drives can (and do often) link back into normal moves in various combos.<br />
*Lambda has a complex Rekka chain which is used extensively as part of her mixups, stagger pressure and combos.<br />
|<br />
'''Nu's Cancels emphasize Drive flexibility'''<br />
*Drive followup attacks are manually activated and thus optional.<br />
*Drives can cancel into other Drives and back again (in chains of three before any jump cancels). Chains only reset if Nu goes fully neutral (Jump startup counts).<br />
*Drives can cancel from the first or second hit.<br />
*Nu cannot cancel any other normal attack into normal Drive attacks.<br />
*Nu can cancel her special attacks into other specials; for example, Sickle Storm can cancel into Gravity Seed on block/hit, and into Luminous Slave on hit.<br />
*Gravity Seed can whiff-cancel into any move, which is used in combos like a Rapid Cancel.<br />
*Nu can cancel Drives into Act Parcer on hit/block. Sickle Storm and Crescent Saber can also cancel into Act Parcer in OD.<br />
|-<br />
|}<br />
<br />
==Interface==<br />
<br />
===How do I reset to Center and Corner quickly in Training mode?===<br />
Hold one Direction while pressing the Reset button you've assigned will reset you to different positions:<br />
*Left + Reset to reset both characters to the left corner (P1 in the corner);<br />
*Right + Reset to reset both characters to the right corner (P2 in the corner);<br />
*Down + Reset to reset both characters to round start position.<br />
<br />
===What is the meter that runs below the combo counter in Training Mode?===<br />
It is the hitstun/untechable timer. Full gauge is 30 frames (the untechable can exceed but it will not show). Some moves will have several different hit effects; in such case, the timer will take several resets. <br />
<br />
==Others==<br />
===Are there Dubs in this game?===<br />
No, and it will probably never have one. There are custom mods that take Dubs from older titles and BBTAG to fill it up, but for other characters there is no luck for you.<br />
<br />
===Will they add X in this game on future updates?===<br />
For QoL additions, maybe. For gameplay changes (dash button for example), [https://twitter.com/Shini_Zack/status/1471049942433398793 never]. <br />
<br />
===How do I get access to Unlimited Characters?===<br />
There is no official way to do such in BBCF. You can modify the files to play offline with yourself, but '''don't bring them online'''; this ruins everyone's experience and it sucks.<br />
<br />
In other versions, you can exchange the characters via Gallery using P$. BBCSEX will require you to reach certain level before you can exchange.<br />
<br />
<br style="clear:both;"/><br />
==Navigation==<br />
{{BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/Jubei&diff=374956BBCF/Jubei2023-02-15T16:36:19Z<p>GunBlaze: </p>
<hr />
<div>==Overview==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Jubei is a '''highly mobile''' rushdown character with an install mode that vastly changes his offense. He has '''great mixups''' such as an instant overhead, unblockables, crossups, and several lows. He also has good oki, especially in the form of his fireball. Jubei's mobility and small size emphasize a slippery playstyle where Jubei picks his spots to start his offense. This is backed by Jubei's great air normals. <br />
<br />
Unfortunately, Jubei suffers from a '''poor defense'''. He has no reversals outside of system mechanics, and his Counter Assault is very average. Additionally, he has a unique mechanic where he is put into in extended hitstun anytime he is hit while standing. Good use of system mechanics are required as a baseline on defense or Jubei will eat a painful combo. Thankfully he also has fast normals and a great backdash to evade or challenge his opponents. Jubei is a good character for players seeking high mobility and mixups.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#5A|5A]] (6F)<br />
| reversal = None<br />
| fatalStarter = [[#6B|6B Attack]]<br/>[[#6C|6C]]<br/>[[#Form ONE: Shadow Wolf|236B]]<br/>[[#Form FOUR: Black Panther|632146C]]<br />
}}<br />
{{ProsAndCons<br />
|intro =is a heavy mixup character that uses his mobility to engage on his terms.<br />
|pros=<br />
*'''High Speed:''' Great mobility which can be further enhanced by Fudō: Sharenjin. Short height during dash allows him to low profile certain attacks and many projectiles.<br />
*'''Great Pressure:''' Virtually all of Jubei's moves push him forwards, making it easier to deal with Barrier and Instant Barrier. As well, he has solid stagger and mixup based pressure with good Oki.<br />
*'''Strong Mixup Potential:''' Jubei has a strong mixup game with various ways to open people up, including ground and air crossups.<br />
*'''Great Corner Carry:''' Amazing corner carry potential with Fudō: Sharenjin, which leads right into his great close-range gameplan. <br />
<br />
|cons=<br />
*'''Extended hitstun when standing:''' Vulnerable to high damaging combos normally only reserved for hitting a crouching opponent. <br />
*'''Poor Defense:''' No reversals outside of system mechanics and a pretty bad anti air.<br />
*'''Reliance on Snowballing:''' Damage is lackluster without confirming install or already being in install state. Jubei relies on taking advantage quickly and pushing it as far as it can go.<br />
}}<br />
</div><br />
<div id="home-content" class="home-grid"><br />
{{card|width=6<br />
|header=Drive: Shiranui / Shiranui: Steel<br />
|content=Jubei's Drive, '''Shiranui''', is similar to Taokaka's in that, upon use, he performs a fast dash at his opponent and slashes them on the way past. This attack will always place Jubei on the opposite side of his opponent on a successful hit. Hitting with a Drive marks his opponent with a black crosshair for a few seconds, known as the Shiranui Mark, causing his Distortion Drives to teleport behind his opponent before starting the attack, and dealing bonus damage.<br />
<br />
After activating [[BBCF/Jubei#Immovable Object:_Lotus|Immovable Object: Lotus]], Jubei's Drive is replaced with an upgraded version called '''Shiranui: Steel''' (Shiranui: Hagane).<br />
<br />
*Pressing D in this state will put Jubei in a state where he hovers in place briefly. <br />
*Pressing a direction and one of the attack buttons in this state will lay out 4 waypoint markers in a pattern based on the direction and button pressed. Jubei will then perform a teleport dash attack between each one in order.<br />
*This install is a one-off trade per round: once activated, it cannot be deactivated and never expires.<br />
<br />
Since it can cross up and offers excellent mobility, enabling this upgraded drive as soon as possible is a common tactic for Jubei players. However, experienced Jubei players should weigh the costs of giving up Jubei's default Drive, which has its own advantages.<br />
<br />
|header2=Overdrive: Five Circles of Nirvana (Rakan: Gorinkō)<br />
|content2=Jubei's Drive moves are enhanced in simple, but useful ways.<br />
* Drive moves have faster startup.<br />
* Non-upgraded Drives trigger the second hit on block as well as on hit, making them safe on block and adding the Shiranui Mark.<br />
* Single-use limit on upgraded Drive attacks removed.<br />
** If Jubei cancels into his OD and he's used his Drive already, he must hit the ground first before the limit is removed.<br />
* Improved damage to Distortion Drives in line with other characters.<br />
}}<br />
{{card|width=6<br />
|header=Unique Ability: Being Small<br />
|content=Jubei is particularly small and able to simply not get hit by a lot of attacks:<br />
<br />
*Some opponent's 5As may whiff if he is standing, doing {{clr|A|5A}}, crouching and/or doing {{clr|A|2A}}; therefore requiring those characters to use often slightly slower {{clr|A|2A}} or {{clr|B|5B}} attacks<br />
*Jubei's running animation places him exceptionally low to the ground, and can run underneath a surprising number of moves.<br />
*Jubei's crouch only slightly reduces his hurtbox size compared to his standing hurtbox which is already small. The only indication that Jubei is crouching is that his stance is visually different.<br />
<br />
However, '''all hits against him while he is standing gain 2 frames of additional hitstun''', just like hitting a crouching opponent (air and crouching hits work as normal). This has some unique problems, namely that attacks that normally force standing, such as crumple stun and freezing, can allow opponents to perform combos with the extended hitstun that they cannot do to anyone else in the cast.<br />
<br />
Do not confuse this extra hitstun with Jubei ''actually'' being in a crouching state when standing, therefore:<br />
<br />
*Jubei must still block overhead and low attacks as normal.<br />
*Moves that are hard coded to miss crouching enemies, such as Taokaka's command throw Distortion Drive, can still hit Jubei while he is standing.<br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
*Gatlings: {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}<br />
*Hits crouching<br />
*Jump cancelable on hit and on block<br />
*Due to Jubei's small size you can low profile certain attacks and mash this move<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
*Gatlings: {{clr|A|6A}}, {{clr|B|6B}}, {{clr|B|2B}}, {{clr|C|5C}}, {{clr|C|2C}}<br />
*Moves Jubei forward before doing the strike.<br />
*Jump cancelable on hit and on block<br />
<br />
A decent short-ranged poke that moves Jubei slightly forward. While the horizontal reach looks lacking, because Jubei moves forward the range for it is actually fairly good considering it's fast and jump-cancelable. <br />
<br />
Due to how slow and generally poor Jubei's anti-air options are, the ability of this to somewhat function as one is not something to brush off.<br />
<br />
This normal also functions as Jubei's main kara cancel normal<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
*Gatlings into {{clr|A|6A}} {{clr|B|6B}} {{clr|C|2C}} {{clr|C|3C}}<br />
*Jump cancelable on both hits<br />
*Moves Jubei forward<br />
Jubei moves forward as he slashes down and then up. While the horizontal hitbox is not the best, the forward movement allows Jubei to comfortably gatling into {{clr|C|5C}} relatively far away. <br />
<br />
The first slash reaches further than the second, making it so that from further ranges the first will connect while the second hit will whiff. This is particularly noteworthy as {{clr|C|5C}} is the only gatling option from max-range {{clr|B|5B}} that reliably connects.<br />
<br />
On counter, the first hit launches, allowing combos like 5C(2) {{clr|C|632146C}} anywhere.<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
*Gatlings into {{clr|A|6A}} {{clr|B|6B}} {{clr|C|2C}} {{clr|C|6C}}<br />
*If mashed 3 times, the third hit will only have two active frames<br />
Generally preferred over {{clr|A|5A}} when Jubei has the advantage since it has longer range for one frame more startup. Bear in mind that this is a Foot attribute move even if it doesn't need to be blocked low, so certain moves will go right over it.<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
*Mid range low poke that is plus on block, so it's great for blockstrings and pressure<br />
Jubei's go-to poke for many situations. While it has good range, there are few options to confirm into from max range. If trying to take advantage of its plus frames however, it is better used close to the opponent as it pushes opponents back without moving Jubei forward.<br />
<br />
With its speed and range, it can work as a nice poke to surprise opponents when used from command dash. As Jubei's crossup dash leaves him a fair distance away from his opponent, this is also one of the better options to go for.<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
*Anti-air<br />
*Causes float on hit<br />
*Jump cancelable on hit and on block<br />
*Leaves Jubei airborne, allowing cancels into {{clr|D|j.236D}}/{{clr|D|j.214D}}<br />
Jubei extends one foot off the ground and slashes upwards with sword in mouth. For an anti-air, it's rather bad: The hitbox has poor vertical and horizontal reach that does not make up for the heavily delayed head invul. On top of that, he's considered airborne, so jumping out of it consumes an air option. Good in combos, especially in install for several extensions.<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A,6A Attack |versioned=input<br />
|description= <br />
*Guard Point Counter move. <br />
*Catches Head, Body and Foot strikes unless they are a low or an overhead.<br />
*On successful catch, follows up with an elbow smash that can be blocked. Crumples on grounded enemies, wall bounces airborne opponents.<br />
*If the follow up attack hits the opponent, Jubei instantly builds 22 Heat meter on normal hit, 24 on counter hit.<br />
*Since this parry is Guard Point, opponents may still Rapid Cancel to block the follow up attack. They may also jump cancel, but the follow up attack must be barrier blocked and may still catch them. <br />
*50% P1 and Very Short starter makes this move lead to mediocre damage.<br />
<br />
Similar to Hakumen's drive moves but with a much more limited set of moves it can actually catch. Use it to call out people autopiloting pokes and pressure strings. Definitely not a move to throw out randomly due to its short active time and the sheer number of moves that just go around it.<br />
<br />
Though the follow up attack itself is +1 on block, you can still cancel to specials on block. Notably {{clr|C|632146C}} will be a frame trap for a Fatal Counter to catch people who do not know you are safe and trying to {{clr|A|5A}} you, and it is also the most reliable combo starter. If the follow up attack happened to be instant blocked they would need a 6F {{clr|A|5A}} to trade, and the hit state on this attack will allow you to recover sooner. You can also hold it for a sneaky unblockable too if they do not mash. Special cancelling to {{clr|B|236B}} is a true block string into a low attack, that can also be converted into a combo off {{clr|A|6A}} if you have 50 heat to spend on {{clr|A|360A}} or a Rapid Cancel of your own.<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B,6B Attack |versioned=input<br />
|description= <br />
*Counter move. Only catches strike property moves that also ''must'' be blocked low.<br />
*Fatal Counter<br />
*90% P1 - Leads to much better damage than {{clr|A|6A}}<br />
Potentially much more rewarding than {{clr|A|6A}} but has an absurdly strict requirement on what moves it will actually trigger against (For instance, Susanoo's {{clr|A|2A}} won't trigger it since it doesn't need to be blocked low). Pretty much only useful for calling out specific long ranged or slow lows from certain characters who have them (Such as slide kick 3Cs), avoid using otherwise since you're just handing your opponent a free counter hit.<br />
<br />
If you do catch a move, Jubei will perform a highly damaging two part followup that launches his opponent and can be jump cancelled to follow up with, leading to very good damage.<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
*Forces crouching state on hit<br />
*Deals high hitstun<br />
<br />
Jubei performs a small somersault and using his tail slashes down hard with his sword. An above average standing overhead despite the mediocre startup, given the lengthy low/throw invulnerability while still being safe on block and leading to decent damage if it lands.<br />
While it reaches fairly far horizontally, its vertical hitbox is, at best, inconsistent. {{clr|C|6C}} actually can hit opponents fairly high in the air, but it can also miss even when opponents clearly appear within its graphical range. <br />
<br />
With its 110% bonus proration, you should always look for ways to fit this move into your combos, such as after {{clr|B|236B}}>{{clr|A|360A}} in the corner and after OD cancels.<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
*Can be jump-canceled on both hits<br />
*First hit has decent vertical reach<br />
*Second hit is a low<br />
Jubei quickly slashes upwards, takes a long step forward, and then takes a large swipe at the opponent's legs. Somewhat for combo-filler, somewhat for mixup. The first hit has decent vertical reach which is helpful in combos, but does not really cover areas that {{clr|C|2C}} cannot as an antiair. While the second hit is a low, the first is not so the opponent has ample time to block it.<br />
<br />
The first slash has poor horizontal reach while the second, due to its far forward movement, actually reaches quite far. However, as there's no gatling options from {{clr|C|3C}} and the first hit has such poor range, there's not much practical use for it outside of filler or perhaps surprising the opponent with the reach from the second hit.<br />
<br />
{{clr|C|3C}}(1)'s high hitstun is useful for stabilizing certain combos, though its bad proration typically means you wont get much damage after using it.<br />
<br />
Second hit launches slightly, allowing you to combo into and pick up after {{clr|A|236A}} in the corner without being in Lotus.<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
*Used for instant overheads<br />
*Fastest aerial with decent range and easy confirms<br />
*Jump-cancelable on block<br />
*Cancels into itself on hit<br />
Jubei alternates downward kicks with both of his feet. With its fast startup and immediate downwards hitbox, this is the go-to when attacking a grounded opponent from the air. With the speedy startup and spread active frames, {{clr|A|j.A}} can easily be mashed into itself when performed high enough.<br />
<br />
As jumping from dash provides Jubei a slightly more shallow jump arc, it can be used as an instant overhead on crouching opponents. Since crouching hurtboxes vary, when {{clr|A|j.A}} is used as an instant overhead several characters will be hit by only the first hit of {{clr|A|j.A}} (requiring {{clr|A|236A}} angled downwards to confirm off of) while on some both hits will completely whiff.<br />
}}<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
*Both hits can hit both sides<br />
*Good air-to-air<br />
*Jump-cancelable on block<br />
*CH on second hit causes untech until opponent hits the ground<br />
Jubei kicks forward and quickly spins into an upwards kick. Used for air-to-air situations as it has a good horizontal hitbox and it's slightly faster than {{clr|C|j.C}}. Both hits can crossup but because of their lacking downwards hitbox, precise spacing and timing is required.<br />
<br />
Jubei's strongest air normal if in range for it as it has fast startup and good reach on both hits. While the first is already a solid air-to-air, the second reaches surprisingly high vertically and has about the same horizontal range as the first, allowing him to cover several angles. As both hits can hit both sides and are jump-cancelable, they make for a flexible, solid normal.<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
*Decent air-to-air and air-to-ground<br />
*Jump-cancelable on block<br />
Has good horizontal and downwards reach so it works well air-to-air and air-to-ground. Slower than both {{clr|A|j.A}} and {{clr|B|j.B}} so it is best used when the longer reach is needed. Does not reach directly under very well so use it late into your jump or use {{clr|A|j.A}} for such situations.<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
*Hits both sides<br />
*Fast air poke with decent range<br />
*Not jump-cancelable on block<br />
Has a fairly wide hitbox that also hits in a straight line under Jubei. Can crossup or be used in air-to-air situations but as it cannot gatling into other aerials it's difficult to confirm into. On grounded opponents, comboing off of it when done around the peak of Jubei's jump is finnicky as it does not have very much hitstun and, if not done close, Jubei lacks moves with fast enough startup and range to confirm into.<br />
<br />
While not the best for confirms, its speed matches {{clr|B|j.B}}'s and it has even more horizontal reach than {{clr|C|j.C}} while also having a decent downwards hitbox, making it Jubei's best air poke in terms of range. However, as it cannot be jump-canceled on block and it is difficult to confirm off of higher in the air, it can be hard to do more than simply poke with it.<br />
<br />
A good analogue to this move would be Hibiki's {{clr|C|j.C}} as their function and hitbox is very similar. The biggest difference between the two however is in their active frames (3 versus 6). As a result of this and other differences, Hibiki's {{clr|C|j.C}} is a strong general use tool while Jubei's {{clr|C|j.2C}} is more of a situationally useful crossup and air poke due to its relatively fast startup and range. <br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D,5D OD |versioned=input<br />
|description=<br />
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.<br />
*Special-cancelable on hit once Jubei's sword gleams<br />
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed<br />
*Drags the opponent towards Jubei on block and on hit<br />
<br />
Jubei rushes past his opponent and then does an attack in passing. A good way to quickly side-switch on hit as well as on block if careful. Since the attack goes active after Jubei has moved and there is no invulnerability, he can be stuffed or even thrown as he moves past (he is considered grounded throughout this move). Your opponent will be unlikely to do this on reaction, but be wary of throwing it out around moves with lots of active frames.<br />
<br />
Depending on if {{clr|D|5D}} hits or is blocked, the length that {{clr|D|5D}} travels varies. On hit, Jubei will travel a fixed distance from the opposite side of the opponent allowing for consistent followups, while on block he will travel a fixed distance from his original location. While negative on block, when used at a close or middling distance, Jubei will end up far enough away from his opponent that punishing him is impossible outside of specific fast, long-ranged options.<br />
<br />
With meter {{clr|D|5D}} can serve as a way to close distance on a far grounded opponent or to continue pressure. When rapid-canceled, with precise timing Jubei can end up next to his opponent on either side which can be tricky to react to. However, due to its long active frames, immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings. <br />
<br />
You can also use Jubei's {{clr|D|5D}} to dodge fast EA ([ABCD] for immediate EA) attempts. Done well, Jubei will cancel his previous attack and pass through his opponent during their EA animation.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D,j.D OD |versioned=input<br />
|description=<br />
*Dive attack that goes all of the way to the ground from any height.<br />
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.<br />
*Special-cancelable on hit once Jubei's sword gleams<br />
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed<br />
<br />
Travels at a fairly steep angle compared to {{clr|D|j.6D}}, meaning it's unlikely to connect with your opponent unless they are close horizontally. On hit, Jubei will travel a fixed distance from the opposite side of the opponent allowing for consistent followups while on block he generally lands directly behind his opponent. As it is unsafe and always leaves Jubei right next to his opponent, this is a much better option when Jubei has meter.<br />
<br />
With meter, Jubei has complete control over ending up in front or behind his opponent by either rapid-canceling immediately before or after he rushes through. When used relatively far horizontally, Jubei may land in front of opponent. <br />
<br />
When following up on block with a rapid cancel, due to {{clr|D|j.D}}'s long active frames immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings.<br />
}}<br />
<br />
===<big>{{clr|D|j.6D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.6D,j.6D OD |versioned=input<br />
|description=<br />
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.<br />
*Special-cancelable on hit once Jubei's sword gleams<br />
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed<br />
<br />
Travels further horizontally than {{clr|D|j.D}}, making it a fairly fast way to close in on your opponent. As it is unsafe and generally leaves Jubei right next to his opponent, this is a much better option when Jubei has meter. However, when used at an angle where it will rush through the opponent at around their head height, Jubei will land fairly far away. This allows Jubei to escape corners in certain situations and is similar to a poke that is easy to confirm into, with the cost (or reward) of positioning on block.<br />
<br />
With meter, Jubei has some control over ending up in front or behind his opponent, generally by rapid-canceling immediately before or after he rushes through, but due to the many possible horizontal and vertical distances this can be used from, it is not always feasible to control which side he lands on. <br />
<br />
When following up on block with a rapid cancel, due to {{clr|D|j.6D}}'s long active frames immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Upgraded Drive Moves==<br />
===<big>Shiranui: Hagane</big>===<br />
{{InputBadge|{{clr|D|D}}~X after Fudō: Sharenjin (Air OK)}}<br />
{{BBCF Move Card<br />
|input=Install D<br />
|description=<br />
After using Fudō: Sharenjin, all drive moves are replaced with these for the remainder of the round. Each version lays down 4 waypoints on screen in a specific order and Jubei does a teleport dash attack between each one. If these hit his opponent, they will be sent flying in the same direction of the attack, causing each of the 4 attacks to combo together in most cases. To use, press D and then immediately press the specified direction and button to use the listed attack pattern. <br />
*Hold up/down when selecting a path and the path will angle in that direction.<br />
*Button and direction can be held for easier execution, only the D-version has to be timed/mashed.<br />
*Grounded versions of this Drive behave the same as the air versions except that ground versions can only be angled upwards. <br />
*Not pressing any button will result in Jubei using the standard {{clr|D|5D}} version instead.<br />
*Any hit from any version inflicts the Shiranui Mark. <br />
*Unless Jubei is in Overdrive, he must touch the ground before being able to use his Drive again.<br />
*During Overdrive, the move becomes special cancellable on hit or block after the last hit.<br />
*If a waypoint laid by this move ends up off the sides of the screen, it will be placed at the edge of the screen at the same height it would normally be. Similarly if a waypoint would be placed under the floor, it is instead placed at ground level at the same horizontal position it would normally be.<br />
<br />
In terms of actual usage, these drive moves see use inside combos to give good damage while affording a certain amount of control over where your opponent ends up, or carrying the opponent to the corner from anywhere on the screen. Notably, {{clr|C|2C}}, {{clr|C|3C(1)}} and {{clr|B|j.B}} can combo into this. Generally the A versions gets used the most for consistency. It's also one way to gain additional height in your air combo to maximise how much damage your distortion drive will do.<br />
<br />
Outside of combos, the more fiddly A and B patterns are used to form a crossup, since both patterns look very similar but with their middle two waypoints swapped. A keen eyed opponent can see the order the waypoints appears and react accordingly, however, and it can be easily stuffed by projectiles limiting its usage in certain matchups. It can also be used to get higher into the air to stall for time combined with his other aerial options.<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*Grounds the opponent<br />
Grounds the opponent for a lengthy amount of time allowing Jubei to pick them off the ground with a variety of options.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*Grounds the opponent<br />
*Switches sides<br />
Jubei uppercuts the opponent to the opposite side and grounds them for a lengthy amount of time, allowing him to pick them off the ground with a variety of options. Essentially the exact same as forward throw with the main difference being side-swap.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*Pretty standard air throw.<br />
*Brings opponent and Jubei to the ground before dealing damage, allowing for consistent followups.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*Can be useful to disrupt blockstrings and get {{clr|C|236C}} out before they realize they've lost momentum.<br />
*Uses Jubei's {{clr|B|5B}} animation. Because Jubei slides forward an opponent baiting this by jump cancelling forward may land a bit far away or swap places into the corner.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*Causes hard knockdown on air hit<br />
Jubei lunges forward and slashes with his two sword. Moves Jubei forward after he recovers.<br />
<br />
Somewhat pointless for crushing guards given that {{clr|C|632146[C]}} exists which costs no heat and will even penetrate barrier guard. Jubei also has lots of other ways to crack open a defensive character.<br />
<br />
While you are best served using your meter to activate install in most match ups, you may consider spending a quick level 1 charge of this in during {{clr|B|236B}}~{{clr|C|236C}} oki pressure in the corner<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Fissuring Slash (Rekkōzan)</big>===<br />
{{InputBadge|{{clr|A|236A}} (Air OK)}} or {{InputBadge|{{clr|A|236236A}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236A / j.236A,236236A / j.236236A |versioned=input<br />
|description= <br />
*The air versions can shift Jubei up or down by holding any up or down direction during the attack. Otherwise they work the same.<br />
*Punishable on instant block<br />
*{{clr|A|236A}} is a series of 3 hit swipes, best for pushing to the corner, corner combos, or small conversions off {{clr|A|j.A}} instant overhead<br />
*{{clr|A|236236A}} is a series of 5 swipes, with the last hit being in the air that spikes opponent down. A good combo finisher for more damage and meter. Can be used to set up mid-screen okizeme since the land close to Jubei<br />
*When in install, this move gets upgraded and changes drastically! Please see below section for the specifics on the Install Fissuring Slash)<br />
<br />
Jubei slashes forwards with his claws for three strikes. The last slash blows the opponent back. The {{clr|A|236236A}} version has Jubei slashing 5 times and slamming the opponent down.<br />
<br />
Before you activate install, this move is mostly used in combos as it is very unsafe on block. Should you use this in pressure or neutral it can land some quick unexpected hits due to the size of the hit boxes. Learn to catch roll techs after ending combos with {{clr|A|236236A}} to keep the pressure up and build heat so you can install and use the better version of this move.<br />
<br />
}}<br />
<br />
===<big>Install Fissuring Slash (Rekkōzan) and Additional Attacks</big>===<br />
{{InputBadge|{{clr|A|236A}} then A for each Additional Attack (Air OK)}}<br />
{{BBCF Move Card<br />
|input=Install 236A,236AA / j.236AA,236AAA / j.236AAA,236AAAA / j.236AAAA,236AAAAA / j.236AAAAA |versioned=input<br />
|description=<br />
*Can be followed up for a total of 5 attacks on hit, block, and whiff.<br />
*Pressing A will followup with another swipe.<br />
*Pressing B during the first 3 followups will cancel into Fissuring Impact. Jubei can only followup with one other attack afterwards.<br />
*The first 4 attacks can be cancelled into the following specials. These specials will end the rekka: <br />
**{{clr|B|4B}} will cancel into Demon Fox<br />
**{{clr|B|6B}} will cancel into Shadow Wolf<br />
**{{clr|C|5C}} will cancel into Wild Lion<br />
**{{clr|C|646C}} will cancel into Black Panther<br />
**{{clr|D|6D}}/{{clr|D|4D}} will cancel into Divine Form. You can use this to cross through opponents, reset pressure, retreat, or avoid reversals<br />
*The air version can be shifted up and down like the non-install version.<br />
*The 5th and final attack is similar to the non-install {{clr|A|236A}} final attack<br />
*Air version startup is comparable to jump normals and in some cases is your best air to air attack.<br />
<br />
Jubei slashes forward up to 5 times. For the 5th swipe, Jubei jumps similarly to the last hit of the regular {{clr|A|236A}}. <br />
<br />
During install, Fissuring Slash ("Rekkōzan") becomes a true rekka series. Jubei can vary the amount of Additional Attack slashes that occur during Fissuring Slash, choose between multiple followups that can create mix ups, or cancel to his command air dashes even while grounded to create space or do low to the ground cross ups. Jubei's pressure game here should not be underestimated and you can quickly smother an opponent with fast unpredictable pressure.<br />
<br />
While the individual slashes are minus on block, Jubei can easily choose how many swipes to go for and can deter mashing with his other Fissuring Slash followups, conditioning opponents to fear his options from it. If the opponent respects these options and avoids mashing, Jubei can opt to stop doing followups off Install Fissuring Slash's Additional Attacks and then reset pressure entirely! <br />
<br />
Also, the hit boxes on this attack are pretty good at covering Jubei due to how low to the ground he gets if you decide to try this attack in neutral. It's especially important to threaten this attack as an air to air due to the quick startup. Also, the higher up you hit someone with the 5th attack, the more chance you can cause them to fly into the corner for the wall bounce, allowing you to land and link a {{clr|B|5B}} or dash {{clr|B|2B}} for an easy combo conversion!<br />
<br />
As a final important use, this can be used to stall in the air by holding upward. Only the last attack has landing recovery.<br />
<br />
Read the special move sections below for information on their "Fissuring Slash" versions.<br />
}}<br />
<br />
===<big>Fissuring Impact</big>===<br />
{{InputBadge|{{clr|B|5B}} after Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236A~5B / j.236A~5B<br />
|description=<br />
*Swipes the opponent upwards off the ground<br />
*Leaves Jubei in an airborne state<br />
*Available only in Immovable Object: Lotus<br />
*Not special cancelable with {{clr|D|j.236D}}/{{clr|D|j.214D}}<br />
Jubei jumps while slashing upwards into the air. This move is only available when Immovable Object: Lotus has been activated and functions like a launcher. After this attack, the next attack will always end the rekka sequence. Fissuring Impact cannot cancel into {{clr|C|236C}}, {{clr|D|j.236D}}/{{clr|D|j.214D}}, and the A followup will always be the final slash of the rekka.<br />
<br />
{{clr|B|236B}} (shortcut {{clr|B|6B}}) is a particularly strong option after Launch as it is a frame trap that can yield a fatal counter. As Jubei's options after Launch do not offer much mixup potential and are all negative on block, opponents comfortable with Jubei options afterwards might not feel pressured to mash after seeing it.<br />
}}<br />
<br />
===<big>Form ONE: Shadow Wolf</big>===<br />
{{InputBadge|{{clr|B|236B}}}} or {{InputBadge|{{clr|B|6B}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236B,236A~6B |versioned=input<br />
|description=<br />
*Hits low<br />
*Very respectable range<br />
*If performed in the air from Fissuring Slash, Jubei will fall to the ground first before performing the move.<br />
*Fatal Counter with a very high damage reward<br />
*On hit, cancels into {{clr|C|236C}} for Oki.<br />
*Can cancel to Install Super on hit or block to either hit confirm into good damage or create a strong mixup<br />
<br />
Jubei uses both of his swords to slash vertically and horizontally at his opponent's feet, knocking them down on hit. It is used often as an ender in combos to set up oki, as special canceling into {{clr|C|236C}} saves time that makes up for {{clr|C|236C}}'s high startup.<br />
<br />
Has the potential to fatal counter so it is an option to deter mashing, but outside of install Jubei lacks options to encourage it in the first place. Still, if the opponent is particularly mash-heavy, or if you feel the opponent is trying to up back out of a long pressure string, delaying this at points they are expected to mash can yield high reward.<br />
<br />
While a low, as Jubei's overhead options later in strings are a little lacking and {{clr|B|236B}} itself is unsafe - though very difficult to punish at further ranges - it is perhaps more suited to ensuring opponents respect Jubei's pressure than it is as a mixup tool. <br />
<br />
When used from Fissuring Slash's and its Additional Attacks, it can be delayed long enough to frame trap opponents with pretty much a 1F timing window, but it can also be used directly after Fissuring Slash > Launch for this purpose. From Fissuring Slash > Launch, between this and delayed {{clr|B|4B}}, Jubei has a high/low mixup that yields a combo with meter or counter hit.<br />
<br />
Jubei is at least +13 after an immediate {{clr|B|236B}}>{{clr|A|360A}} cancel, giving you true blockstrings after and ample opportunity to diversify your pressure by doing dash {{clr|B|2B}}, or dash {{clr|A|j.A}} as a quick instant overhead.<br />
}}<br />
<br />
===<big> Form TWO: Demon Fox</big>===<br />
{{InputBadge|{{clr|B|214B}} (Air OK)}} or {{InputBadge|{{clr|B|4B}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214B,j.214B,236A~4B |versioned=input<br />
|description=<br />
*Overhead<br />
*Generally only combos off counterhit or with meter<br />
*Decent ender for air combos<br />
*Jumps over lows<br />
Jubei jumps into the air and slashes overhead in a backwards arc. Generally, without counterhit or a rapid cancel comboing off of this is not possible. However, on hit it can distortion cancel into {{clr|A|360A}}, allowing Jubei to both combo and power up off a safe opener. On block, going for {{clr|A|360A}} after leaves a 5 frame gap that many characters cannot exploit.<br />
<br />
When used close and on a crouching opponent, Jubei can side-switch with the opponent. As this only works when opponents are crouching, this serves no purpose as a crossup but can be useful for positioning.<br />
<br />
While {{clr|C|j.214C}} is a better ender for air combos due to better frame advantage and damage, {{clr|B|j.214B}} lands more reliably and avoids the possibility of side-switch.<br />
<br />
If {{clr|B|j.214B}} hits high enough on an opponent, Jubei can link this attack with {{clr|B|5B}} to pick up and continue a combo.<br />
<br />
During the upgraded Fissuring Slash, it is an effective tool to stop opponents from trying to mash out of your strings. When used from Launch it can be delayed long enough to frame trap opponents. When used from Fissuring Slash's Additional Attacks however, it must be immediately canceled into. From Launch, between this and {{clr|B|6B}}, Jubei has a high/low mixup that yields a combo with meter or counter hit.<br />
<br />
Demon Fox on the ground can be punished by Instant Blocking and using a 6 frame move, as it is -3. <br />
}}<br />
<br />
===<big>Form THREE: Wild Lion</big>===<br />
{{InputBadge|{{clr|C|214C}} (Air OK)}} or {{InputBadge|{{clr|C|C}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214C / j.214C,236A~C |versioned=input<br />
|description=<br />
*Combo ender<br />
*All hits are mid<br />
*Go-to ender for air combos<br />
*Leaves Jubei fairly airborne allowing him to go over lows<br />
*Gains increased horizontal distance when used after command dash<br />
<br />
Jubei jumps in a forward arc, slashing in a flurry all around him and ending with a long slash once grounded. If performed in the air, Jubei doesn't launch upwards noticably. Strictly a combo tool due to how unsafe it is.<br />
<br />
{{clr|C|j.214C}} is Jubei's go-to ender for air combos as it offers greater frame advantage, damage, and potential side-switch. It is a little finnicky however as it is somewhat poor at hitting opponents above Jubei which can cause disastrous whiffs in unexpected situations. Whiffing (and side-switch) is generally avoidable by getting into the habit of super jumping into the preceding air chain as {{clr|C|j.214C}} consistently hits when above or at an even level with opponents.<br />
<br />
When done close to the opponent, Jubei's delayed attacks after his jump functions as a crossup. If done further away however, Jubei is more likely to stay on the same side. As all hits are mids and this move is extremely unsafe, this should be avoided.<br />
<br />
If used off of Jubei's 44 > 6 dash, it travels a little farther than fullscreen. It is not ideal as a means of approach, but it can catch people off guard and force Jubei's way in. Keep in mind that only the backdash has invuln and that it is quite minus on block and on whiff.<br />
}}<br />
<br />
===<big> Form FOUR: Black Panther</big>===<br />
{{InputBadge|{{clr|C|632146C}}}} or {{InputBadge|{{clr|C|646C}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=632146C,236A~646C,j.236A~646C |versioned=input<br />
|description=<br />
*Fatal Counters<br />
*If performed in the air from Fissuring Slash, Jubei will fall to the ground first before performing the move.<br />
*Becomes truly unblockable if charged for 30 frames<br />
**Guard breaks even if opponent barrier blocks<br />
**Has a just-frame if released at 30 frames. The Just-frame is comboable<br />
**Does not combo outside of just-frame and counter hit<br />
Jubei readies his swords behind his back in a cross and slashes rapidly as he front flips in place. With its lengthy startup and short horizontal range, this serves mostly as combo filler for his more damaging combos though it can be a hard, rewarding callout on delayed mashing as it rewards fatal counter.<br />
<br />
In combos, this move functions as a launcher in low height air juggles, generally after crouching/air hit hit {{clr|C|5C}}, air hit {{clr|C|3C}}(1) or Fissuring Impact. When grounded, comboing into it usually requires a crouching opponent, and using a N-starter into {{clr|C|5C}} > {{clr|C|632146C}} or {{clr|C|5C}}(1 > {{clr|C|632146C}} if you use an A-starter. <br />
<br />
As the charged version has very long startup and fairly short range, it is unlikely to ever be useful during Jubei's pressure. This move does, however, have a just-frame release property; if you release the C button after charging approximately 30 frames (exactly when the ground shakes) the recovery of the charged version is lessened to that of the uncharged variant, allowing meterless combos from an unblockable attack! This makes it useful in corner okizeme situations from the {{clr|B|236B}} > {{clr|C|236C}} ender.<br />
}}<br />
<br />
===<big>Rising Justice</big>===<br />
{{InputBadge|{{clr|C|236C}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236C / j.236C |versioned=input<br />
|description=<br />
*Fires a large projectile that bounces along the ground slowly at a fairly large height, slightly above the height Jubei was at when he launched it. <br />
*Lasts for 300F<br />
*Does not travel off the screen but instead just bounces in place against the wall.<br />
*Leaves Jubei in counterhit state during its lengthy startup<br />
*Disappears if Jubei is hit.<br />
<br />
A key oki tool for Jubei, used at the end of his combos to force a block so that he can use his powerful mixup tools to continue pressure and keep momentum going. Has a rather bad startup however so using it at neutral is only really helpful at long range to cover an approach, using this up close is often suicide.<br />
}}<br />
<br />
===<big>Divine Form</big>===<br />
{{InputBadge|{{clr|D|j.236D}}/{{clr|D|j.214D}}}} or {{InputBadge|{{clr|D|6D}}/{{clr|D|4D}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=j.236D,236A~6D,j.214D,236A~4D |versioned=input<br />
|description=<br />
*Can be used off certain grounded options that put Jubei in the air<br />
*Can be special canceled into off of any aerial on hit and block<br />
*Does not count as one of Jubei's jumps<br />
*Leaves Jubei in counterhit state until finished<br />
*Can pass through opponents<br />
Offers Jubei some precise horizontal mobility in the air. Can be used before or after a double jump though only one can be used per jump. Can also be used off of any air normals on hit or block, giving his jump-cancelable normals greater pressure options.<br />
<br />
Does not grant invulnerability and leaves Jubei in counterhit until completed so {{clr|D|j.236D}} should be used with some caution during pressure or in neutral. If {{clr|D|j.236D}} crosses over the opponent, aerial attacks autocorrect for slow but sure crossups.<br />
<br />
As moves like {{clr|C|2C}} and enhanced {{clr|A|236A}} leave Jubei airborne on block and hit, they can be reliably canceled for greater pressure ({{clr|D|j.236D}}) or safety ({{clr|D|j.214D}}).<br />
<br />
When the opponent is completely cornered, if they respect Jubei's pressure {{clr|D|j.236D}} becomes a stronger pressure option. When {{clr|D|j.236D}} is done high into Jubei's jump arc (generally requiring a standing opponent) it will not crossup, while any lower and it will always crossup. <br />
}}<br />
<br />
===<big>Quick Dash</big>===<br />
{{InputBadge|44~6}}<br />
{{BBCF Move Card<br />
|input=44~6<br />
|description=<br />
Unique forward dash when cancelling from backdash that's '''considerably''' faster than his normal dash. Activates if you're holding 6 on the frame Jubei touches the ground from backdash. It doesn't have to be timed, but there is no window to perform it later.<br />
<br />
From frame 9 onwards, Jubei can cancel into any attack, jump or Barrier Block (but cannot block normally). Like regular dashing, cancelling into Barrier will maintain his momentum, sliding him forward to effectively and safely advance. Similarly, the momentum can be instantly cancelled by doing a throw and kara cancelling into Barrier. Several of Jubei's attacks also retain momentum: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|B|2B}}, {{clr|C|3C}}, {{clr|B|214B}}, or {{clr|C|214C}}. These attacks will slide or even launch Jubei across the screen while attacking.<br />
<br />
Quick dashing counts as a dash for adjusting Jubei's jump heights so, combined with Quick dash momentum, Jubei can jump incredible distances. Jubei can even be tricky by super jumping backwards first, looking like a normal straight up jump, and then double jumping forward with that momentum.<br />
}}<br />
<br />
===<big>Run Through Opponent</big>===<br />
{{InputBadge|6, while running near opponent}}<br />
{{BBCF Move Card<br />
|input=Run Through Opponent<br />
|description=If Jubei has been running for over 7 frames, Jubei will jump past his opponent and turn around with a fixed animation. It does not actually allow him to keep running past the opponent, away from them.<br />
<br />
The ability to run through his opponent adds another layer to Jubei's offense, giving him the ability to cross up even cornered opponents without leaving the ground.<br />
<br />
*Can only be triggered from a normal run, not the quick command dash after a backdash<br />
*Can be avoided by holding 3 to run instead of 6<br />
*Can trigger on airborne opponents, but they must also be below 100,000 in game units off the ground, which is extremely low. It's quite possible to collide with a player who is airborne but not trigger the side switch.<br />
}}<br />
<br />
===<big>Running Jump</big>===<br />
{{InputBadge|Any jump while running or during 44~6}}<br />
{{BBCF Move Card<br />
|input=66~9<br />
|description=<br />
If Jubei jumps or superjumps while running or out of his quick dash, his jump heights are adjusted; his normal jump is lower while his super jump is even higher. The lowered jump height allows for more immediate jumping normals to connect against grounded opponents, including enabling instant overheads with {{clr|A|j.A}}, while the heightened super jump allows Jubei to cover exceptionally long distances in combination with his dash momentum, letting him chase or run from opponents more effectively.<br />
}}<br />
<br />
==Distortion Drives==<br />
===<big>Twin Guardians: Mourning Shore</big>===<br />
{{InputBadge|{{clr|D|j.236236D}}}}<br />
{{BBCF Move Card<br />
|input=j.236236D,j.236236D Mark |versioned=input<br />
|description=<br />
*Mid part of the attack loops continuously until reaching the ground, therefore the higher up you start this move, the more damage it will do. <br />
*If opponent is marked, Jubei teleports above and behind his opponent before attacking, ensuring it connects.<br />
*Completely invulnerable from the start until recovery, but very punishable on block.<br />
*Minimum damage (Marked): 200, 40*n, 500 (250, 40*n, 500)<br />
*OD minimum damage (Marked): 200, 40*n, 160*5 (250, 40*n, 160*5)<br />
Jubei's air combo ender of choice leading to decent damage, also can be used as a full screen punish if your opponent is marked and mucking around in the air because of its very fast startup, but this is very risky. Definitely not a move to just throw out at neutral.<br />
}}<br />
<br />
===<big>Thousand Hands: Roaring Pillar</big>===<br />
{{InputBadge|{{clr|D|236236D}}}}<br />
{{BBCF Move Card<br />
|input=236236D,236236D Mark |versioned=input<br />
|description=<br />
*General purpose ground distortion to add more damage to combos and to do very long range punishes.<br />
*If opponent is marked, Jubei appears behind opponent before attacking, even if they're in the air, and deals slightly more damage. Useful for combos that leave your opponent too far to connect the attack normally.<br />
*Minimum damage (Marked): 800(900) OD: 1120(1220) <br />
Due to the superflash ocurring after Jubei teleporting, this should not be used as a way to do a crossup since they'll just block it. If the opponent commits to a move with lengthy startup this can work to punish them no matter the distance due to its reasonably quick startup and Shiranui mark making it always connect.<br />
}}<br />
<br />
===<big>Immovable Object: Lotus</big>===<br />
{{InputBadge|{{clr|A|360A}}}}<br />
{{BBCF Move Card<br />
|input=360A<br />
|description=<br />
*Disables Normal Drive and replaces it with the upgraded version for the rest of the round.<br />
*Modifies Fissuring slash in various ways (See above)<br />
*Absurdly short startup and recovery time, basically impossible for your opponent to stuff. Can easily be used mid combo as an alternative to a Rapid Cancel.<br />
*Extremely flexible places to use it. <br />
*Cancels from all specials on block and hit except for {{clr|C|236C}}. Air specials require Jubei to land on the ground first.<br />
*Can use the activation in neutral or on the opponent's wakeup to pause the match, see what your opponent is doing and counter what the opponent may have committed to doing <br />
*Can only be activated once per round and its effects cannot be switched off by anything.<br />
*Due to how effective non-install {{clr|D|5D}}, {{clr|D|j.5D}} and {{clr|D|j.6D}} are versus some character match ups, it may not always be a good idea to activate this install.<br />
<br />
Activates Jubei's trademark install. Only activates once per round, and remains active for the rest of the round. Once Lotus is active, Jubei's offense changes greatly. Jubei's Drive (explained above) changes greatly, and Fissuring Slash becomes a rekka series. During the rekka, Jubei can cancel into all of his specials except for Rising Justice. Cancelling into a special will immediately end the rekka. Each special move has a simpler input during the rekka.<br />
<br />
Jubei can cancel into Lotus from more situations than most Distortions. Except for Rising Justice, Jubei can cancel into this distortion from any special move on block and on hit as long as he is grounded. This means that specials like {{clr|B|236B}} and {{clr|B|214B}} can cancel into Lotus on block, essentially extending Jubei's pressure. On top of extending pressure, he can use it to stay safe, hit confirm and extend a combo, or just pop it in neutral.<br />
<br />
In some matchups it's not ideal to go into Install State. If you want to use it as a cancel you're better off using RC instead, unless a specific install combo will kill.<br />
}}<br />
<br />
==Exceed Accel==<br />
===<big>Miroku: Spherical Illusion</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Offense#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*280/638 Minimum Damage<br />
<br />
On startup, Jubei performs a pommel strike on the opponent with his sword scabbard. If it hits, Jubei will slam his opponent into the wall and slash them with his swords and claws. Puts Jubei in Active Flow if he hasn't already been in it already. In Active Flow, Jubei does another powerful spinning slash with his claws. Has full invul and minimum damage, but is unsafe on block and cannot be rapid-cancelled. Basically the same as most Exceel Accels, just one of the better ones for corner carry. Without Active Flow, this leaves the opponent at miscreen. In active flow, EA leaves him close enough to call out delay wakeups with {{clr|B|5B}}. The short range means that it can be baited without much trouble.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Asura: Thunderbird Rising</big>===<br />
{{InputBadge|{{clr|C|6321463214C}} }}<br />
{{BBCF Move Card<br />
|input=6321463214C<br />
|description=<br />
*Borrowing the power of his late brother's eye, Jubei paralyzes his opponent and reveals their true form before tearing them apart in a flurry of elegant swordplay and savage claw swipes with a ferocity befitting one known as "The Strongest Being on the Planet".<br />
While the range on this move is quite short, being the immediate area around Jubei's sprite, it is surprisingly very easy to combo into due in part to how close all of Jubei's attacks keep him to the opponent.<br />
<br />
'''Combos From'''<br />
*{{clr|C|5C}} (both hits)<br />
*{{clr|C|3C}}<br />
*{{clr|C|632146C}} (Just frame, air hit, and CH)<br />
*{{clr|C|2C}} (CH)<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Jubei}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Jubei|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/Lambda-11&diff=356022BBCF/Lambda-112022-12-26T00:18:16Z<p>GunBlaze: </p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Lambda-11 (stylized as <big>ᴧ</big>-No.11-) is a '''hybrid''' character with tools split between rushdown, zoning and light setplay while having '''some of the best corner carry in the game'''. Lambda's main goal is to carry her opponent to the corner and force them into '''strong okizeme setups''' — She achieves this through Gravity Seed and Act Parcer Tri: Cavalier, which allow her to do corner-to-corners with ease while achieving consistently strong damage. Lambda's neutral is versatile: she can either play a more passive zoning style or commit more to a rushdown approach. Her Drive has '''high recovery''' on whiff, however, and players will need to be aware of how far they are from the corner at all times to adjust their routes on the fly. A flexible mindset and good understanding of match flow will take any Lambda player a long way.<br />
<br />
[[BBCF/FAQ#Lambda-11_and_Nu-13_seem_to_look_and_play_identically.2C_what.27s_the_difference.3F|For a brief overview of how Nu-13 and Lambda-11 differ, click here.]]<br />
<br />
|quote= Target acquired, moving to annihilate.<br />
|lore= Lambda-11 is an imitation Murakumo Unit found, experimented on and controlled by Kokonoe. Lambda once sacrificed herself for the sake of Ragna, who was about to be dealt a death blow. Before fading away, she transferred her remaining power and the Idea Engine to Ragna, which allowed him to use the Ars Magus to its maximum, giving him the power to defeat Terumi and rescue Noel. Having been reborn within the Embryo, Lambda still serves under Kokonoe, but would defy even her commands in order to meet Ragna again.<br />
|voice_actor= Kanako Kondō<br />
|fastestAttack= [[#5A|5A]] (6F)<br/>[[#2A|2A]] (7F)<br />
|reversal= [[#Exiga Nail|22D]] (26F)<br/>[[#Calamity Sword|632146D]] (11F)<br />
|fatalStarter= [[#6C|6C]]<br/>[[#Gravity Seed|214A/B/C]]<br/>[[#Act Parcer Tri: Cavalier|236C]]<br />
|summary= uses a combination of zoning and rushdown tools to set up strong oki<br />
|pros=<br />
* '''Screen Control''': Lambda's projectiles are fast, span nearly fullscreen, and can lock the opponent in place. This leads to a neutral that's difficult for some characters to challenge.<br />
* '''Good damage''': Gravity Seed routes break over 4k from common starters like {{clr|B|2B}}, and many CH starters can score near to or over 5k without meter.<br />
* '''Great Corner Carry''': Her specials enable corner-to-corners even off short starters like {{clr|A|2A}}. Landing a confirm at all usually means the opponent's going in the corner. <br />
* '''Strong Corner Okizeme''': Spike Chaser is a safe, difficult to contest okizeme that covers nearly every wakeup option. Gravity Seed also prevents the opponent from being able to jump or dash out.<br />
*'''Fast''': With one of the fastest dashes in the game, and a speedy backdash, Lambda is well-equipped to run around her opponents in most MUs, making quick escapes at midscreen and running under jump-in attacks. <br />
|cons=<br />
* '''Short Pressure''': All of Lambda's normals are minus on block, and most of her specials too. While {{clr|D|236D}} and {{clr|D|214D}} are plus, they have slow startup, making it easy to disrespect her pressure resets.<br />
* '''Whiff Recovery''': Her moves leave her vulnerable on whiff as they have long recovery — Many characters can punish Lambda on reaction once they have meter or OD.<br />
* '''Below Average Health''': Can't take hits as much as others.<br />
|unique_mechanic1_name= Drive: Sword Summoner EX<br />
|unique_mechanic1=<br />
<br />
Lambda's Drive lets her summon projectiles which can be pointed at different angles. There is an automatic follow-up hit if said projectiles connect with the opponent. Unlike other characters' projectiles, Lambda can gatling hers into other moves on block and hit. <br />
<br />
Sword Summoner EX has '''no limit''' on the amount of times it can be used, so a string like {{clr|D|2D}} → {{clr|D|6D}} → {{clr|D|5D}} → {{clr|D|4D}} can be perfomed, and it's possible to go into specials and then summon more later in a combo. However, they '''can't reverse beat''' with each other, so a string like {{clr|D|5D}} → {{clr|D|4D}} → {{clr|D|5D}} is not possible.<br />
<br />
Sword Summoner EX is a good tool for controlling screen space since it is much faster than most of the projectiles that other characters have, and can lead to pressure on block, but all of the summons have very high recovery if they miss, so caution is needed in using them. <br />
<br />
While Sword Summoner EX seems very similar to [[BBCF/Nu-13|Nu-13]]'s Drive, there are differences. Notably, all of her Drive moves spawn different-sized projectiles, and they typically spawn much closer to Lambda, reducing her deadzones in exchange for less range and speed.<br />
<br />
|unique_mechanic2_name= Overdrive: Elysium<br />
|unique_mechanic2=<br />
Lambda's swords grow larger in size. Additionally, the second attack of each Drive deals double damage and becomes a Level 5 attack (increasing their P2 and all forms of stun). Furthermore, aerial swords will launch grounded opponents on normal hit.<br />
<br />
Her OD gives new conversions that significantly increase her damage without needing to spend Gravity Seed.<br />
<br />
*Gravity Seed recharges at a quicker rate.<br />
*Sickle Storm summons two wheels that travel in opposite directions.<br />
*Spike Chaser travels the entire stage.<br />
*Crescent Saber causes a small groundbounce.<br />
*Exiga Nail has its recovery reduced, to the point that Lambda recovers in midair.<br />
*Legacy Edge fires more projectiles.<br />
*Calamity Sword tracks the opponent horizontally.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
A disjointed jab with lengthy active frames. It hits most of the cast crouching but whiffs on some. {{clr|A|5A}} is decent for stagger and can be used as an anti-air since it has a better hitbox than {{clr|A|6A}}, but it has less reward and no invul.<br />
*Jump-cancelable on hit or block.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
<table class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="Open" data-collapsetext="Close" width:100%; max-width: 500px;"><br />
<tr><th colspan="3"; style="text-align: center>Characters {{clr|A|5A}} Hits While Crouching</th></tr><br />
<tr><th>Crouch</th><th>Crouching Prox. Guard</th><th>Does Not Hit Any Crouch</th></tr><br />
<tr><td><br />
{{CLabel|BBCF|Carl Clover|label=Carl}}<br><br />
{{CLabel|BBCF|Hakumen|label=Hakumen}}<br><br />
{{CLabel|BBCF|Hazama|label=Hazama}}<br><br />
{{CLabel|BBCF|Jubei|label=Jubei}}<br><br />
{{CLabel|BBCF|Kagura Mutsuki|label=Kagura}}<br><br />
{{CLabel|BBCF|Nine the Phantom|label=Nine}}<br><br />
{{CLabel|BBCF|Platinum the Trinity|label=Platinum}}<br><br />
{{CLabel|BBCF|Relius Clover|label=Relius}}<br><br />
{{CLabel|BBCF|Iron Tager|label=Tager}}<br><br />
{{CLabel|BBCF|Yuuki Terumi|label=Terumi}}(Must be staggered)<br><br />
{{CLabel|BBCF|Valkenhayn R. Hellsing|label=Valkenhayn}}<br><br />
</td><td><br />
{{CLabel|BBCF|Amane Nishiki|label=Amane}}<br><br />
{{CLabel|BBCF|Arakune|label=Arakune}}<br><br />
{{CLabel|BBCF|Bang Shishigami|label=Bang}}<br><br />
{{CLabel|BBCF|Lambda-11|label=Lambda}}<br><br />
{{CLabel|BBCF|Makoto Nanaya|label=Makoto}}<br><br />
{{CLabel|BBCF|Mu|label=Mu}}<br><br />
{{CLabel|BBCF|Nu-13|label=Nu}}<br><br />
{{CLabel|BBCF|Rachel Alucard|label=Rachel}}<br><br />
{{CLabel|BBCF|Ragna the Bloodedge|label=Ragna}}<br><br />
{{CLabel|BBCF|Susano'o|label=Susanoo}}<br><br />
{{CLabel|BBCF|Taokaka|label=Taokaka}}<br><br />
{{CLabel|BBCF|Tsubaki Yayoi|label=Tsubaki}}<br><br />
</td><td><br />
{{CLabel|BBCF|Azrael|label=Azrael}}<br><br />
{{CLabel|BBCF|Bullet|label=Bullet}}<br><br />
{{CLabel|BBCF|Celica A. Mercury|label=Celica}}<br><br />
{{CLabel|BBCF|Es|label=Es}}<br><br />
{{CLabel|BBCF|Hibiki Kohaku|label=Hibiki}}<br><br />
{{CLabel|BBCF|Izanami|label=Izanami}}<br><br />
{{CLabel|BBCF|Izayoi|label=Izayoi}}<br><br />
{{CLabel|BBCF|Jin Kisaragi|label=Jin}}<br><br />
{{CLabel|BBCF|Kokonoe|label=Kokonoe}}<br><br />
{{CLabel|BBCF|Litchi Faye Ling|label=Litchi}}<br><br />
{{CLabel|BBCF|Mai Natsume|label=Mai}}<br><br />
{{CLabel|BBCF|Naoto Kurogane|label=Naoto}}<br><br />
{{CLabel|BBCF|Noel Vermillion|label=Noel}}<br><br />
</td></tr><br />
</table><br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
One of her best starters. This easily nets 4.0k to 4.7k on any gravity confirm and still hurts without it. {{clr|B|5B}} is good blockstring filler, but {{clr|B|2B}} is used for meaties as it has lower recovery.<br />
<br />
*Jump-cancelable on hit or block.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
Another great starter. It's disjointed and has good range but it's mostly combo filler because of the slow startup and lengthy recovery. It's not safe against ODR, but the opponent will be forced into an EA punish instead of a full combo because of {{clr|C|5C's}} active frames.<br />
<br />
{{clr|C|5C}} has high damage so it's used often in combos and any of the hits can be special cancelled so it's a potential reset point with either {{clr|C|5C}} → {{clr|A|236A}} or {{clr|C|5C}} → {{clr|D|236D}}. Both of these can be challenged on their own, but the decent amount of cancels {{clr|C|5C}} still has can discourage the opponent from pressing buttons. <br />
<br />
*Counts as a projectile.<br />
**If this 'clashes' with another projectile, Lambda can whiff cancel into other normals but not specials. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
A crouching jab used for poking out of pressure and setting up TRMs. It's disjointed but a weak stagger tool because of its unusual minus frames for a jab. It can low profile some air normals.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
A good poke that's her best low starter. It can be a strong stagger tool and reverse beats with {{clr|A|6A}} so it's a staple in pressure. The reward off this button is very high with Gravity scoring 4.2k from midscreen. Gravity-less routes are weaker but it's still possible to get over 3k while carrying them to the corner with IAD routes. <br />
<br />
The low recovery on whiff makes it nice for catching rolls and staying safe from ODR.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
An anti-air normal. It's slower, and harder to capitalise on than {{clr|A|6A}}, but it has a better hitbox and is invul during the active frames, although this invul is quite late so it's better for premptive use. {{clr|C|2C}} is disjointed and active forever so it's good against jump-ins that have a delayed momentum like {{Character Label|BBCF|Azrael|label=Azrael's}} {{MiniMoveCard|game=BBCF|chara=Azrael|input=j.2C|label={{clr|C|j.2C}}}}<br />
<br />
Being the only C normal that's jump cancellable on block makes it a good option in pressure, but it's the worst button to get OD'd through, as it gives your opponent a crouch confirm.<br />
<br />
*Lambda's hurtbox rises before the invul kicks in.<br />
*Jump cancellable on hit/block from 4th hit onwards.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
Another anti-air normal. {{clr|A|6A}} is great for reactionary use as it has early invul, although it ends shortly after going active. The low recovery makes this button very safe on whiff or against baits.<br />
Compared to {{clr|C|2C}} and {{clr|D|2D}}, the reward is far higher as it can score 4k and oki on hit, but the poor hitbox and lack of invul actives can make it susceptible to clashing or being beaten by disjointed jump-ins.<br />
<br />
For pressure, {{clr|A|6A}} is good since it goes into and reverse beats with {{clr|B|5B}} and {{clr|B|2B}} which are safe cancels against OD, and the latter is 0 on block to stagger with. <br />
<br />
*Jump-cancelable on hit or block.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
One of Lambda's two overhead normals. It's quicker than {{clr|D|4D}}, and many normals cancel into it to catch the opponent. It has decent pushback so most characters will need to IB in order to punish {{clr|B|6B}}. The landing recovery can be OD or special cancelled as a last ditch effort to frametrap or punish.<br />
<br />
On normal hit, IAD routes are stable but converting with {{clr|D|tk.214D}} nets more reward. It's used in crouch confirms to launch when the opponent is too far for gravity as {{clr|C|5C}} → {{clr|B|6B}} always works except from short starters like {{clr|A|5A}}/{{clr|A|2A}}.<br />
<br />
{{clr|B|6B}} can go over low-hitting buttons like {{Character Label|BBCF|Bang_Shishigami|label=Bang's}} {{MiniMoveCard|game=BBCF|chara=Bang Shishigami|input=3C|label=3C}}, but this isn't the main purpose of the move as it has no Foot invul. Despite what the animation suggests, Lambda is not considered airborne and thus can be thrown. <br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
This button is combo filler. The long startup, recovery, and few gatlings left on block make this weak for neutral and pressure. There's no true blockstrings into {{clr|C|6C}} except if {{clr|C|5C}} were Barrier Blocked, so it can frametrap on occasion, but you shouldn't use this as a blockstring if the opponent has a DP or OD. <br />
<br />
The main purpose of {{clr|C|6C}} is to setup Spike Chaser okizeme as it knocks-down and cancels into it for unpunishable setups. {{clr|C|6C}} → Gravity is another common oki setup for variety or matchups where Spike Chaser can be countered. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
Lambda's sweep, it's a multi-hit low with great range and speed while also making her hurtbox small enough to low-profile moves like {{Character Label|BBCF|Hakumen|label=Hakumen's}} {{MiniMoveCard|game=BBCF|chara=Hakumen|input=4C|label={{clr|C|4C}}}}, being a decent roundstart option. The hard knockdown on Counter Hit enables conversions with {{clr|D|214D}} or OTG {{clr|B|2B}}/{{clr|C|3C}} for high reward. <br />
<br />
In pressure, it's not the best because cancels like {{clr|C|3C}} > {{clr|B|236B}} leave a gap that can be reversal'd — Cancelling {{clr|C|3C}} into {{clr|A|214A}} or {{clr|D|22D}} will beat most reversals though.<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
Air jab. It's not used much but the self-cancel can set up air TRMs.<br />
<br />
*Not jump-cancellable.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j,2C}}<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
Lambda's best air button. It's a go to air-to-air and a nice option because of its disjointed hitbox and low recovery. It reverse beats {{clr|A|j.A}} and gatlings other normals for safe pressure. For mixups, it can be used while the opponent is locked down by {{clr|D|236D}}, there's also a safejump setup after Tri KD: {{clr|B|236B}} → 66 → falling {{clr|B|jB}} will beat even 7f reversals.<br />
<br />
Except on shorter characters like {{Character Label|BBCF|Es}}, it's possible to set up fuzzy jumps, but most characters require RC for a conversion.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|j.A}}, {{clr|C|j,C}}, {{clr|C|j,2C}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
An okay air-to-air, but not as disjointed as {{clr|B|j.B}} and the recovery is considerably longer, so {{clr|C|j.C}} tends to be used when retreating after an IABD. All of the hits are overheads, so it can be used as a mixup tool in conjuction with {{clr|C|j.2C(w)}} and {{clr|D|j.214D}}, noted more below. <br />
<br />
It's not recommended to use this as a jump-in until the opponent is conditioned as the hurtbox is easily challenged. <br />
<br />
*Hitbox doesn't extend until frame 11.<br />
*Last 3 hits can land as cross-ups. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|C|j,2C}}, {{clr|D|j.D}}, {{clr|D|j.2D}}, {{clr|D|j,6D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
{{clr|C|j.2C}} has a decent hitbox, but it's on the slow side, so {{clr|B|j.B}} is used more for air-to-airs and jump-ins, although {{clr|C|j.2C}} is great for jailing opponents to the ground as it makes Lambda fall faster while having decent blockstun. This "fast-fall" is also good for mixups like {{clr|C|j.C}}(1) → {{clr|C|j.2C}}(whiff) → {{clr|B|2B}} is a true blockstring while and 50/50 when used with {{clr|B|j.B}} {{clr|C|j.C}}(1) → {{clr|D|j.214D}}. <br />
<br />
The untech time on air CH is long, so Lambda can land back on the ground and convert with normals to land them into the corner.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|j.D}}, {{clr|D|j.2D}}, {{clr|D|j,6D}}<br />
}}<br />
<br />
==Drive Moves==<br />
*All Drives will followup automatically into the second hit if it connects with the opponent, but not if it misses or hits a doll or other projectile.<br />
**Automatic followups will counterhit carry from the first hit.<br />
*All Drives except {{clr|D|4D}} are Projectile Level 2 and decrease to Projectile Level 1 after a set amount of active frames unless overdrive is active.<br />
*All Drives are Attack Level 4 and become Attack Level 5 in OD.<br />
*All Drives have a deadzone in front of Lambda where they have no hitbox.<br />
*Air Drives will launch the opponent on CH or OD.<br />
*None of them can be jump-cancelled on block.<br />
<gallery widths="300px" heights="300px"><br />
BBCF Lambda groundDrive.png | Ground Drive angles (Click to see full size)<br />
BBCF Lambda AirDrive.png | Air Drive angles (Click to see full size)<br />
</gallery><br />
<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D,5D Followup|versioned=input<br />
|description=<br />
The most common summon. Used to stop the opponent running at Lambda and to punish things from nearly fullscreen. {{clr|D|5D}} into {{clr|B|236B}} is a true blockstring when not too far, and becomes a frametrap when further out or delayed. <br />
<br />
On CH, {{clr|D|5D}} → {{clr|A|236A}} → {{clr|C|5C}} is possible, so you can go into Gravity routes from fullscreen, or go into Cavalier for easier conversions. <br />
<br />
*Crumple stuns on CH<br />
<br />
----'''Overdrive Version'''<br />
{{clr|D|5D}} becomes +2 on block, so going into {{clr|D|4D}} becomes gapless and safe from reversals, but it's not generally enough to get resets from considering the distance. <br />
<br />
The extra stun enables conversions into Cavalier and Sparda on normal hit, as all other Drives in OD.<br />
<br />
*Doesn't crumple stun on CH<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D,2D Followup|versioned=input<br />
|description=<br />
This summon goes steeply upwards and is a good Anti-Air against characters who like to go high in the air like {{Character Label|BBCF|Mu|label=Mu}} and {{Character Label|BBCF|Rachel_Alucard|label=Rachel}}. This can be followed up with either {{clr|B|236B~}}{{clr|C|6C}} or IAD → {{clr|B|j.B}} → {{clr|C|j.C}} → {{clr|A|6A}} routes to land them in the corner. <br />
<br />
The second hit pushes the opponent downwards, making it possible score a soft KD from it at the end of combos.<br />
<br />
*Increases in size the further it flies away<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|5D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D,6D Followup|versioned=input<br />
|description=<br />
Lambda's furthest reaching summon. It's a long-range anti-air and good at catching people who try to jump out of pressure. The hitbox is big and will hit most characters standing on the ground, so it can be used to cover both ground and air approaches at the same time.<br />
<br />
Long-range confirms can be converted with either other swords like {{clr|D|4D}} or Cavalier. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
{{BBCF Move Card<br />
|input=4D,4D Followup|versioned=input<br />
|description=<br />
A summon that tracks the opponent and appears behind them. This overhead is slower than {{clr|B|6B}}, but Lambda can still pressure if it's blocked. In the corner, {{clr|D|4D}} becomes 'invisible' making it nasty if the opponent isn't paying attention to Lambda's pose.<br />
<br />
Be careful, as {{clr|D|5D}} → {{clr|D|4D}} has a gap that's vulnerable against fullscreen supers like {{CLabel|BBCF|Ragna the Bloodedge|label=Ragna's}} {{MiniMoveCard|game=BBCF|chara=Ragna The Bloodedge|input=632146D|label=Carnage Scissors}} — OD {{clr|D|5D}} → {{clr|D|4D}} is gapless on normal block, however.<br />
*Forces crouching on hit.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D,j.D Followup|versioned=input<br />
|description=<br />
One of Lambda's furthest reaching drives, going almost fullscreen and more distance than {{clr|D|5D}}, the second hit pushes the target downwards making it possible to connect with {{clr|D|j6D's}} angle, or to score a soft knockdown at longer range.<br />
<br />
It covers a decent space, but it can't be converted from at long range. On contact, Lambda recovers in time to block or air dash, but on whiff she is stuck in recovery until landing, so use this with caution. <br />
<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|j.2D}}, {{clr|D|j.6D}}<br />
}}<br />
<br />
===<big>{{clr|D|j.2D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2D,j.2D Followup|versioned=input<br />
|description=<br />
The least used summon. The angle is weak compared to other Drives and the launch on CH can be difficult to convert, so it's restricted to combo filler. Can sometimes be used to bait Anti-Airs.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
<br />
===<big>{{clr|D|j.6D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.6D,j.6D Followup|versioned=input<br />
|description=<br />
An air-to-ground sword, it's safe on block as the stun lasts until Lambda lands, but {{clr|D|j.6D}} can't be converted normal hit without OD. On CH, the second hit vacuums the opponent so it's easy to convert with {{clr|B|665B}}.It can be a good summon for catching people running at you after an IAD/Jump back.<br />
<br />
*Much shorter range than {{clr|D|j.D}}<br />
<br />
----'''Overdrive Version'''<br />
OD {{clr|D|j.6D}} vacuums grounded opponents towards Lambda and is converted with Crescent's bounce for easy Gravity combos. The damage isn't too crazy, but enables corner carry and Spike Chaser from an otherwise unrewarding hit. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|j.D}}, {{clr|D|j.2D}}<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{InputBadge|{{clr|B|B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
Lambda's throw launches the opponent high at an angle, and the recovery can only be cancelled into Drive normals or specials. Doing {{clr|D|4D}} → {{clr|D|2D}} → IAD... route is one way to confirm midscreen and {{clr|D|214D}} in the corner. <br />
<br />
Despite what it may seem at first, it's very easy to convert into Gravity routes by going into Sparda, as the large untech time and launch make {{clr|C|3C}} → 214X possible. <br />
<br />
*Backthrow has an identical launch and combo routes, just on the other side.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
Similar to ground throw, this is usually converted with Drive normals into IAD routes, in this case Air Throw → {{clr|D|662D}} → {{clr|D|5D}} → IAD... etc.<br />
<br />
It's possible to followup with regular normals if they're inside Gravity Seed, however.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
Triggers the {{clr|B|5B}} animation with a slightly different hitbox. It's invincible but easily low-profiled by crouching buttons, especially if the opponent spaces them, so use this sparingly.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B]|versioned=input<br />
|description=<br />
Like other CTs, this breaks the opponent's guard on normal block, leading to decent reward when charged. Lambda's in particular shifts her hurtbox back while having a completely disjointed hitbox which is fairly nice. For combos, it's done after a crumple stun like CH Tri for huge damage, it can also be done off {{clr|C|3C}} to corner carry if Gravity isn't available.<br />
<br />
It's possible to do charged CT gaplessly after Sickle Storm okizeme, either in the corner or midscreen after a Tri knockdown. This can be a safe mixup for 25 meter and depletes a huge chunk of the opponent's barrier gauge if blocked, making the threat of Danger State real. <br />
<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Sickle Storm</big>===<br />
{{InputBadge|{{clr|D|236D}}}}<br />
{{BBCF Move Card<br />
|input=236D<br />
|description=<br />
A multi-hit projectile that locks the opponent in place if they block it. An all-around strong move with many applications: {{clr|D|236D}} is very plus netting Lambda a mixup or safe approach; CAs can be baited with dash break due to multi-hits and it's active until it disappears from the screen, so it can catch poorly timed Bursts/OD. The chip damage from this builds up to a decent amount if blocked repeatedly as well. <br />
<br />
With that said, chaining into this move is never a true blockstring; thus, it can be jumped or even mashed on reaction. The opponent can try delay teching it on wakeup, but if they get pedictable, run up {{clr|B|2B}} could be used instead for a blue beat OTG. <br />
<br />
*Deals 20% chip damage on block (80*4 = 320).<br />
----'''Overdrive Version'''<br />
Sickle Storm now spawns two blades in the same location that go in opposite ways, effectively covering all of the floor. It's still easy to jump over however. <br />
<br />
Both the saws can hit at the same time which makes OD combos higher in damage and inflicts massive chip on block. <br />
}}<br />
<br />
===<big>Spike Chaser</big>===<br />
{{InputBadge|{{clr|D|214D}}}}<br />
{{BBCF Move Card<br />
|input=214D<br />
|description=<br />
Lambda's '''strongest option for okizeme''', Spike Chaser can be used in combos and controlling space in neutral too. It's only minus on the first spike, becoming increasingly plus the further out it's blocked — When spaced, buttons after will be true blockstrings and catch fuzzy jumps, so the opponent has to sit still and guess the incoming mixup. <br />
<br />
Spike Chaser covers almost every wakeup option (rolls; reversals; no tech; quick rise etc...) and is '''unpunishable if spaced right''' making it a nightmare for most characters to deal with.<br />
<br />
There is a very small window to delay tech through, but this is risky as {{clr|D|214D}} is active forever, is a big damage starter (even without Gravity available), and can be beaten by the Lambda player varying their input timing. Lambda is also still safe and can retreat to neutral on successful delay tech.<br />
<br />
----'''Overdrive Version'''<br />
<br />
Spike Chaser now travels the entire stage, and Lambda can act independent and run along the spikes. This makes it even stronger as a screen control option if Gravity is setup beforehand, as most characters won't be able to reach Lambda in time to interrupt the startup, and have to jump to avoid the oncoming Spikes, greatly hindering their movement. <br />
<br />
}}<br />
<br />
===<big>Crescent Saber</big>===<br />
{{InputBadge|{{clr|D|j.214D}}}}<br />
{{BBCF Move Card<br />
|input=j.214D<br />
|description=<br />
Crescent Saber's main function is to '''score knockdowns from air combos'''. It's also used mid-combo for optimal {{clr|A|6A}} and {{clr|B|6B}} confirms. For mixups, it's Lambda's second fastest overhead and has quite good reward with meter to RC. It's active for a long time and hits behind Lambda, so it can cross up.<br />
<br />
To pickup on non-OD hits, an RC {{clr|C|j.2C}} will be needed if high in the air, or just {{clr|B|2B}} / {{clr|C|3C}} if TK'd properly.<br />
<br />
*Hits crouchers on frame 17. If TK'd, Crescent Saber is a 22F overhead that's -13 on block.<br />
<br />
----'''Overdrive Version'''<br />
OD Crescent Saber bounces which makes it a common move in OD combos as the OTG pickups become possible from any position, the {{clr|C|663C}} link is easier and high damage combos are safer to go for as a result. <br />
<br />
If using Crescent as a mixup, the groundbounce means RC is no longer needed for combos, but it's best to have 50 meter availible lest it's blocked.<br />
}}<br />
<br />
===<big>Gravity Seed</big>===<br />
{{InputBadge|{{clr|A|214A}}/{{clr|B|B}}/{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=214A<br />
|description=<br />
This move summons a field which launches the opponent on hit and drags them towards it. The field still appears on whiff and reduces the opponent's movement to 30% of their normal speed — This includes momentum from specials and teleport dashes like {{Character Label|BBCF|Azrael|label=Azrael}}, {{Character Label|BBCF|Nine|label=Nine}} and {{Character Label|BBCF|Arakune|label=Arakune's}}. It does not slow down projectiles nor Ignis / Nirvana.<br />
<br />
Gravity is also an important combo tool. It acts as a stabilizer for confirms, allowing Lambda to carry the opponent to the corner from almost anything. The move shines in combos due to its 99 P2 and large untech time which lead to heavy damage. While it has a recharge period, it only takes up a 1/3 of the gauge on whiff, and the lack of hitstop on buttons like {{clr|C|5C}}, {{clr|D|236D}}, {{clr|D|214D}} etc... means it will always be near full by the end of combos. <br />
<br />
*Recharge becomes faster in OD.<br />
*All 3 versions are different moves and don't inflict SMP<br />
----<br />
;{{clr|A|214A}}<br />
This summons the field next to Lambda. It's used for corner combos and okizeme after a {{clr|C|6C}} KD, as the spacing cripples their mobility while keeping Lambda outside the range of reversals. This is very strong against characters without a normal dash. <br />
----<br />
;{{clr|B|214B}}<br />
This version summons the field in the middle of the screen and is used most in neutral. It creates a wall so characters can't run at Lambda for free, making it safer to summon Drives for zoning. It can be used in midscreen combos, but {{clr|C|214C}} is better most of the time.<br />
----<br />
;{{clr|C|214C}}<br />
This version summons the field at the opposite end of the screen. It's not used in zoning but is the go-to version for combos. It pulls the opponent much further out than the other two, so it's used for corner-to-corners where {{clr|B|214B}} wouldn't travel enough, or at midscreen to ensure they'll wallsplat after {{clr|C|236C}} for high damage routes.<br />
}}<br />
<br />
===<big>Act Parcer Zwei</big>===<br />
{{InputBadge|{{clr|A|236A}}}}<br />
{{BBCF Move Card<br />
|input=236A<br />
|description=<br />
A command dash. It goes roughly 3/4th of the screen, and is tied for the fastest in the game. One use of this move is to bait things, as while Zwei doesn't have invul, it can pass through wake-up reversals and proximity hittboxes before they become active — It can then cancel into {{clr|B|236B}} or {{clr|C|236C}} for a hefty punish. <br />
<br />
Another use is pressure resets or unexpected throws, and while this can be challeneged on its own, it can cancel into {{clr|D|22D}} for a punishing frametrap to deter the opponent mashing. It can still be jumped, but the use of Tri and Blade in pressure can make the opponent reluctant to hold upback, as Zwei's startup animation is identical to the aformentioned move. <br />
<br />
It's not used in combos much, as Tri has an earlier cancel window if forward momentum is needed.<br />
<br />
*Shares almost the same animation as {{clr|B|236B}} between frames 1-11.<br />
*Cancellable into various moves, some of which have shortened inputs when cancelled from this move. See below<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Full Rekka options" data-collapsetext="Hide Full Rekka options"><br />
<gallery class="center"><br />
BBCF_Lambda_236A.png|200px|thumb|{{clr|A|236A}} Act Parcer Zwei<br />
</gallery><br />
<gallery class="center"><br />
BBCF_Lambda_236B.png|200px|thumb|{{clr|B|236B}} Act Parcer Tri<br />
BBCS_Lambda_ActParserC.png|200px|thumb|{{clr|C|236C}} Act Parcer Tri: Cavalier<br />
BBCP_Lambda_Exiga_Nail_2.png|200px|thumb|{{clr|D|22D}} Exiga Nail<br />
BBCS_Lambda_throw.png|200px|thumb|{{clr|B|B}}+{{clr|C|C}} or {{clr|B|4B}}+{{clr|C|C}} Ground Throw<br />
BBCS Lambda SOD.png|200px|thumb|{{clr|D|214214D}} Sword of Destruction<br />
</gallery><br />
<div style="text-align: center;">{{clr|B|236B}} Cancels into</div><br />
<gallery class="center"><br />
BBCS_Lambda_ActParserSpada.png|{{clr|A|6A}} Act Parcer Tri: Spada *<br />
BBCS_Lambda_ActParserB.png|200px|thumb|{{clr|B|6B}} Act Parcer Tri: Blade *<br />
BBCS_Lambda_ActParserC.png|200px|thumb|{{clr|C|6C}} Act Parcer Tri: Cavalier<br />
</gallery><br />
<div style="text-align: center;">Moves listed with * cannot be performed standalone and must use the previous move in the rekka series</div><br />
</div><br><br />
}}<br />
<br />
===<big>Act Parcer Tri</big>===<br />
{{InputBadge|{{clr|B|236B}}}}<br />
{{BBCF Move Card<br />
|input=236B<br />
|description=<br />
Tri is the first part of Lambda's rekka. It travels a good distance and is a true blockstring if done close after a Drive like {{clr|D|5D}}. In pressure, it can be canceled into either Blade or Sparda for high-low mixup. The cancel window is long, so the followups can be delayed to frametrap, and then, once the opponent becomes afraid to press buttons, you can reset pressure by going into normals. This is suceptible to the same problems as other Rekkas, however, so don't get predictable. <br />
<br />
Tri being able to whiff cancel makes it very safe against ODR, going into {{clr|D|22D}} will outright beat EAs and buttons pressed after the flash, and for quite high reward.<br />
*Shares almost the same animation as {{clr|A|236A}} between frames 1-11.<br />
}}<br />
<br />
===<big>Act Parcer Tri: Sparda</big>===<br />
{{InputBadge|{{clr|B|236B}}~{{clr|A|6A}}}}<br />
{{BBCF Move Card<br />
|input=236B 6A<br />
|description=<br />
Sparda is Lambda's fastest overhead, clocking at 21f, and it's the most rewarding one when used with Gravity — Getting roughly 4k or over plus a Spike Chaser setup. Generally, a CH or RC will be needed midscreen, but it's possible to instantly cancel Tri into this to get the spacing for meterless conversions. In the corner, it's easy to convert with double side-swap routes which are stable.<br />
It's good to throw this out to add to the opponent's mental stack and help enforce the threat of Blade in mixups. Don't get too carried away as it is very punishable on block.<br />
<br />
Lambda's hurtbox goes high in the air, giving the move the ability to low crush butttons; there's no Foot invul, however, so it can occasionally trade with some characters' {{clr|A|2A}}s.<br />
<br />
*Triggers cross-up protection and can be blocked by holding either 4 or 6.<br />
*Lambda side-switches on hit/block unless done from far away.<br />
}}<br />
<br />
===<big>Act Parcer Tri: Blade</big>===<br />
{{InputBadge|{{clr|B|236B}}~{{clr|B|6B}}}}<br />
{{BBCF Move Card<br />
|input=236B 6B<br />
|description=<br />
Low option from Tri. It's a pretty fast sweep that's good at catching people who expect {{clr|D|4D}}. Lambda slightly low-profiles while having quite a disjointed hitbox, so this can be a decent thing to throw out in neutral from time to time. It is safe on normal block, but can be punished on IB, so adjusting the timing and ending pressure in {{clr|D|22D}} as well are important.<br />
<br />
At midscreen, Blade can be RC'd for good reward, but in the corner or inside Gravity Seed it can be converted without meter. <br />
<br />
*The range of Blade varies with the time {{clr|B|236B}} was cancelled from; max range is fullscreen.<br />
}}<br />
<br />
===<big>Act Parcer Tri: Cavalier</big>===<br />
{{InputBadge|{{clr|C|236C}}\{{clr|B|236B}}~{{clr|C|6C}}}}<br />
{{BBCF Move Card<br />
|input=236C<br />
|description=<br />
Cavalier is a staple in combos and what makes Lambda's corner carry strong as it has massive blowback while wallbouncing in midscreen loops. The high base damage and Fatal property make it her strongest starter as well.<br />
<br />
The vertical hitbox goes much higher than what the animation suggests, so it can be used as a hard read anti-air for great reward. It's not used in either pressure nor frameteraps, but it is safe on normal block.<br />
*Wallbounces midscreen.<br />
*Wallsticks in the corner.<br />
}}<br />
<br />
===<big>Exiga Nail</big>===<br />
{{InputBadge|{{clr|D|22D}}}}<br />
{{BBCF Move Card<br />
|input=22D<br />
|description=<br />
Lambda's meterless reversal. It can be hard to use as its invincibility ends before becoming active; but if timed right, Exiga Nail can beat anything shorter than 8 active frames. The pushback and frame advantage mean Lambda can escape pressure even if the opponent blocks this, as an offset to its slow startup.<br />
The opponent can delay their meaties as a callout, but Lambda can safely roll away if they begin to do this.<br />
<br />
The reward on CH is great, crumple stunning for easy 4k combos, and it's safe on block and even IB, so Exiga can be used instead of Blade for a safe pressure ender. It's also good for baiting other reversals and OD/CA when used mid-pressure. Be wary of using this to escape the corner, as it can whiff on everyone point blank except {{Character Label|BBCF|Iron_Tager|label=Tager}} and {{Character Label|BBCF|Valkenhayn|label=Valkenhayn}} in wolf form.<br />
<br />
*Frame advantage is for ground block. It's -3 at the closest distance, but goes up to 0 when spaced.<br />
*Groundbounces on air-hit.<br />
<br />
----'''Overdrive Version'''<br />
The recovery is reduced to the point Lambda is able to act mid-air shortly after Exiga becomes active. It can be air dash cancelled backwards to stay safe even on whiff or to gain more ground when retreating. <br />
<br />
For offence, the early recovery enables pressure reset attempts on block, and full combos even on normal hit. E.x: OD {{clr|D|22D}} → AD → {{clr|D|j.2D}} → ({{clr|D|j.6D}}) → {{clr|D|j.214D}} to then land back on the ground and carry them to the corner.<br />
}}<br />
<br />
==Distortion Drives==<br />
===<big>Calamity Sword</big>===<br />
{{InputBadge|{{clr|D|632146D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=632146D,j.632146D|versioned=input<br />
|description=<br />
Lambda's metered reversal. It hits overhead and is used to escape pressure or add damage at the end of combos. It can combo off CH (which it will usually be), leading to big damage and corner-to-corner combos. <br />
<br />
It can score up to 5k midscreen, and just under in the corner. The projectile property means it will blow-up moves that only have Body invul, too. But be aware, having this baited will lead to a nasty punish. <br />
<br />
----'''Overdrive Version'''<br />
Calamity Sword's damage and hitbox become bigger, but also now spawns at the opponent's position, and thus becomes very threatening in neutral, as it can be used for fullscreen punishes if the opponent does anything committal. It can be used as a strong anti-zoning tool as a resullt. <br />
}}<br />
<br />
===<big>Legacy Edge</big>===<br />
{{InputBadge|{{clr|D|236236D}}}}<br />
{{BBCF Move Card<br />
|input=236236D<br />
|description=<br />
Legacy Edge is an anti-zoning super that fires forth a barrage of projectiles. All of them are level 2 and will beat any other projectile attack in the game short of {{Character Label|BBCF|Nu|label=Nu's}} Legacy Edge — But it has no invul, so it has to be used pre-emptively in some cases. Legacy can also be used to skip neutral for the price of 50 heat to immediately begin pressure, and Lambda can use the frame advantage to perform a variety of mixups such empty jump → {{clr|B|2B}}, late airdash → {{clr|B|jB}}, IAD → {{clr|C|jC}} crossups, etc...<br />
<br />
The super '''is guarenteed to come out after the superflash''' so trading with this is very bad for the opponent. Although if they aren't committed to an action, they can chicken block and mash to IB all the projectiles which gives them a ton of heat while staying safe from mixups. <br />
<br />
*Not all hits land on crouchers<br />
<br />
----'''Overdrive Version'''<br />
<br />
OD Legacy Edge is a strong starter, but landing it is situational. Other than that, it fires more projectiles to capitalise on the frame advantage from further away, or to carry them further after launch. <br />
<br />
}}<br />
<br />
==Exceed Accel==<br />
===<big>Duo Cultus</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
This is used either as a reversal in OD or as a combo ender. The knockdown from Duo Cultus doesn't allow for much more than setting up Gravity Seed midscreen, so it's essentially a reset to neutral which may or may not be a good thing depending on the Matchup.<br />
*[[BBCF/Offense#Exceed_Accel|Behaves the same as every other Exceed Accel.]]<br />
}}<br />
<br />
==Astral Heat==<br />
===<big>Sword of Destruction</big>===<br />
{{InputBadge|{{clr|D|214214D}}}}<br />
{{BBCF Move Card<br />
|input=214214D<br />
|description=<br />
Lambda grabs the opponent and plunges a mighty sword down upon them.<br />
<br />
It has no startup invul, so it can't be used as a reversal, but it's very easy and practical to combo into from buttons such as: <br />
*{{clr|C|5C}}<br />
*{{clr|C|3C}}<br />
*{{clr|A|6A}} (air hit)<br />
*{{clr|D|5D}} (air hit)<br />
*{{clr|C|236C}} (in the corner)<br />
*And many more<br />
}}<br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Lambda}}<br />
<br />
== Notable Players ==<br />
{| class="wikitable"<br />
!width="95"|Name !! width="85"|Color<br />
!width="125"|Location !! Version !! Contact !! Notes !! Watch<br />
|-<br />
| Iwasi || style="text-align:center;"| [[File:BBCF_Lambda_color_15.png|center|40px]]<br />
| Japan || PSN/Steam || [https://twitter.com/iwasi1013 Twitter] || Active. One of Japan's best Lambdas and a certified 22D masher. Streams frequently on his youtube channel || [https://bb.keeponrock.in/#/?p1chars=lambda&p1=Iwasi Keeponrockin] [https://www.youtube.com/@iwasi1013/streams YouTube] <br />
|-<br />
| Monarch || style="text-align:center;"| [[File:BBCF_Lambda_color_10.png|center|40px]]<br />
| NA || PSN/Steam || [https://twitter.com/Rensoshi Twitter] || Active. Won [https://www.youtube.com/watch?v=f36gdeyxOl4 Frosty Faustings]. Streams frequently and is one of NA's strongest. || [https://bb.keeponrock.in/#/?p1chars=lambda&p1=Monarch Keeponrockin] [https://www.twitch.tv/FrostMonarch Twitch] [https://www.youtube.com/@MonarchBB YouTube]<br />
|-<br />
| マイスター / Meister || style="text-align:center;"| [[File:BBCF_Lambda_color_5.png|center|40px]]<br />
| Japan || Arcade || [https://twitter.com/D_Bukuro Twitter] || Retired. Used to be an active player featured on GameChariot. Has fought the Kagura MU enough to last a lifetime.|| [https://bb.keeponrock.in/#/?p1chars=lambda&p1=Meister Keeponrockin] [https://www.youtube.com/@gamechariot/search?query=%E3%83%9E%E3%82%A4%E3%82%B9%E3%82%BF%E3%83%BC GameChariot]<br />
|-<br />
| Hitoshyura || style="text-align:center;" | [[File:BBCF_Lambda_color_11.png|center|40px]]<br />
| NA || PSN/Steam || [https://twitter.com/Hito_shyura Twitter] || || [https://bb.keeponrock.in/#/?p1chars=lambda&p1=Hitoshyura Keeponrockin] [https://www.twitch.tv/Hitoshyura Twitch] [https://www.youtube.com/@hitoshura4539 YouTube]<br />
|-<br />
| Taihenna || style="text-align:center;"| [[File:BBCF_Lambda_color_6.png|center|40px]] <br />
| NA || PSN/Steam || [https://twitter.com/PSNTaihenna Twitter] || Semi-Retired. Labs on Twitter || [https://bb.keeponrock.in/#/?p1chars=lambda&p1=Taihenna Keeponrockin] <br />
|-<br />
| ヨシキ / Yoshiki || style="text-align:center;"| [[File:BBCF_Lambda_color_10.png|center|40px]]<br />
| Japan || Arcade || [https://twitter.com/nao_isLoved Twitter] || Only plays Nu in CF2. Be warned, CF1 has major balance changes and footage may not be applicable to CF2. May be listed as "Unknown Player" on keeponrockin. || [https://bb.keeponrock.in/#/?p1chars=lambda&p1=Yoshiki Keeponrockin] <br />
<br />
|}<br />
<br />
==External References==<br />
*[https://docs.google.com/document/d/18rJ79Zg3IhX897JNR0PY68XOW8ZqbujISYasHazsx6c Kasha's Guide to Lambda]<br />
*[https://www.evernote.com/shard/s404/client/snv?noteGuid=8691603a-b338-4223-a94f-98b266eb32c6&noteKey=520fb19052024af44428d83ddfacc89c&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs404%2Fsh%2F8691603a-b338-4223-a94f-98b266eb32c6%2F520fb19052024af44428d83ddfacc89c&title=Lambda%2BCF%2BNotes Notes by Taihenna]<br />
*Japanese Name: ラムダ·イレブン<br />
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=rm&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Lambda-11/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Lambda-11|42px|BBCF_Lambda_Icon.png|Λ-No.11-}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/FAQ&diff=347048BBCF/FAQ2022-11-26T06:58:26Z<p>GunBlaze: </p>
<hr />
<div>{{TOC limit|3}}<br />
==Frequently Asked Questions==<br />
===Why does PS3/PS4 version not having rollback?===<br />
There is no official statement on why PS4 does not have rollback, though one speculated reason is that there is PS3 crossplay, and PS3 softwares can no longer be updated to compensate. <br />
===Does that mean PS3/PS4 version is a no-buy?===<br />
This would depend on the regions you live. If you live in Japan, the PS4 BBCF is still active and most of the time the connection would be good enough without rollback. Also, PS4 version have lower input delay than PC; this might be a deal breaker if you want to attend (PS4) local competitions.<br />
===Do I need to buy all the iterations of Blazblue?===<br />
If your goal is to only play online fighting game, then BB Central Fiction will be your only choice. <br />
<br />
If you want to read the whole story, '''''BlazBlue: Continuum Shift Extend''''' includes a simple rushdown on how the stories of ''BlazBlue: Calamity Trigger'' goes. Then from there, you can buy ''BlazBlue: Chronophantasma Extend'' and BBCF to complete the story. Most of the time the Steam bundle of CT, CS, CP and CF will come at a discount in which you technically get BBCT for free, so that is also an option.<br />
<br />
===Where is {{Character Label|BBCF|Jubei|32px}}?===<br />
You need to pay individually for him as DLC.<br />
===What are the optimal Settings for PC?===<br />
The optimal settings for BBCF for PC are <br />
* Anti aliasing off<br />
* Vsync off<br />
* Bloom off<br />
* Fullscreen<br />
This lowers native input delay of 5.5 frames to 3.5 frames. (The PSN version has 2.5 frames of input delay.) [https://twitter.com/Super_Myoro/status/1468005468349943809?s=20 Source]<br />
===How Balanced is this Game?===<br />
Good enough that you can get good and blow up anyone with any character.<br />
===I hear this game is very difficult.===<br />
On one hand, not really. In terms of execution difficulty, most of the cast's moves, combos are not as hard as you might think (of course there are exceptions). There is also a '''fully comprehensive''' tutorial mode that you definitely should check out if you are playing this game first time.<br />
<br />
Of course on the other hand, the game can be real difficult when you are in an actual match. BlazBlue's cast ranges ''very'' differently, from a common Shoto to some character that is basically playing a shoot'em up with you. Lacking the '''match-up knowledge''' can make the game unfun. Unfortunately, that difficulty is part of the game. <br />
<br />
===What should I focus on then?===<br />
Early on, it's best to start with actually figuring the game out. Focus on starting small. Work your way up from the basic mechanics to the crazy stuff later. Make sure you're ''having fun''.<br />
<br />
You can (and should) go through the Tutorial mode the game has provided; it is a bit wordy but well-written nonetheless. The best thing about BBCF is that '''it has individual tutorial for each character'''. Definitely check those out if you want to try out all the characters and understand their plan fast. There is also '''Combo trials''' if you want to take a shot on how combos for each character works. They are not the most optimal but should give you an idea on how links for this character works.<br />
<br />
Once you found your character, get used to your character's buttons and inputs first. Get used to figuring out what to do in neutral. Learn to mix Barrier with regular blocking. Get familiar with movement. <br />
<br />
There's no reason to overload yourself with the hard stuff first. If you want to be a lab monster, that's absolutely fine. If you want to be a player, it's best to start with actually figuring the game out. You can start in the lab and get an idea. You can start by playing and figuring it out as you go. You can start by watching footage and gleaning that way. Regardless of how you do it, it's best to get into the cycle of doing all three. All you need to do is ''start''.<br />
<br />
==Mechanics==<br />
===How different is this game from other ArcSys games?===<br />
Every ArcSys games are wildly different from each other, in short. '''You don't necessarily compare them for the sake of "game X is better than Y"'''. Nevertheless if you are still curious, we have compiled the differences of some commonly compared games:<br />
<br />
'''BlazBlue Itself'''<br />
<br />
There are many changes over the 10 years of development. We have compiled it into a table, if you are interested in the changes across the iterations:<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show BB Mechanics Differences" data-collapsetext="Hide BB Mechanics Differences" style="overflow:auto;><br />
<br><br />
{| class="wikitable" border="1"<br />
|-<br />
! !! BBCT !! BBCS !! BBCP !! BBCF<br />
|- <br />
! '''Overall'''<br />
| <br />
* '''Negative Penalty''' is one way BlazBlue to force an offensive interaction between the players. Making too much defensive moves will cause you to enter a negative state.<br />
** A Red aura will surround the character if he/she suffers from Negative Penalty and will take '''doubled damage'''.<br />
* '''Rapid Cancel''' is the good old ''Roman Cancel'' from Guilty Gear XX series. With 50 Heat, you can cancel the attack and return to neutral on hit or on block.<br />
| <br />
* Negative Penalty now deals 1.5x damage. <br />
* '''Minimum Damage''' is introduced. Most Distortion Drives and some moves will now guarantee some amount of damage regardless of the proration.<br />
* '''Same Move Proration''' is introduced to prevent looping combos.<br />
| <br />
* Negative Penalty now only depletes Barrier Gauge and does not come with extra damage penalty. Rather, they disable Barrier regeneration until you left the Danger state.<br />
* Proration system is now ''time based'' rather than scaling based, meaning every combo now has a hard time limit. The limit now also depends on the starter you used.<br />
** Same Move Proration now '''also affect hitstun decay''', by adding more time on the combo. <br />
* Heat gain is now affected by proration rather than being static move-dependent. This greatly reduces the heat gain in match.<br />
* The hitstop is overall reduced by 1, making the game faster.<br />
* The overall damage is slightly toned down with Overdrive giving more potential damage output.<br />
| <br />
* '''Counter Hit''' now deals +10% damage.<br />
* Same Move Proration doesn't affect hitstun decay anymore. <br />
* The overall damage is slightly toned down again.<br />
|- <br />
! '''Offense'''<br />
| <br />
* '''Purple Throw''' makes its debut. You can throw people that are in hitstun or blockstun, though they have a longer time to tech out.<br />
* '''Throw Reject Miss''' is introduced. This is to make Throw Rejects harder, to punish opponent that mashes Throw Rejects or abusing a powerful Option Select to escape throws.<br />
* '''Astral Heat''' makes its debut, similar to the Instant Kill in its predecessor (Guilty Gear). Landing the Astral immediately wins you the game, but it comes with restrictions:<br />
** 100 Heat is required;<br />
** opponent's health bar is below 20%;<br />
** you are no the matchpoint.<br />
|<br />
* Astral Heat now changes its restrictions:<br />
** 100 Heat is required;<br />
** opponent's health bar is below '''35%''';<br />
** '''1 Gold Burst Icons is required and consumed''';<br />
** you are on the matchpoint.<br />
* '''Fatal Counter''' is introduced. Certain moves will come with Fatal properties; landing a Counter with such moves will increase the hitstum/untechable for that combo, allowing new routes.<br />
|<br />
* Astral Heat has its restrictions changed again, by removing the Burst requirement:<br />
** 100 Heat is required;<br />
** opponent's health bar is below 35%;<br />
** you are on the matchpoint.<br />
|<br />
* '''Active Flow''' is introduced. This is a buff that happens when you do a lot of offensive actions (''Positive Bonus'').<br />
** You gain 10% more damage, burst recover 4 times faster, and the damage of EA doubles.<br />
|- <br />
! '''Defense'''<br />
| <br />
* '''Guard Libra''' is the first iteration of BB's defense system. This gauge basically functions like your traditional fighting games' Guard Bar, but instead of having an independent bar for both characters, you two ''shares'' one bar.<br />
** When the Libra fills up completely to one side, the guarding player will undergo a '''Guard Crush'''.<br />
* '''Barrier Gauge''' makes its debut, which has its own gauge rather than its predecessor (Guilty Gear).<br />
** It deals more pushback, negates Chip damage, allows ground moves to be air blocked, and prevents Guard Libra from reducing.<br />
** If the Barrier Gauge is emptied, you will enter the '''DANGER''' state, where you take '''1.5x''' damage. You will leave DANGER state when your Barrier is half full.<br />
* '''Instant Block''' works by rewarding opponent predicting the attack correctly.<br />
** (BBCS) You recover from guard stun '''10F''' quicker in the air, and '''5F''' quicker on the ground. <br />
** The pushback is reduced, you gain '''3%''' static Heat everytime you Instant Guard, and you can use IB to guard the air unblockable.<br />
** '''Instant Barrier''' combines the best of the both options and is an even stronger defense option.<br />
* '''Counter Assault''' is a metered attack that can be performed when blocking, allowing you to break free from the pressure.<br />
| <br />
* '''Guard Primer''' replaces Guard Libra to refine how the defense works. A character will have 4~10 Primers that indicates how many ''heavy hits'' you can take: certain moves will depletes some amount of Primers, usually one.<br />
** When the Primers are depleted, the guarding player will undergo a '''Guard Crush'''.<br />
* Barrier Gauge has some rework.<br />
** Now instead of preventing Guard Libra from reducing, it will prevent you from a Guard Crush when you have only 1 Guard Primer left.<br />
* Instant Block is nerfed:<br />
** You no longer can use IB to guard the air unblockable.<br />
** (BBCS2~) You recover from guard stun '''6F''' quicker in the air, and '''3F''' quicker on the ground. <br />
* (BBCS2~) Counter Assault ''now depletes a Guard Primer''.<br />
| <br />
Guard Primer is now completely removed and you no longer will be guard crushed by blocking too long.<br />
* '''Crush Trigger''' is introduced to manually crush the guard. It is a special attack that can break your opponent's guard unless they're using Barrier.<br />
** On Barrier Block, a portion of the Barrier Gauge is drained, and the attacker can delay the Crush Trigger to throw off the opponent's timing. Crush Triggers cost 25% Heat.<br />
* Instant Block is nerfed again: You gain only '''1%''' static Heat everytime you Instant Guard.<br />
* DANGER state now takes 1.2x damage. <br />
|<br />
* Crush Trigger is now faster, but uncharged version now won't deal extra barrier damage, and their Guard Break duration is shorter.<br />
* You will leave DANGER state only when your Barrier is '''full'''. Thus, DANGER state lasts for longer (15 seconds).<br />
** Entering overdrive will re-enable the use of whatever barrier you have regenerated and end danger state.<br />
|-<br />
! '''Burst/Overdrive'''<br />
| <br />
* '''Burst''' is introduced to act as a combo breaker, however comes with significant disadvantage when used:<br />
** '''You will have no barrier gauge and are in permanent Danger Condition until that round ends.'''<br />
** The startup is variable depending on your Barrier Gauge, making bating more easy when blocking too much.<br />
|<br />
Burst is reworked and has its own ''Burst Icon''; each Burst will cost 1 Gold Burst Icon. <br />
* You start with 1 Gold Burst Icon and 1 Gray Burst Icon. Gray Burst Icon will become Gold once you lose a round.<br />
* You can only have 2 bursts total in the entire match, regardless of how many rounds are in the match.<br />
* There are now only 2 different types of bursts in the game: Gold and Green. The amount of Barrier does not matter now.<br />
** You get a '''Gold Burst''' if you burst when you are at neutral (meaning you can move freely and attack). Gold Burst can also act as a combo starter or extender, as it blows the opponent up rather than away.<br />
** Bursting at any other time gives you a '''Green Burst''' (getting hit or blocking any enemy's attack). As a penalty, ''you lose half your Guard Primers'' (rounded down) for that round.<br />
|<br />
Burst is reworked again and only has 1 icon. It now also regenerate like in Guilty Gear, instead of preset number of bursts per match.<br />
* '''Overdrive''' is introduced and shares the same gauge as Burst. Overdrive grants the character powered up versions of their Drive and stops the timer, similar to Ragna's ''Blood Kain''. <br />
** You also gain more powerful Distortion Drives under Overdrive.<br />
** Overdrive will retain 30% of the Burst Gauge, while Burst will deplete all.<br />
* Gold Burst is removed; Burst now triggers on block or on hit. <br />
* (BBCPEX) '''Guard Cancel Overdrive''' is introduced. You can now activate Overdrive on block to turn the tide of the battle.<br />
** (BBCPEX) Burst now only triggers on hit. <br />
|<br />
* Overdrive Cancel now activates in combos, making jump-cancel cancel Overdrive technique lost.<br />
* '''Exceed Accel''' is introduced. EA is a Overdrive-distortion that grants Active Flow (if not happened before) and can be served as a reversal or combo ender.<br />
|-<br />
|}<br />
</div><br />
<br />
'''BlazBlue Cross Tag Battle'''<br />
<br />
BBTAG is its own beast basically. ArcSys basically merges some aspect of each game and combines them to a package called BBTAG. <br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show BBTAG Mechanics Differences" data-collapsetext="Hide BBTAG Mechanics Differences" style="overflow:auto;><br />
{{clear}}<br />
As Partner is not part of mainstream BB, most difference related to Partners will not be listed.<br />
<br />
* There is now universal overheads/lows (5C/2C).<br />
* There is universal DP (Reversal Actions).<br />
* EX moves exists for all characters, which costs 1 bar (25 Heat equivalent).<br />
* Only 3 different ground options on knockdown (Forward/Backward/Neutral Tech); all of them are fully invincible.<br />
** No delay ground tech; you automatically tech as soon as you can.<br />
* Reject Guard is BBTAG's answer to Barrier; 1 bar required.<br />
* Burst (Cross Burst) deals damage (will not kill), but costs Partner gauge and is not fully invincible (can be anti-air'd).<br />
<br />
* Resonance Blaze replaces Overdrive as a universal install when there is only 1 character left.<br />
** No changes on moves however.<br />
** Specials are Super-cancelable.<br />
** Astral available on 9 bars and opponent has only 1 character left; no minimum health requirement for opponent's character needed. All Astrals are comboable (even Hakumen).<br />
<br />
* No barrier; almost all attacks can be block mid-air except Ground Reversal Actions.<br />
* No Rapid Cancels.<br />
* No Chip Kills. <br />
* No Instant Block.<br />
* No Fatal Counters.<br />
* No Crush Trigger.<br />
* No Counter Assault.<br />
<br />
<br />
</div><br />
<br />
'''Guilty Gear Series'''<br />
<br />
While Blazblue is mostly known as a successor of Guilty Gear, they still diverse wildly in many ways. While Gear Series are known for their knockdown-Oki gameplan and BlazBlue also follows, 4 different ground tech options makes the guessing game continue even after knockdown. BlazBlue characters are also less system-mechanic reliant; they have their own ''Drive'' that helps them achieve their own goal.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show GG Mechanics Differences" data-collapsetext="Hide GG Mechanics Differences" style="overflow:auto;><br />
{{clear}}<br />
We only mention the common differences across all main version of GG (+R, Xrd and Strive).<br />
<br />
* There is no universal overheads/lows (D buttons in GG).<br />
* A new attribute system on all attacks.<br />
** Invincibility now depends on the attributes of incoming attacks rather than hitbox interactions.<br />
* Faultless Defense is replaced by Barrier which has its own gauge.<br />
** Negative Penalty depletes Barrier instead of Heat (aka Tension).<br />
** Corresponding, there is universal "guard break" option (Crush Trigger, 5A+B).<br />
* Rapid Cancel is the equivalent of Roman Cancel, though you can only cancel on hit/block (aka only Red Roman Cancels). Also as in +R, no slowdowns on RC.<br />
* 4 different Ground options on knockdown instead of "nothing you can do" in GG (Rolls, Quick Tech, Neutral Tech).<br />
* Normal throws have way longer startup and tech window (7F startup, 17F tech), however it is comboable almost anywhere. <br />
** One can also throw character in hitstun/blockstun (30F tech).<br />
* Astral Heat is the equivalent of Instant Kill, though it can only be activated upon 100 heat, match point and opponent has low health. No need for IK mode though, and most casts' AH can be comboed into.<br />
* Burst shares the same meter with Overdrive (Blazblue ones).<br />
** Burst only happens when on-hit; on block and neutral you will get Overdrive. Hence there is no Gold Burst.<br />
** Burst always depletes the Burst gauge rather than "keep 1/3 on hit".<br />
** Burst is not throwable.<br />
* BB has Fatal Counters, which increases the hitstun/untech by 3 frames for the rest of the combo.<br />
<br />
* No RISC gauge, so blocking longer won't increase the damage you take.<br />
* No stun values (so no dizzy).<br />
* No staggers; a similar effect would be Crumple, which does not require you to shake the joystick (press a button is enough).<br />
* No Tension Pulse; every Heat gain is static.<br />
<br />
</div><br />
'''Persona 4 Ultimax Series'''<br />
<br />
[[P4U2R/FAQ#How_different_is_this_game_from_Blazblue.3F|They have a better page.]]<br />
<br />
===How do I perform Rapid Cancel/Burst/Overdrive/EA more smoothly?===<br />
BBCF provides macro for ABC and ABCD combination, so use it if you want. <br />
<br />
If you ''don't'' (or can't, for example in arcades) want to use macro, refers to [https://www.dustloop.com/w/BBCF/Offense#Activating_Overdrive_Shortcuts here] to see how to activate OD simpler. If you are using a keyboard, [https://www.mechanical-keyboard.org/key-rollover-test/ check] if your keyboard supports pressing all buttons at once. If you can't, use a macro.<br />
<br />
As for RC/Burst/EA, unfortunately there is no such shortcut; you need to input all 3 (or 4) buttons in a continuous 3F window (the input buffer) in order to perform RC/Burst/EA. As EA overlaps everything, it is also not recommended to do special cancel EA when having more than 25 meter, as it will probably do any funky things that is not EA (CT, RC) when not using macro.<br />
<br />
Keep practicing!<br />
===Why are my half-circle motion not working?===<br />
In BBCF, half circle specifically is not lenient. You need to input the full 63214 ''without'' missing any of the direction; 6324, 6214 are invalid. It will not be changed and will remain as-is.<br />
<br />
However, half-circle that returns to the original positions (632146 for example) still allows you to miss one direction except start and end (63246 works, for example).<br />
<br />
===(PC) How do I do high jumps more consistently if I am using WASD (or similar)?===<br />
Your space bar is automatically bound to jump. So for high jumps, you can opt S~Space. Forward jump would be S~[D]~Space, and backwards would be S~[A]~Space. The latter might be more troublesome than just S~[A]~W, so pick one that is more comfort for you.<br />
<br />
===Lambda-11 and Nu-13 seem to look and play identically, what's the difference?===<br />
Quite a lot when you peel back the mechanics. This table summarizes the main points:<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! Lambda-11 !! Nu-13<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''Lambda emphasizes lockdown and approach'''<br><br />
Lambda's gameplan focuses on suppressing her opponent and moving in with mixups, ideally corner carrying them into her strong oki tools where she can close in and perform her various mixups from up close. Most of Lambda's special moves are attacks which have long recovery if they miss or are blocked, but tend to make highly rewarding callout tools.<br />
|<br />
'''Nu emphasizes evasion and long range'''<br><br />
Nu's gameplan focuses on keeping away from her opponent while using her long ranged superiority to harass them from relative safety. Her main high-low mixups exist at medium to long range. Nu's Act Parcer and Gravity Seed look similar to Lambda's, but they are not attacks; instead, they're used to keep distance from her opponent or to close in since they can be whiff cancelled into other options.<br />
|-<br />
! '''Drive Differences'''<br />
|<br />
'''Lambda's Drive focuses on space control'''<br />
* Drives have negligible deadzones.<br />
* {{clr|D|2D}} and {{clr|D|6D}} are active for longer.<br />
* Sickle Storm and Spike Chaser are highly active and advantageous, making them strong oki tools to cover approaches.<br />
* Crescent Saber covers a large area close to Lambda.<br />
* Air Drives have more reward if they hit, but they suffer from bad landing recovery.<br />
|<br />
'''Nu's Drive focuses on long-ranged sniping'''<br />
* Drives spawn further away, reducing the time it takes to get to the target.<br />
* {{clr|D|2D}} and {{clr|D|6D}} accelerate twice as fast.<br />
* Sickle Storm is a full-ranged low that mixes up with {{clr|D|4D}}.<br />
* Luminous Slave is a powerful threat to prevent approaches and punish mistakes made at any range.<br />
* Crescent Saber is a long ranged Overhead that can be mixed up in various ways.<br />
* Air Drives recover in the air, but lead into only modest damage.<br />
|-<br />
! '''Cancel options'''<br />
|<br />
'''Lambda's Cancels mix together Normals, Drives and Specials more fluidly'''<br />
*Drive followups are forced to activate if the first attack hits or is blocked. Second hit is considered part of the same move and may Counter Hit Carry.<br />
*All cancel options (except Rapid Cancel) only apply to the followup hit.<br />
*Lambda can cancel the final hit of {{clr|C|C}} normals into Drives.<br />
*Lambda can use all four grounded Drives in one chain, but cannot repeat any Drives in a single chain.<br />
*Lambda can special-cancel Drives on hit or block; these can often then link back into normal moves in various combos.<br />
*Lambda has a complex Rekka chain which is used extensively as part of her mixups, stagger pressure and combos.<br />
|<br />
'''Nu's Cancels emphasize Drive flexibility'''<br />
*Drive followup attacks are manually activated and thus optional.<br />
*Drives can cancel into other Drives and back again (in chains of three before any jump cancels). Chains only reset if Nu goes fully neutral (Jump startup counts).<br />
*Drives can cancel from the first or second hit.<br />
*Nu cannot cancel any other normal attack into normal Drive attacks.<br />
*Can cancel Drives into Act Parcer on hit/block.<br />
*Can whiff cancel Gravity Seed and Sickle Storm into Act Parcer.<br />
|-<br />
|}<br />
<br />
==Interface==<br />
<br />
===How do I reset to Center and Corner quickly in Training mode?===<br />
Hold one Direction while pressing the Reset button you've assigned will reset you to different positions:<br />
*Left + Reset to reset both characters to the left corner (P1 in the corner);<br />
*Right + Reset to reset both characters to the right corner (P2 in the corner);<br />
*Down + Reset to reset both characters to round start position.<br />
<br />
===What is the meter that runs below the combo counter in Training Mode?===<br />
It is the hitstun/untechable timer. Full gauge is 30 frames (the untechable can exceed but it will not show). Some moves will have several different hit effects; in such case, the timer will take several resets. <br />
<br />
==Others==<br />
===Are there Dubs in this game?===<br />
No, and it will probably never have one. There are custom mods that take Dubs from older titles and BBTAG to fill it up, but for other characters there is no luck for you.<br />
<br />
===Will they add X in this game on future updates?===<br />
For QoL additions, maybe. For gameplay changes (dash button for example), [https://twitter.com/Shini_Zack/status/1471049942433398793 never]. <br />
<br />
===How do I get access to Unlimited Characters?===<br />
There is no official way to do such in BBCF. You can modify the files to play offline with yourself, but '''don't bring them online'''; this ruins everyone's experience and it sucks.<br />
<br />
In other versions, you can exchange the characters via Gallery using P$. BBCSEX will require you to reach certain level before you can exchange.<br />
<br />
<br style="clear:both;"/><br />
==Navigation==<br />
{{#lst:BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/Lambda-11&diff=347047BBCF/Lambda-112022-11-26T06:53:58Z<p>GunBlaze: </p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Lambda-11 (stylized as <big>ᴧ</big>-No.11-) is a '''hybrid''' character with tools split between rushdown, zoning and light setplay while having '''some of the best corner carry in the game'''. Lambda's main goal is to carry her opponent to the corner and force them into '''strong okizeme setups''' — She achieves this through Gravity Seed and Act Parcer Tri: Cavalier, which allow her to do corner-to-corners with ease while achieving consistently strong damage. Lambda's neutral is versatile: she can either play a more passive zoning style or commit more to a rushdown approach. Her Drive has '''high recovery''' on whiff, however, and players will need to be aware of how far they are from the corner at all times to adjust their routes on the fly. A flexible mindset and good understanding of match flow will take any Lambda player a long way.<br />
<br />
[[BBCF/FAQ#Lambda-11_and_Nu-13_seem_to_look_and_play_identically.2C_what.27s_the_difference.3F|For a brief overview of how Nu-13 and Lambda-11 differ, click here.]]<br />
<br />
|quote= Target acquired, moving to annihilate.<br />
|lore= Lambda-11 is an imitation Murakumo Unit found, experimented on and controlled by Kokonoe. Lambda once sacrificed herself for the sake of Ragna, who was about to be dealt a death blow. Before fading away, she transferred her remaining power and the Idea Engine to Ragna, which allowed him to use the Ars Magus to its maximum, giving him the power to defeat Terumi and rescue Noel. Having been reborn within the Embryo, Lambda still serves under Kokonoe, but would defy even her commands in order to meet Ragna again.<br />
|voice_actor= Kanako Kondō<br />
|fastestAttack= [[#5A|5A]] (6F)<br/>[[#2A|2A]] (7F)<br />
|reversal= [[#Exiga Nail|22D]] (26F)<br/>[[#Calamity Sword|632146D]] (11F)<br />
|fatalStarter= [[#6C|6C]]<br/>[[#Gravity Seed|214A/B/C]]<br/>[[#Act Parcer Tri: Cavalier|236C]]<br />
|summary= uses a combination of zoning and rushdown tools to set up strong oki<br />
|pros=<br />
* '''Screen Control''': Lambda's projectiles are fast, span nearly fullscreen, and can lock the opponent in place. This leads to a neutral that's difficult for some characters to challenge.<br />
* '''Good damage''': Gravity Seed routes break over 4k from common starters like {{clr|B|2B}}, and many CH starters can score near to or over 5k without meter.<br />
* '''Great Corner Carry''': Her specials enable corner-to-corners even off short starters like {{clr|A|2A}}. Landing a confirm at all usually means the opponent's going in the corner. <br />
* '''Strong Corner Okizeme''': Spike Chaser is a safe, difficult to contest okizeme that covers nearly every wakeup option. Gravity Seed also prevents the opponent from being able to jump or dash out.<br />
*'''Fast''': With one of the fastest dashes in the game, and a speedy backdash, Lambda is well-equipped to run around her opponents in most MUs, making quick escapes at midscreen and running under jump-in attacks. <br />
|cons=<br />
* '''Short Pressure''': None of Lambda's normals are plus on block, making her pressure linear and short. Going for extensions requires gimmicks that can be easily challenged. <br />
* '''Whiff Recovery''': Her moves leave her vulnerable on whiff as they have long recovery — Many characters can punish Lambda on reaction once they have meter or ODR.<br />
* '''Below Average Health''': Can't take hits as much as others.<br />
|unique_mechanic1_name= Drive: Sword Summoner EX<br />
|unique_mechanic1=<br />
<br />
Lambda's Drive lets her summon projectiles which can be pointed at different angles. There is an automatic follow-up hit if said projectiles connect with the opponent. Unlike other characters' projectiles, Lambda can gatling hers into other moves on block and hit. <br />
<br />
Sword Summoner EX has '''no limit''' on the amount of times it can be used, so a string like {{clr|D|2D}} → {{clr|D|6D}} → {{clr|D|5D}} → {{clr|D|4D}} can be perfomed, and it's possible to go into specials and then summon more later in a combo. However, they '''can't reverse beat''' with each other, so a string like {{clr|D|5D}} → {{clr|D|4D}} → {{clr|D|5D}} is not possible.<br />
<br />
Sword Summoner EX is a good tool for controlling screen space since it is much faster than most of the projectiles that other characters have, and can lead to pressure on block, but all of the summons have very high recovery if they miss, so caution is needed in using them. <br />
<br />
While Sword Summoner EX seems very similar to [[BBCF/Nu-13|Nu-13]]'s Drive, there are differences. Notably, all of her Drive moves spawn different-sized projectiles, and they typically spawn much closer to Lambda, reducing her deadzones in exchange for less range.<br />
<br />
|unique_mechanic2_name= Overdrive: Elysium<br />
|unique_mechanic2=<br />
Lambda's swords grow larger in size. Additionally, the second attack of each Drive deals double damage and becomes a Level 5 attack (increasing their P2 and all forms of stun). Furthermore, aerial swords will launch grounded opponents on normal hit.<br />
<br />
Her OD gives new conversions that significantly increase her damage without needing to spend Gravity Seed.<br />
<br />
*Gravity Seed recharges at a quicker rate.<br />
*Sickle Storm summons two wheels that travel in opposite directions.<br />
*Spike Chaser travels the entire stage.<br />
*Crescent Saber causes a small groundbounce.<br />
*Exiga Nail has its recovery reduced, to the point that Lambda recovers in midair.<br />
*Legacy Edge fires more projectiles.<br />
*Calamity Sword tracks the opponent horizontally.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
A disjointed jab with lengthy active frames. It hits most of the cast crouching but whiffs on some. {{clr|A|5A}} is decent for stagger and can be used as an anti-air since it has a better hitbox than {{clr|A|6A}}, but it has less reward and no invul.<br />
*Jump-cancelable on hit or block.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
<table class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="Open" data-collapsetext="Close" width:100%; max-width: 500px;"><br />
<tr><th colspan="3"; style="text-align: center>Characters {{clr|A|5A}} Hits While Crouching</th></tr><br />
<tr><th>Crouch</th><th>Crouching Prox. Guard</th><th>Does Not Hit Any Crouch</th></tr><br />
<tr><td><br />
{{CLabel|BBCF|Carl Clover|label=Carl}}<br><br />
{{CLabel|BBCF|Hakumen|label=Hakumen}}<br><br />
{{CLabel|BBCF|Hazama|label=Hazama}}<br><br />
{{CLabel|BBCF|Jubei|label=Jubei}}<br><br />
{{CLabel|BBCF|Kagura Mutsuki|label=Kagura}}<br><br />
{{CLabel|BBCF|Nine the Phantom|label=Nine}}<br><br />
{{CLabel|BBCF|Platinum the Trinity|label=Platinum}}<br><br />
{{CLabel|BBCF|Relius Clover|label=Relius}}<br><br />
{{CLabel|BBCF|Iron Tager|label=Tager}}<br><br />
{{CLabel|BBCF|Yuuki Terumi|label=Terumi}}(Must be staggered)<br><br />
{{CLabel|BBCF|Valkenhayn R. Hellsing|label=Valkenhayn}}<br><br />
</td><td><br />
{{CLabel|BBCF|Amane Nishiki|label=Amane}}<br><br />
{{CLabel|BBCF|Arakune|label=Arakune}}<br><br />
{{CLabel|BBCF|Bang Shishigami|label=Bang}}<br><br />
{{CLabel|BBCF|Lambda-11|label=Lambda}}<br><br />
{{CLabel|BBCF|Makoto Nanaya|label=Makoto}}<br><br />
{{CLabel|BBCF|Mu|label=Mu}}<br><br />
{{CLabel|BBCF|Nu-13|label=Nu}}<br><br />
{{CLabel|BBCF|Rachel Alucard|label=Rachel}}<br><br />
{{CLabel|BBCF|Ragna the Bloodedge|label=Ragna}}<br><br />
{{CLabel|BBCF|Susano'o|label=Susanoo}}<br><br />
{{CLabel|BBCF|Taokaka|label=Taokaka}}<br><br />
{{CLabel|BBCF|Tsubaki Yayoi|label=Tsubaki}}<br><br />
</td><td><br />
{{CLabel|BBCF|Azrael|label=Azrael}}<br><br />
{{CLabel|BBCF|Bullet|label=Bullet}}<br><br />
{{CLabel|BBCF|Celica A. Mercury|label=Celica}}<br><br />
{{CLabel|BBCF|Es|label=Es}}<br><br />
{{CLabel|BBCF|Hibiki Kohaku|label=Hibiki}}<br><br />
{{CLabel|BBCF|Izanami|label=Izanami}}<br><br />
{{CLabel|BBCF|Izayoi|label=Izayoi}}<br><br />
{{CLabel|BBCF|Jin Kisaragi|label=Jin}}<br><br />
{{CLabel|BBCF|Kokonoe|label=Kokonoe}}<br><br />
{{CLabel|BBCF|Litchi Faye Ling|label=Litchi}}<br><br />
{{CLabel|BBCF|Mai Natsume|label=Mai}}<br><br />
{{CLabel|BBCF|Naoto Kurogane|label=Naoto}}<br><br />
{{CLabel|BBCF|Noel Vermillion|label=Noel}}<br><br />
</td></tr><br />
</table><br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
One of her best starters. This easily nets 4.0k to 4.7k on any gravity confirm and still hurts without it. {{clr|B|5B}} is good blockstring filler, but {{clr|B|2B}} is used for meaties as it has lower recovery.<br />
<br />
*Jump-cancelable on hit or block.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
Another great starter. It's disjointed and has good range but it's mostly combo filler because of the slow startup and lengthy recovery. It's not safe against ODR, but the opponent will be forced into an EA punish instead of a full combo because of {{clr|C|5C's}} active frames.<br />
<br />
{{clr|C|5C}} has high damage so it's used often in combos and any of the hits can be special cancelled so it's a potential reset point with either {{clr|C|5C}} → {{clr|A|236A}} or {{clr|C|5C}} → {{clr|D|236D}}. Both of these can be challenged on their own, but the decent amount of cancels {{clr|C|5C}} still has can discourage the opponent from pressing buttons. <br />
<br />
*Counts as a projectile.<br />
**If this 'clashes' with another projectile, Lambda can whiff cancel into other normals but not specials. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
A crouching jab used for poking out of pressure and setting up TRMs. It's disjointed but a weak stagger tool because of its unusual minus frames for a jab. It can low profile some air normals.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
A good poke that's her best low starter. It can be a strong stagger tool and reverse beats with {{clr|A|6A}} so it's a staple in pressure. The reward off this button is very high with Gravity scoring 4.2k from midscreen. Gravity-less routes are weaker but it's still possible to get over 3k while carrying them to the corner with IAD routes. <br />
<br />
The low recovery on whiff makes it nice for catching rolls and staying safe from ODR.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
An anti-air normal. It's slower, and harder to capitalise on than {{clr|A|6A}}, but it has a better hitbox and is invul during the active frames, although this invul is quite late so it's better for premptive use. {{clr|C|2C}} is disjointed and active forever so it's good against jump-ins that have a delayed momentum like {{Character Label|BBCF|Azrael|label=Azrael's}} {{MiniMoveCard|game=BBCF|chara=Azrael|input=j.2C|label={{clr|C|j.2C}}}}<br />
<br />
Being the only C normal that's jump cancellable on block makes it a good option in pressure, but it's the worst button to get OD'd through, as it gives your opponent a crouch confirm.<br />
<br />
*Lambda's hurtbox rises before the invul kicks in.<br />
*Jump cancellable on hit/block from 4th hit onwards.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
Another anti-air normal. {{clr|A|6A}} is great for reactionary use as it has early invul, although it ends shortly after going active. The low recovery makes this button very safe on whiff or against baits.<br />
Compared to {{clr|C|2C}} and {{clr|D|2D}}, the reward is far higher as it can score 4k and oki on hit, but the poor hitbox and lack of invul actives can make it susceptible to clashing or being beaten by disjointed jump-ins.<br />
<br />
For pressure, {{clr|A|6A}} is good since it goes into and reverse beats with {{clr|B|5B}} and {{clr|B|2B}} which are safe cancels against OD, and the latter is 0 on block to stagger with. <br />
<br />
*Jump-cancelable on hit or block.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
One of Lambda's two overhead normals. It's quicker than {{clr|D|4D}}, and many normals cancel into it to catch the opponent. It has decent pushback so most characters will need to IB in order to punish {{clr|B|6B}}. The landing recovery can be OD or special cancelled as a last ditch effort to frametrap or punish.<br />
<br />
On normal hit, IAD routes are stable but converting with {{clr|D|tk.214D}} nets more reward. It's used in crouch confirms to launch when the opponent is too far for gravity as {{clr|C|5C}} → {{clr|B|6B}} always works except from short starters like {{clr|A|5A}}/{{clr|A|2A}}.<br />
<br />
{{clr|B|6B}} can go over low-hitting buttons like {{Character Label|BBCF|Bang_Shishigami|label=Bang's}} {{MiniMoveCard|game=BBCF|chara=Bang Shishigami|input=3C|label=3C}}, but this isn't the main purpose of the move as it has no Foot invul. Despite what the animation suggests, Lambda is not considered airborne and thus can be thrown. <br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
This button is combo filler. The long startup, recovery, and few gatlings left on block make this weak for neutral and pressure. There's no true blockstrings into {{clr|C|6C}} except if {{clr|C|5C}} were Barrier Blocked, so it can frametrap on occasion, but you shouldn't use this as a blockstring if the opponent has a DP or OD. <br />
<br />
The main purpose of {{clr|C|6C}} is to setup Spike Chaser okizeme as it knocks-down and cancels into it for unpunishable setups. {{clr|C|6C}} → Gravity is another common oki setup for variety or matchups where Spike Chaser can be countered. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
Lambda's sweep, it's a multi-hit low with great range and speed while also making her hurtbox small enough to low-profile moves like {{Character Label|BBCF|Hakumen|label=Hakumen's}} {{MiniMoveCard|game=BBCF|chara=Hakumen|input=4C|label={{clr|C|4C}}}}, being a decent roundstart option. The hard knockdown on Counter Hit enables conversions with {{clr|D|214D}} or OTG {{clr|B|2B}}/{{clr|C|3C}} for high reward. <br />
<br />
In pressure, it's not the best because cancels like {{clr|C|3C}} > {{clr|B|236B}} leave a gap that can be reversal'd — Cancelling {{clr|C|3C}} into {{clr|A|214A}} or {{clr|D|22D}} will beat most reversals though.<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
Air jab. It's not used much but the self-cancel can set up air TRMs.<br />
<br />
*Not jump-cancellable.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j,2C}}<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
Lambda's best air button. It's a go to air-to-air and a nice option because of its disjointed hitbox and low recovery. It reverse beats {{clr|A|j.A}} and gatlings other normals for safe pressure. For mixups, it can be used while the opponent is locked down by {{clr|D|236D}}, there's also a safejump setup after Tri KD: {{clr|B|236B}} → 66 → falling {{clr|B|jB}} will beat even 7f reversals.<br />
<br />
Except on shorter characters like {{Character Label|BBCF|Es}}, it's possible to set up fuzzy jumps, but most characters require RC for a conversion.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|j.A}}, {{clr|C|j,C}}, {{clr|C|j,2C}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
An okay air-to-air, but not as disjointed as {{clr|B|j.B}} and the recovery is considerably longer, so {{clr|C|j.C}} tends to be used when retreating after an IABD. All of the hits are overheads, so it can be used as a mixup tool in conjuction with {{clr|C|j.2C(w)}} and {{clr|D|j.214D}}, noted more below. <br />
<br />
It's not recommended to use this as a jump-in until the opponent is conditioned as the hurtbox is easily challenged. <br />
<br />
*Hitbox doesn't extend until frame 11.<br />
*Last 3 hits can land as cross-ups. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|C|j,2C}}, {{clr|D|j.D}}, {{clr|D|j.2D}}, {{clr|D|j,6D}}<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
{{clr|C|j.2C}} has a decent hitbox, but it's on the slow side, so {{clr|B|j.B}} is used more for air-to-airs and jump-ins, although {{clr|C|j.2C}} is great for jailing opponents to the ground as it makes Lambda fall faster while having decent blockstun. This "fast-fall" is also good for mixups like {{clr|C|j.C}}(1) → {{clr|C|j.2C}}(whiff) → {{clr|B|2B}} is a true blockstring while and 50/50 when used with {{clr|B|j.B}} {{clr|C|j.C}}(1) → {{clr|D|j.214D}}. <br />
<br />
The untech time on air CH is long, so Lambda can land back on the ground and convert with normals to land them into the corner.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|j.D}}, {{clr|D|j.2D}}, {{clr|D|j,6D}}<br />
}}<br />
<br />
==Drive Moves==<br />
*All Drives will followup automatically into the second hit if it connects with the opponent, but not if it misses or hits a doll or other projectile.<br />
**Automatic followups will counterhit carry from the first hit.<br />
*All Drives except {{clr|D|4D}} are Projectile Level 2 and decrease to Projectile Level 1 after a set amount of active frames unless overdrive is active.<br />
*All Drives are Attack Level 4 and become Attack Level 5 in OD.<br />
*All Drives have a deadzone in front of Lambda where they have no hitbox.<br />
*Air Drives will launch the opponent on CH or OD.<br />
*None of them can be jump-cancelled on block.<br />
<gallery widths="300px" heights="300px"><br />
BBCF Lambda groundDrive.png | Ground Drive angles (Click to see full size)<br />
BBCF Lambda AirDrive.png | Air Drive angles (Click to see full size)<br />
</gallery><br />
<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D,5D Followup|versioned=input<br />
|description=<br />
The most common summon. Used to stop the opponent running at Lambda and to punish things from nearly fullscreen. {{clr|D|5D}} into {{clr|B|236B}} is a true blockstring when not too far, and becomes a frametrap when further out or delayed. <br />
<br />
On CH, {{clr|D|5D}} → {{clr|A|236A}} → {{clr|C|5C}} is possible, so you can go into Gravity routes from fullscreen, or go into Cavalier for easier conversions. <br />
<br />
*Crumple stuns on CH<br />
<br />
----'''Overdrive Version'''<br />
{{clr|D|5D}} becomes +2 on block, so going into {{clr|D|4D}} becomes gapless and safe from reversals, but it's not generally enough to get resets from considering the distance. <br />
<br />
The extra stun enables conversions into Cavalier and Sparda on normal hit, as all other Drives in OD.<br />
<br />
*Doesn't crumple stun on CH<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|2D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D,2D Followup|versioned=input<br />
|description=<br />
This summon goes steeply upwards and is a good Anti-Air against characters who like to go high in the air like {{Character Label|BBCF|Mu|label=Mu}} and {{Character Label|BBCF|Rachel_Alucard|label=Rachel}}. This can be followed up with either {{clr|B|236B~}}{{clr|C|6C}} or IAD → {{clr|B|j.B}} → {{clr|C|j.C}} → {{clr|A|6A}} routes to land them in the corner. <br />
<br />
The second hit pushes the opponent downwards, making it possible score a soft KD from it at the end of combos.<br />
<br />
*Increases in size the further it flies away<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|5D}}, {{clr|D|6D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D,6D Followup|versioned=input<br />
|description=<br />
Lambda's furthest reaching summon. It's a long-range anti-air and good at catching people who try to jump out of pressure. The hitbox is big and will hit most characters standing on the ground, so it can be used to cover both ground and air approaches at the same time.<br />
<br />
Long-range confirms can be converted with either other swords like {{clr|D|4D}} or Cavalier. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}<br />
}}<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
{{BBCF Move Card<br />
|input=4D,4D Followup|versioned=input<br />
|description=<br />
A summon that tracks the opponent and appears behind them. This overhead is slower than {{clr|B|6B}}, but Lambda can still pressure if it's blocked. In the corner, {{clr|D|4D}} becomes 'invisible' making it nasty if the opponent isn't paying attention to Lambda's pose.<br />
<br />
Be careful, as {{clr|D|5D}} → {{clr|D|4D}} has a gap that's vulnerable against fullscreen supers like {{CLabel|BBCF|Ragna the Bloodedge|label=Ragna's}} {{MiniMoveCard|game=BBCF|chara=Ragna The Bloodedge|input=632146D|label=Carnage Scissors}} — OD {{clr|D|5D}} → {{clr|D|4D}} is gapless on normal block, however.<br />
*Forces crouching on hit.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|6D}}<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D,j.D Followup|versioned=input<br />
|description=<br />
One of Lambda's furthest reaching drives, going almost fullscreen and more distance than {{clr|D|5D}}, the second hit pushes the target downwards making it possible to connect with {{clr|D|j6D's}} angle, or to score a soft knockdown at longer range.<br />
<br />
It covers a decent space, but it can't be converted from at long range nor can it be jump-cancelled on block, and Lambda is stuck in recovery until landing, so the reward is not great compared to the risk.<br />
<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|j.2D}}, {{clr|D|j.6D}}<br />
}}<br />
<br />
===<big>{{clr|D|j.2D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2D,j.2D Followup|versioned=input<br />
|description=<br />
The least used summon. The angle is weak compared to other Drives and the launch on CH can be difficult to convert, so it's restricted to combo filler. Can sometimes be used to bait Anti-Airs.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|j.D}}, {{clr|D|j.6D}}<br />
}}<br />
<br />
===<big>{{clr|D|j.6D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.6D,j.6D Followup|versioned=input<br />
|description=<br />
An air-to-ground sword, but it's not great on block and can't be converted on normal hit without OD. On CH, the second hit vacuums the opponent, so it's easy to convert with {{clr|B|665B}}. Good for catching people running at you after an IAD/Jump back.<br />
<br />
*Much shorter range than {{clr|D|j.D}}<br />
<br />
----'''Overdrive Version'''<br />
OD {{clr|D|j.6D}} vacuums grounded opponents towards Lambda and is converted with Crescent's bounce for easy Gravity combos. The damage isn't anything significant, but it does enable corner carry and Spike Chaser from an otherwise unrewarding hit. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|D|j.D}}, {{clr|D|j.2D}}<br />
}}<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
{{InputBadge|{{clr|B|B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
Lambda's throw launches the opponent high at an angle, and the recovery can only be cancelled into Drive normals or specials. Doing {{clr|D|4D}} → {{clr|D|2D}} → IAD... route is one way to confirm midscreen and {{clr|D|214D}} in the corner. <br />
<br />
Despite what it may seem at first, it's very easy to convert into Gravity routes by going into Sparda, as the large untech time and launch make {{clr|C|3C}} → 214X possible. <br />
<br />
*Backthrow has an identical launch and combo routes, just on the other side.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
Similar to ground throw, this is usually converted with Drive normals into IAD routes, in this case Air Throw → {{clr|D|662D}} → {{clr|D|5D}} → IAD... etc.<br />
<br />
It's possible to followup with regular normals if they're inside Gravity Seed, however.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
Triggers the {{clr|B|5B}} animation with a slightly different hitbox. It's invincible but easily low-profiled by crouching buttons, especially if the opponent spaces them, so use this sparingly.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B]|versioned=input<br />
|description=<br />
Like other CTs, this breaks the opponent's guard on normal block, leading to decent reward when charged. Lambda's in particular shifts her hurtbox back while having a completely disjointed hitbox which is fairly nice. For combos, it's done after a crumple stun like CH Tri for huge damage, it can also be done off {{clr|C|3C}} to corner carry if Gravity isn't available.<br />
<br />
It's possible to do charged CT gaplessly after Sickle Storm okizeme, either in the corner or midscreen after a Tri knockdown. This can be a safe mixup for 25 meter and depletes a huge chunk of the opponent's barrier gauge if blocked, making the threat of Danger State real. <br />
<br />
}}<br />
<br />
==Special Moves==<br />
===<big>Sickle Storm</big>===<br />
{{InputBadge|{{clr|D|236D}}}}<br />
{{BBCF Move Card<br />
|input=236D<br />
|description=<br />
A multi-hit projectile that locks the opponent in place if they block it. An all-around strong move with many applications: {{clr|D|236D}} is very plus netting Lambda a mixup or safe approach; CAs can be baited with dash break due to multi-hits and it's active until it disappears from the screen, so it can catch poorly timed Bursts/OD. The chip damage from this builds up to a decent amount if blocked repeatedly as well. <br />
<br />
With that said, chaining into this move is never a true blockstring; thus, it can be jumped or even mashed on reaction. The opponent can try delay teching it on wakeup, but if they get pedictable, run up {{clr|B|2B}} could be used instead for a blue beat OTG. <br />
<br />
----'''Overdrive Version'''<br />
Sickle Storm now spawns two blades in the same location that go in opposite ways, effectively covering all of the floor. It's still easy to jump over however. <br />
<br />
Both the saws can hit at the same time which makes OD combos higher in damage than the normal version. <br />
}}<br />
<br />
===<big>Spike Chaser</big>===<br />
{{InputBadge|{{clr|D|214D}}}}<br />
{{BBCF Move Card<br />
|input=214D<br />
|description=<br />
Lambda's '''strongest option for okizeme''', Spike Chaser can be used in combos and controlling space in neutral too. It's only minus on the first spike, becoming increasingly plus the further out it's blocked — When spaced, buttons after will be true blockstrings and catch fuzzy jumps, so the opponent has to sit still and guess the incoming mixup. <br />
<br />
Spike Chaser covers almost every wakeup option (rolls; reversals; no tech; quick rise etc...) and is '''unpunishable if spaced right''' making it a nightmare for most characters to deal with.<br />
<br />
There is a very small window to delay tech through, but this is risky as {{clr|D|214D}} is active forever, is a big damage starter (even without Gravity available), and can be beaten by the Lambda player varying their input timing. Lambda is also still safe and can retreat to neutral on successful delay tech.<br />
<br />
----'''Overdrive Version'''<br />
<br />
Spike Chaser now travels the entire stage, and Lambda can act independent and run along the spikes. This makes it even stronger as a screen control option if Gravity is setup beforehand, as most characters won't be able to reach Lambda in time to interrupt the startup, and have to jump to avoid the oncoming Spikes, greatly hindering their movement. <br />
<br />
}}<br />
<br />
===<big>Crescent Saber</big>===<br />
{{InputBadge|{{clr|D|j.214D}}}}<br />
{{BBCF Move Card<br />
|input=j.214D<br />
|description=<br />
Crescent Saber's main function is to '''score knockdowns from air combos'''. It's also used mid-combo for optimal {{clr|A|6A}} and {{clr|B|6B}} confirms. For mixups, it's Lambda's second fastest overhead and has quite good reward with meter to RC. It's active for a long time and hits behind Lambda, so it can cross up.<br />
<br />
To pickup on non-OD hits, an RC {{clr|C|j.2C}} will be needed if high in the air, or just {{clr|B|2B}} / {{clr|C|3C}} if TK'd properly.<br />
<br />
*Hits crouchers on frame 17. If TK'd, Crescent Saber is a 22F overhead that's -13 on block.<br />
<br />
----'''Overdrive Version'''<br />
OD Crescent Saber bounces which makes it a common move in OD combos as the OTG pickups become possible from any position, the {{clr|C|663C}} link is easier and high damage combos are safer to go for as a result. <br />
<br />
If using Crescent as a mixup, the groundbounce means RC is no longer needed for combos, but it's best to have 50 meter availible lest it's blocked.<br />
}}<br />
<br />
===<big>Gravity Seed</big>===<br />
{{InputBadge|{{clr|A|214A}}/{{clr|B|B}}/{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=214A<br />
|description=<br />
This move summons a field which launches the opponent on hit and drags them towards it. The field still appears on whiff and reduces the opponent's movement to 30% of their normal speed — This includes momentum from specials and teleport dashes like {{Character Label|BBCF|Azrael|label=Azrael}}, {{Character Label|BBCF|Nine|label=Nine}} and {{Character Label|BBCF|Arakune|label=Arakune's}}. It does not slow down projectiles nor Ignis / Nirvana.<br />
<br />
Gravity is also an important combo tool. It acts as a stabilizer for confirms, allowing Lambda to carry the opponent to the corner from almost anything. The move shines in combos due to its 99 P2 and large untech time which lead to heavy damage. While it has a recharge period, it only takes up a 1/3 of the gauge on whiff, and the lack of hitstop on buttons like {{clr|C|5C}}, {{clr|D|236D}}, {{clr|D|214D}} etc... means it will always be near full by the end of combos. <br />
<br />
*Recharge becomes faster in OD.<br />
*All 3 versions are different moves and don't inflict SMP<br />
----<br />
;{{clr|A|214A}}<br />
This summons the field next to Lambda. It's used for corner combos and okizeme after a {{clr|C|6C}} KD, as the spacing cripples their mobility while keeping Lambda outside the range of reversals. This is very strong against characters without a normal dash. <br />
----<br />
;{{clr|B|214B}}<br />
This version summons the field in the middle of the screen and is used most in neutral. It creates a wall so characters can't run at Lambda for free, making it safer to summon Drives for zoning. It can be used in midscreen combos, but {{clr|C|214C}} is better most of the time.<br />
----<br />
;{{clr|C|214C}}<br />
This version summons the field at the opposite end of the screen. It's not used in zoning but is the go-to version for combos. It pulls the opponent much further out than the other two, so it's used for corner-to-corners where {{clr|B|214B}} wouldn't travel enough, or at midscreen to ensure they'll wallsplat after {{clr|C|236C}} for high damage routes.<br />
}}<br />
<br />
===<big>Act Parcer Zwei</big>===<br />
{{InputBadge|{{clr|A|236A}}}}<br />
{{BBCF Move Card<br />
|input=236A<br />
|description=<br />
A command dash. It goes roughly 3/4th of the screen, and is tied for the fastest in the game. One use of this move is to bait things, as while Zwei doesn't have invul, it can pass through wake-up reversals and proximity hittboxes before they become active — It can then cancel into {{clr|B|236B}} or {{clr|C|236C}} for a hefty punish. <br />
<br />
Another use is pressure resets or unexpected throws, and while this can be challeneged on its own, it can cancel into {{clr|D|22D}} for a punishing frametrap to deter the opponent mashing. It can still be jumped, but the use of Tri and Blade in pressure can make the opponent reluctant to hold upback, as Zwei's startup animation is identical to the aformentioned move. <br />
<br />
It's not used in combos much, as Tri has an earlier cancel window if forward momentum is needed.<br />
<br />
*Shares almost the same animation as {{clr|B|236B}} between frames 1-11.<br />
*Cancellable into various moves, some of which have shortened inputs when cancelled from this move. See below<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Full Rekka options" data-collapsetext="Hide Full Rekka options"><br />
<gallery class="center"><br />
BBCF_Lambda_236A.png|200px|thumb|{{clr|A|236A}} Act Parcer Zwei<br />
</gallery><br />
<gallery class="center"><br />
BBCF_Lambda_236B.png|200px|thumb|{{clr|B|236B}} Act Parcer Tri<br />
BBCS_Lambda_ActParserC.png|200px|thumb|{{clr|C|236C}} Act Parcer Tri: Cavalier<br />
BBCP_Lambda_Exiga_Nail_2.png|200px|thumb|{{clr|D|22D}} Exiga Nail<br />
BBCS_Lambda_throw.png|200px|thumb|{{clr|B|B}}+{{clr|C|C}} or {{clr|B|4B}}+{{clr|C|C}} Ground Throw<br />
BBCS Lambda SOD.png|200px|thumb|{{clr|D|214214D}} Sword of Destruction<br />
</gallery><br />
<div style="text-align: center;">{{clr|B|236B}} Cancels into</div><br />
<gallery class="center"><br />
BBCS_Lambda_ActParserSpada.png|{{clr|A|6A}} Act Parcer Tri: Spada *<br />
BBCS_Lambda_ActParserB.png|200px|thumb|{{clr|B|6B}} Act Parcer Tri: Blade *<br />
BBCS_Lambda_ActParserC.png|200px|thumb|{{clr|C|6C}} Act Parcer Tri: Cavalier<br />
</gallery><br />
<div style="text-align: center;">Moves listed with * cannot be performed standalone and must use the previous move in the rekka series</div><br />
</div><br><br />
}}<br />
<br />
===<big>Act Parcer Tri</big>===<br />
{{InputBadge|{{clr|B|236B}}}}<br />
{{BBCF Move Card<br />
|input=236B<br />
|description=<br />
Tri is the first part of Lambda's rekka. It travels a good distance and is a true blockstring if done close after a Drive like {{clr|D|5D}}. In pressure, it can be canceled into either Blade or Sparda for high-low mixup. The cancel window is long, so the followups can be delayed to frametrap, and then, once the opponent becomes afraid to press buttons, you can reset pressure by going into normals. This is suceptible to the same problems as other Rekkas, however, so don't get predictable. <br />
<br />
Tri being able to whiff cancel makes it very safe against ODR, going into {{clr|D|22D}} will outright beat EAs and buttons pressed after the flash, and for quite high reward.<br />
*Shares almost the same animation as {{clr|A|236A}} between frames 1-11.<br />
}}<br />
<br />
===<big>Act Parcer Tri: Sparda</big>===<br />
{{InputBadge|{{clr|B|236B}}~{{clr|A|6A}}}}<br />
{{BBCF Move Card<br />
|input=236B 6A<br />
|description=<br />
Sparda is Lambda's fastest overhead, clocking at 21f, and it's the most rewarding one when used with Gravity — Getting roughly 4k or over plus a Spike Chaser setup. Generally, a CH or RC will be needed midscreen, but it's possible to instantly cancel Tri into this to get the spacing for meterless conversions. In the corner, it's easy to convert with double side-swap routes which are stable.<br />
It's good to throw this out to add to the opponent's mental stack and help enforce the threat of Blade in mixups. Don't get too carried away as it is very punishable on block.<br />
<br />
Lambda's hurtbox goes high in the air, giving the move the ability to low crush butttons; there's no Foot invul, however, so it can occasionally trade with some characters' {{clr|A|2A}}s.<br />
<br />
*Triggers cross-up protection and can be blocked by holding either 4 or 6.<br />
*Lambda side-switches on hit/block unless done from far away.<br />
}}<br />
<br />
===<big>Act Parcer Tri: Blade</big>===<br />
{{InputBadge|{{clr|B|236B}}~{{clr|B|6B}}}}<br />
{{BBCF Move Card<br />
|input=236B 6B<br />
|description=<br />
Low option from Tri. It's a pretty fast sweep that's good at catching people who expect {{clr|D|4D}}. Lambda slightly low-profiles while having quite a disjointed hitbox, so this can be a decent thing to throw out in neutral from time to time. It is safe on normal block, but can be punished on IB, so adjusting the timing and ending pressure in {{clr|D|22D}} as well are important.<br />
<br />
At midscreen, Blade can be RC'd for good reward, but in the corner or inside Gravity Seed it can be converted without meter. <br />
<br />
*The range of Blade varies with the time {{clr|B|236B}} was cancelled from; max range is fullscreen.<br />
}}<br />
<br />
===<big>Act Parcer Tri: Cavalier</big>===<br />
{{InputBadge|{{clr|C|236C}}\{{clr|B|236B}}~{{clr|C|6C}}}}<br />
{{BBCF Move Card<br />
|input=236C<br />
|description=<br />
Cavalier is a staple in combos and what makes Lambda's corner carry strong as it has massive blowback while wallbouncing in midscreen loops. The high base damage and Fatal property make it her strongest starter as well.<br />
<br />
The vertical hitbox goes much higher than what the animation suggests, so it can be used as a hard read anti-air for great reward. It's not used in either pressure nor frameteraps, but it is safe on normal block.<br />
*Wallbounces midscreen.<br />
*Wallsticks in the corner.<br />
}}<br />
<br />
===<big>Exiga Nail</big>===<br />
{{InputBadge|{{clr|D|22D}}}}<br />
{{BBCF Move Card<br />
|input=22D<br />
|description=<br />
Lambda's meterless reversal. It can be hard to use as its invincibility ends before becoming active; but if timed right, Exiga Nail can beat anything shorter than 8 active frames. The pushback and frame advantage means Lambda can escape pressure even if the opponent blocks this, as an offset to its slow startup.<br />
The opponent can delay their meaties as a callout, but Lambda can safely roll away if they begin to do this.<br />
<br />
The reward on CH is great, crumple stunning for easy 4k combos, and it's safe on block and even IB, so Exiga can be used instead of Blade for a safe pressure ender. It's also good for baiting other reversals and OD/CA when used mid-pressure. Be wary of using this to escape the corner, as it can whiff on everyone point blank except {{Character Label|BBCF|Iron_Tager|label=Tager}} and {{Character Label|BBCF|Valkenhayn|label=Valkenhayn}} in wolf form.<br />
<br />
*Frame advantage is for ground block. It's -3 at the closest distance, but goes up to 0 when spaced.<br />
*Groundbounces on air-hit.<br />
<br />
----'''Overdrive Version'''<br />
The recovery is reduced to the point Lambda is able to act mid-air shortly after Exiga becomes active. It can be air dash cancelled backwards to stay safe even on whiff or to gain more ground when retreating. <br />
<br />
For offence, the early recovery enables pressure reset attempts on block, and full combos even on normal hit. E.x: OD {{clr|D|22D}} → AD → {{clr|D|j.2D}} → ({{clr|D|j.6D}}) → {{clr|D|j.214D}} to then land back on the ground and carry them to the corner.<br />
}}<br />
<br />
==Distortion Drives==<br />
===<big>Calamity Sword</big>===<br />
{{InputBadge|{{clr|D|632146D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=632146D,j.632146D|versioned=input<br />
|description=<br />
Lambda's metered reversal. It hits overhead and is used to escape pressure or add damage at the end of combos. It can combo off CH (which it will usually be), leading to big damage and corner-to-corner combos. <br />
<br />
It can score up to 5k midscreen, and just under in the corner. The projectile property means it will blow-up moves that only have Body invul, too. But be aware, having this baited will lead to a nasty punish. <br />
<br />
----'''Overdrive Version'''<br />
Calamity Sword's damage and hitbox become bigger, but also now spawns at the opponent's position, and thus becomes very threatening in neutral, as it can be used for fullscreen punishes if the opponent does anything committal. It can be used as a strong anti-zoning tool as a resullt. <br />
}}<br />
<br />
===<big>Legacy Edge</big>===<br />
{{InputBadge|{{clr|D|236236D}}}}<br />
{{BBCF Move Card<br />
|input=236236D<br />
|description=<br />
A super that can be used as a fullscreen punish and winning neutral against some characters for 50 meter. If they get stuck blocking this on the ground and Lambda is close enough, this enables a variety of mixups: empty jump {{clr|B|2B}}, late airdash {{clr|B|jB}}, IAD {{clr|C|jC}} for a crossup, etc... <br />
There is a small window for Lambda to be hit and the swords not to appear, but Legacy will usually win trades. <br />
<br />
The downsides are that the opponent can chicken block and mash 4 to IB all the projectiles — giving them a lot of meter while being safe from mixups; not all of the projectiles will land if they are crouching; and, against opponents on the other side of the screen, Lambda gets less time to capitalize on the frame advantage. Furthermore, while all the projectiles are level 2, the lack of invul means Legacy Edge can't be used as an anti-zoning tool in situations where it would be useful (such as using it against {{MiniMoveCard|game=BBCF|chara=Iron Tager|input=41236D|label=Sparkbolt}} or {{MiniMoveCard|game=BBCF|chara=Hazama|input=632146C|label=Eternal Coils}}).<br />
<br />
Despite this, it's a pretty good starter for combos (particularly the OD version). <br />
}}<br />
<br />
==Exceed Accel==<br />
===<big>Duo Cultus</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
This is used either as a reversal in OD or as a combo ender. The knockdown from Duo Cultus doesn't allow for much more than setting up Gravity Seed midscreen, so it's essentially a reset to neutral which may or may not be a good thing depending on the Matchup.<br />
*[[BBCF/Offense#Exceed_Accel|Behaves the same as every other Exceed Accel.]]<br />
}}<br />
<br />
==Astral Heat==<br />
===<big>Sword of Destruction</big>===<br />
{{InputBadge|{{clr|D|214214D}}}}<br />
{{BBCF Move Card<br />
|input=214214D<br />
|description=<br />
Lambda grabs the opponent and plunges a mighty sword down upon them.<br />
<br />
It has no startup invul, so it can't be used as a reversal, but it's very easy and practical to combo into from buttons such as: <br />
*{{clr|C|5C}}<br />
*{{clr|C|3C}}<br />
*{{clr|A|6A}} (air hit)<br />
*{{clr|D|5D}} (air hit)<br />
*{{clr|C|236C}} (in the corner)<br />
*And many more<br />
}}<br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Lambda}}<br />
<br />
==External References==<br />
*[https://docs.google.com/document/d/18rJ79Zg3IhX897JNR0PY68XOW8ZqbujISYasHazsx6c Kasha's Guide to Lambda]<br />
*[https://www.evernote.com/shard/s404/client/snv?noteGuid=8691603a-b338-4223-a94f-98b266eb32c6&noteKey=520fb19052024af44428d83ddfacc89c&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs404%2Fsh%2F8691603a-b338-4223-a94f-98b266eb32c6%2F520fb19052024af44428d83ddfacc89c&title=Lambda%2BCF%2BNotes Notes by Taihenna]<br />
*Japanese Name: ラムダ·イレブン<br />
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=rm&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Lambda-11/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Lambda-11|42px|BBCF_Lambda_Icon.png|Λ-No.11-}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/Nu-13&diff=347046BBCF/Nu-132022-11-26T06:43:48Z<p>GunBlaze: </p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Nu-13 (stylized as ν-No.13-) is a '''highly mobile zoner'''. Her Drive is focused on controlling screen space with '''fast, long-ranged projectiles''' that she is able to high/low mix with. Her specials such as Gravity Seed and Luminous Slave enable '''strong setplay''' that reduce the opponent's options while increasing Nu's own for okizeme and offense. Although Nu's melee confirms deal high damage, she'll often start with her Drive which, while low-damaging, is naturally burst safe — Drives also have long recovery so she is required to play reactively or risk being countered. Nu has '''poor defensive options and low health,''' but solid movement to run around her opponent in neutral such as a fast backdash and command dash. Unfortunately, Nu has a '''polarized toolset''' that results in her having unstable win conditions in some matchups; even with this, however, she still sees use at high levels of play. Nu requires good understanding of matchups, defensive mechanics and neutral to use her tools to the fullest.<br />
<br />
[[BBCF/FAQ#Lambda-11_and_Nu-13_seem_to_look_and_play_identically.2C_what.27s_the_difference.3F|For a brief overview of how Nu-13 and Lambda-11 differ, click here.]]<br />
<br />
|quote= Hahahahaha! Ragnaaaaa! Ragna! Ragna! It's impossible, Ragna! Nothing will change! You can't change anything! Hahahahahaha!<br />
|lore= Nu-13 is the 13th Prime Field Device or Murakumo Unit, a series of clones or "Dolls" intended to be mindlessly obedient weapons. As with her earlier sister units [[BBCF/Mu-12|Mu-12]] and [[BBCF/Lambda-11|Lambda-11]], she is a clone of [[BBCF/Ragna_the_Bloodedge|Ragna's]] sister Saya. While she speaks only robotically much of the time, the presence of Ragna brings her true personality out: one of pure obsession with Ragna and fusing with him to create another Black Beast, with herself serving as its heart. She and Ragna also have a "Life Link" which renders them effectively immortal unless both are killed at once.<br />
|voice_actor= Kanako Kondō<br />
|fastestAttack = [[#5A|5A]] (6F)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Calamity Sword|632146D]] (11F)<br />
| fatalStarter = [[#6C|6C]]<br/>[[#4D|4D]]<br/>[[#Sickle Storm|236[D]]]<br />
|summary= is a zoner who reacts to her opponent's movement and controls space with her Drive.<br />
|pros=<br />
*'''Screen Control''': Nu's projectiles are fast, go full screen, have high/low mixup, and can track. This makes her neutral difficult for some characters to navigate through.<br />
*'''Strong Anti-Airs''': All of Nu's anti-airs have either great reward ({{clr|A|6A}}), invulnerability ({{clr|C|623C}}), or range ({{clr|D|6D}}/{{clr|D|2D}}) which makes her good at stopping aerial approaches.<br />
*'''Fast''': With one of the fastest dashes in the game, a speedy backdash, and a near-instant command dash that functions like a teleport, Nu will easily outmaneuver her opponent in most MUs.<br />
*'''Luminous Slave''': A strong setplay tool that enables pressure extensions, mixups, and covering the opponent's wakeup options for okizeme as it can be manually detoned and acts independent of Nu. <br />
*'''Burst-Safe''': Drive combos are Burst-safe, allowing Nu to go for kills despite the opponent having access to said resource.<br />
<br />
|cons=<br />
* '''Health''': Nu is tied for the lowest health in the game. She can't take many hits and it's easy for the opponent to get a life lead, forcing her to play more risky.<br />
* '''Poor Defense''': Nu's only reversal costs 50 meter and it is deeply flawed without Overdrive. Her Counter Assault is easily low-profiled by crouch buttons too.<br />
*'''Drive Recovery''': Nu's projectiles leave her vulnerable on whiff due to their long recovery — Many characters can punish her on reaction once they have meter.<br />
*'''Uneven Matchups''': Nu's polarized toolset causes her to have some of the worst matchups in the game, particularly against characters that have strong anti-projectile tools and/or better mobility than her.<br />
|unique_mechanic1_name= Drive: Sword Summoner<br />
|unique_mechanic1=<br />
Nu manifests sword-like projectiles which she can shoot at different angles with the D button. All Drive moves have a follow-up attack initiated by pressing D shortly after the attack connects; these followup attacks all spawn based on the position of whatever the first sword hit, so they will pretty much always hit as well. Unlike other characters, Nu can gatling her projectiles into other moves on block/hit, including her Act Parcer command dash.<br />
<br />
Sword Summoner is faster and covers a longer range than most other projectiles in the game. It's also Level 2 for various durations depending on the Drive, so Nu can reliably challenge the projectiles of other characters, giving her strong screen control.<br />
<br />
Nu can perform up to '''three''' Drives in one string, and Drives can '''reverse beat''' with each other, so {{clr|D|5D.D}} → {{clr|D|4D.D}} → {{clr|D|2D.D}} and {{clr|D|5D.D}} → {{clr|D|4D.D}} → {{clr|D|5D.D}} are both valid strings. This limit is only reset by '''jump cancels''' or returning to neutral, such as through a link.<br />
<br />
Air Drives have the same limit, but these can be reset by {{clr|D|j214D}}~{{clr|C|C}} alongside jump-cancelling.<br />
|unique_mechanic2_name= Overdrive: Unlimited Drive<br />
|unique_mechanic2=<br />
Powers up her Drive with the following effects:<br />
*All Drive moves, including their follow-ups, summon an additional sword.<br />
**The positioning, angle and delay of each additional sword varies based on the move. Initial swords spawn their additional sword 5 frames after they spawn, and followup swords spawn theirs 1 frame after they spawn.<br />
**Unlike normal swords, these additional swords do not cause hitstop for Nu if they hit.<br />
**All additional swords deal 300 damage and have no cancel options, but otherwise copy the properties of the sword they spawn alongside.<br />
**Many of the additional swords spawn closer to Nu than normal, reducing her deadzone considerably (notably with {{clr|D|5D}}).<br />
*{{clr|D|4D}}'s minimum distance requirement is removed.<br />
*Drive moves deal chip damage.<br />
*Gravity Seed recharges faster.<br />
*All versions of Sickle Storm can cancel into Act Parcer on hit, block or whiff.<br />
*Crescent Saber groundbounces, has a larger hitbox and all versions can be canceled into Act Parcer on hit, block or whiff.<br />
*Luminous Slave fires a second sword after the first (with the same properties).<br />
*Legacy Edge lasts longer and fires more projectiles.<br />
*Calamity Sword has its deadzone removed and summons 4 swords in a row.<br />
<br />
As a result, all of Nu's Drive-related attacks become much stronger.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
A disjointed jab with lengthy active frames. It hits most crouching characters, but whiffs on 1/3rd. {{clr|A|5A}} is decent for stagger and can be used as a quick anti-air in a pinch.<br />
<br />
*Jump-cancelable on hit or block.<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
<table class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="Open" data-collapsetext="Close" width:100%; max-width: 500px;"><br />
<tr><th colspan="3"; style="text-align: center>Characters {{clr|A|5A}} Hits While Crouching</th></tr><br />
<tr><th>Crouch</th><th>Crouching Prox. Guard</th><th>Does Not Hit Any Crouch</th></tr><br />
<tr><td><br />
{{CLabel|BBCF|Carl Clover|label=Carl}}<br><br />
{{CLabel|BBCF|Hakumen|label=Hakumen}}<br><br />
{{CLabel|BBCF|Hazama|label=Hazama}}<br><br />
{{CLabel|BBCF|Jubei|label=Jubei}}<br><br />
{{CLabel|BBCF|Kagura Mutsuki|label=Kagura}}<br><br />
{{CLabel|BBCF|Nine the Phantom|label=Nine}}<br><br />
{{CLabel|BBCF|Platinum the Trinity|label=Platinum}}<br><br />
{{CLabel|BBCF|Relius Clover|label=Relius}}<br><br />
{{CLabel|BBCF|Iron Tager|label=Tager}}<br><br />
{{CLabel|BBCF|Yuuki Terumi|label=Terumi}}(Must be staggered)<br><br />
{{CLabel|BBCF|Valkenhayn R. Hellsing|label=Valkenhayn}}<br><br />
</td><td><br />
{{CLabel|BBCF|Amane Nishiki|label=Amane}}<br><br />
{{CLabel|BBCF|Arakune|label=Arakune}}<br><br />
{{CLabel|BBCF|Bang Shishigami|label=Bang}}<br><br />
{{CLabel|BBCF|Lambda-11|label=Lambda}}<br><br />
{{CLabel|BBCF|Makoto Nanaya|label=Makoto}}<br><br />
{{CLabel|BBCF|Mu|label=Mu}}<br><br />
{{CLabel|BBCF|Nu-13|label=Nu}}<br><br />
{{CLabel|BBCF|Rachel Alucard|label=Rachel}}<br><br />
{{CLabel|BBCF|Ragna the Bloodedge|label=Ragna}}<br><br />
{{CLabel|BBCF|Susano'o|label=Susanoo}}<br><br />
{{CLabel|BBCF|Taokaka|label=Taokaka}}<br><br />
{{CLabel|BBCF|Tsubaki Yayoi|label=Tsubaki}}<br><br />
</td><td><br />
{{CLabel|BBCF|Azrael|label=Azrael}}<br><br />
{{CLabel|BBCF|Bullet|label=Bullet}}<br><br />
{{CLabel|BBCF|Celica A. Mercury|label=Celica}}<br><br />
{{CLabel|BBCF|Es|label=Es}}<br><br />
{{CLabel|BBCF|Hibiki Kohaku|label=Hibiki}}<br><br />
{{CLabel|BBCF|Izanami|label=Izanami}}<br><br />
{{CLabel|BBCF|Izayoi|label=Izayoi}}<br><br />
{{CLabel|BBCF|Jin Kisaragi|label=Jin}}<br><br />
{{CLabel|BBCF|Kokonoe|label=Kokonoe}}<br><br />
{{CLabel|BBCF|Litchi Faye Ling|label=Litchi}}<br><br />
{{CLabel|BBCF|Mai Natsume|label=Mai}}<br><br />
{{CLabel|BBCF|Naoto Kurogane|label=Naoto}}<br><br />
{{CLabel|BBCF|Noel Vermillion|label=Noel}}<br><br />
</td></tr><br />
</table><br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5b<br />
|description=<br />
A good button for stagger due to its quick speed and neutral frame advantage. It hits OTG to pickup after confirms like CH Crescent, and can cancel into {{clr|B|6B}} even on whiff. This whiff cancel can be performed by just pressing {{clr|B|5B}} again.<br />
<br />
*Jump-cancelable on hit or block.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
A button that's a nice starter, being incredibly disjointed and active, but in practice is mostly combo filler because of its slow startup and lengthy recovery. You'll use this during IAD routes and corner combos.<br />
<br />
This is susceptible to OD in pressure; don't use it often if the opponent has OD.<br />
<br />
*For some reason, if Nu scores a CH and goes into {{clr|C|5C}}, then it will also be a CH and do more damage.<br />
*Is considered a projectile<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
A crouching jab used for poking out of pressure and setting up TRMs. It's slightly disjointed but a weak stagger tool because of its unusual minus frames for a jab. It can low profile some air normals.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
A great button that's fast, disjointed, 0 on block, and has less recovery than her {{clr|A|2A}}. Nu's hurtbox also becomes pretty small so this can low-profile some pokes. Pressing 2B again will automatically cancel into {{clr|B|6B}} instead on hit or block.<br />
<br />
This is a staple in pressure because it can reverse beat with {{clr|B|6B}} and {{clr|A|6A}}, is safe from ODR, and has good frame advantage for stagger. The fast recovery makes this great for checking rolls on wakeup while being safe from slower reversals. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
An anti-air normal. It's slower, and harder to capitalise on than {{clr|A|6A}}, but it has a better hitbox and is invul during some of the active frames. It's disjointed and active forever so it's better against jump-ins that have a delayed momentum like {{Character Label|BBCF|Mu-12|label=Mu's}} {{clr|D|j.D}} → {{MiniMoveCard|game=BBCF|chara=Mu-12|input=j.2C|label={{clr|C|j.2C}}}} and {{Character Label|BBCF|Azrael|label=Azrael's}} {{MiniMoveCard|game=BBCF|chara=Azrael|input=j.2C|label={{clr|C|j.2C}}}}.<br />
<br />
It's Nu's only jump-cancellable {{clr|C|C}} normal so she uses this to back off during pressure or after a blocked anti-air attempt, the long recovery on whiff and crouching state makes this dangerous to use if the opponent has OD though.<br />
<br />
*Nu's hurtbox rises before the invul kicks in.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|5C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
Another anti-air normal. The invul on {{clr|A|6A}} is early, but it ends after the first active frame, so it needs to be used reactively. The low recovery means Nu can usually avoid being punished if it was baited or whiffed.<br />
Compared to {{clr|C|2C}} and {{clr|C|623C}}, the reward is far higher as it can score 4k on hit and good pressure on block, but the poor hitbox and lack of invul actives means it's susceptible to clashing or being beaten by disjointed jump-ins. <br />
<br />
For pressure, {{clr|A|6A}} is good as it reverse beats with {{clr|B|2B}} and goes into {{clr|2|5B}} which are both 0 on block making for nice stagger, and it can jump-cancel and go into other jump-cancellable normals so the opponent has to watch out for either TK. Crescent or more stagger/lows. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
Nu's best starter. This breaks 4k midscreen and easily gets up to 4.4k-4.5k in the corner. This is your go-to punish starter if your opponent does something unsafe on block. <br />
<br />
It's decent for pressure as it's safe from ODR and can jump-cancel, but {{clr|B|2B}} is better suited for meaties and roll-checking. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
}}<br />
<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
This button is combo filler. It's the only non-Drive normal that can go into Act Parcer, so it's used for nice corner carry off midscreen hits, it's also used at the end of combos to set up {{clr|D|236[D]}} → {{clr|D|214[D]}}. <br />
<br />
The slow startup and long recovery means you're not going to use this in neutral or pressure much, but if the opponent doesn't have OD, you can do {{clr|C|6C}} → 44 to back off relatively safely.<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
Nu's sweep is a multi-hit low with great range and speed. It's disjointed and makes her hurtbox small so it can be used to low-profile pokes like {{Character Label|BBCF|Hakumen|label=Hakumen's}} {{MiniMoveCard|game=BBCF|chara=Hakumen|input=4C|label={{clr|C|4C}}}}.<br />
<br />
It's not great for pressure as all the cancels either leave a gap or are punishable by ODR.<br />
<br />
*Only the first 3 hits hard KD on CH — The opponent can Emergency Tech if hit by full move<br />
<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
Nu's fastest air button. It's used to keep the opponent in blockstun from {{clr|B|j.B}} or to set up air TRMs as it's self-cancellable.<br />
<br />
*Not jump-cancellable.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j,2C}}<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
Nu's go to air-to-air. It's fast, disjointed, and safer to throw out than {{clr|C|j.C}}. It's also a decent jump-in and can clash or beat out certain anti-airs due to its disjoint. <br />
<br />
On taller characters like {{CLabel|BBCF|Susano'o|label=Susano'o}}, it's possible to fuzzy with {{clr|B|j.B}}, although Luminous or 50 meter are needed for conversions. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|A|j.A}}, {{clr|C|j,C}}, {{clr|C|j,2C}}<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
An okay air-to-air, but it's not as disjointed as {{clr|B|j.B}} and the recovery is considerably longer, so {{clr|C|j.C}} tends to be used when retreating after an IABD. All of the hits are overheads so it can be used as a mixup tool, but the opponent needs to be conditioned as its hurtbox is easily challenged when used as a jump-in. <br />
<br />
*Hitbox doesn't extend until frame 11<br />
*Last 3 hits can land as cross-ups.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|C|j.2C}}<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
The hitbox on this is disjointed, but it's on the slow side, so {{clr|B|j.B}} is used more for air-to-airs. It makes Nu fall faster and has decent blockstun so it's nice for jailing the opponent to the ground during pressure, however. <br />
<br />
The untech time on CH is generous, enabling Nu to land on the ground and then continue the combo with ground normals. <br />
<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
*All Drives have a deadzone in front of Nu where they have no hitbox<br />
*All Drives except {{clr|D|4D}} start at Projectile Level 2 and decrease to Level 1 after a set amount of active frames<br />
**Always Level 2 during OD<br />
*Drives deal chip damage during OD<br />
*None can be jump-cancelled on block<br />
*The first sword for any drive normal are spawned and aimed solely using Nu's position, the followup attack spawns based on whatever the initial sword hit (Which might not be the other player)<br />
**Acceptable non-player targets are George the XIII, Nirvana and Ignis.<br />
*Swords can be spawned off the sides of the stage, but not below it. Swords that would spawn below the stage instead spawn from floor level.<br />
<gallery widths="300px" heights="300px"><br />
BBCF Nu groundDrive.png | Ground Drive angles (Click to see full size)<br />
BBCF Nu AirDrive.png | Air Drive angles (Click to see full size)<br />
</gallery><br />
<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D,5DD|versioned=input<br />
|description=<br />
Great zoning tool since it goes nearly fullscreen. It's used to prevent the opponent running straight at Nu and to whiff punish things from fullscreen. It has long recovery, so setting up Gravity is recommended to make this safer on whiff.<br />
<br />
The confirms from this vary with range, usually going into {{clr|D|4D}} or {{clr|D|236D}}, but it is possible to get into close range and carry them to the corner with {{clr|D|5D.D}} → {{clr|D|236D}}~{{clr|C|C}} → {{clr|C|214C}} → {{clr|C|3C}}... if it hits them at a decent distance. <br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D,2DD|versioned=input<br />
|description=<br />
A great anti-air as Nu's hitbox is low to the ground and it goes steeply upwards. It has fast acceleration and increases in size the further it flies away. <br />
<br />
On hit, you can either go into more Drives to bait a burst, or carry them to the corner with IAD routes for better okizeme. <br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D,6DD|versioned=input<br />
|description=<br />
A hard callout for stopping IAD approaches and opponents at a lower height than what {{clr|D|2D}} would catch. It can hit some characters like Azrael and Tager while standing but will whiff on most characters. The followup sword knocks the target upwards and towards you slightly, usually allowing an easy setup into {{clr|D|2D}} or air combos.<br />
}}<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
{{BBCF Move Card<br />
|input=4D,4DD|versioned=input<br />
|description=<br />
Nu's only standing overhead. It tracks the opponent's location and appears behind them. It's safer than TK Crescent, but is slower and can only be done raw or from {{clr|D|5D}} making it telegraphed. In the corner, {{clr|D|4D}} will become 'invisible' which makes it nasty if the opponent isn't looking at Nu's pose, but this is a knowledge check. <br />
<br />
Be careful against characters with meter as {{clr|D|5D.D}} → {{clr|D|4D}} has a gap which makes it vulnerable against fullscreen supers like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=41236C|label=Gleaming Fang}}. However, OD {{clr|D|5D}} → {{clr|D|4D}} can be gapless. <br />
<br />
*Forces crouching on hit, <br />
*No deadzone in OD<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D,j.DD|versioned=input<br />
|description=<br />
A decent air-to-air summon to call out pre-emptive airdashes or opponents stalling on the other side of the screen. The followup drive pushes the opponent downwards, so it can score a soft KD if low to the ground, but otherwise this button is medium risk for low reward. <br />
<br />
On block, Nu can either cancel into Act Parcer to back off or Crescent Feint to fall without landing recovery. <br />
}}<br />
<br />
<br />
===<big>{{clr|D|j.2D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2D,j.2DD|versioned=input<br />
|description=<br />
Arguably the least used summon, as the angle is covered better by other drives and the risk outweighs the reward. {{clr|D|j.2D}} sees most use in staircase combos, but can bait anti airs since it stalls Nu's air momentum Nu.<br />
<br />
*Can be activated by inputting {{clr|D|j.1D}} but ''not'' {{clr|D|j.3D}} as you will get {{clr|D|j.6D}} instead<br />
}}<br />
<br />
===<big>{{clr|D|j.6D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.6D,j.6DD|versioned=input<br />
|description=<br />
A Decent air-to-ground drive that's good at stopping people running at you and also low air approaches if done far enough. The range is pitiful compared to other drives however so don't expect to do fullscreen zoning with this.<br />
<br />
As with {{clr|D|j.D}}, it's medium risk for low reward, but on block is made safe by Act Parcer or Crescent Feint. <br />
<br />
*Can also be activated with {{clr|D|j.3D}} but '''not''' {{clr|D|j.9D}} (You will get {{clr|D|j.5D}} if you do this)<br />
}}<br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}} {{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
Nu's throw launches the opponent high at an angle, and the recovery can only be cancelled into specials or drive normals.<br />
<br />
At midscreen, converting into {{clr|D|236[D]}} → Dash → {{clr|B|6B}} → ... let's her go into Act Parcer to carry the opponent to the corner and setup Luminous. Throws in the corner can link into {{clr|B|5B}}, but are usually special cancelled into Supra Rage.<br />
<br />
*Backthrow has an identical launch and combo routes, just on the other side.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
Air throw is similar to ground throw, it's normally cancelled into Drive normals to go into IAD routes. E.x: AT → {{clr|D|6D}} → {{clr|D|2D.D}} → IAD → ...<br />
<br />
It is possible to followup with normals if Gravity or Luminous has been setdown before, however.<br />
<br />
*Air version drops both players to the floor before dealing damage, ensuring consistent followup combos from any starting height<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
Triggers the {{clr|B|6B}} animation with a slightly different hitbox. One of Nu's few defensive options, but it's easily low-profiled by crouching buttons, especially if the opponent spaces them, so use this sparingly. <br />
<br />
*Opponent air techs on normal hit and can emergency tech on CH<br />
<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B]|versioned=input<br />
|description=<br />
Nu's Crush Trigger is fully disjointed has a pretty sizeable range. Unlike most characters', Nu can get midscreen conversions off uncharged CT by setting up Luminous and buffering D during the input, so it can be a decent mixup for 25 meter. <br />
<br />
*Breaks guard like other CTs<br />
*Wallbounces airborne opponents, wall sticks in the corner<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Sickle Storm</big>===<br />
{{InputBadge|{{clr|D|236D}}(~{{clr|C|C}})}}<br />
{{BBCF Move Card<br />
|input=236D,236[D],236D~C|versioned=input<br />
|description=<br />
A projectile that goes fullscreen and hits low. All three versions are considered different moves and can special cancel into: <br />
<br />
*Gravity Seed (on hit/block)<br />
*Luminous Slave (on hit)<br />
*Act Parcer (in OD)<br />
<br />
----<br />
'''{{clr|D|236D}}'''<br />
<br />
The standard version, it travels quickly and is common in Nu's combos to juggle the opponent after {{clr|C|3C}}. It can be used in conjunction with {{clr|D|4D}} for mixups during drive pressure, and is comboable with gravity. It's pretty minus on block but this shouldn't matter when being used at long range.<br />
<br />
----<br />
'''{{clr|D|236[D]}}'''<br />
<br />
This is the charged version, it wallbounces and has a long amount of untech time, so this is used for corner and throw combos, it also sees use off some {{clr|A|6A}} routes. Nu's corner combos will end in this to safely setup a charged Luminous which is then used for her setplay. It is plus on block, but it's not safe to use this as a reset as the long startup means the opponent can always jump or reversal through it.<br />
<br />
----<br />
'''{{clr|D|236D}}~{{clr|C|C}}'''<br />
<br />
This is the slowest version of Sickle Storm, but it appears from behind the opponent which can catch them off guard. It crumple stuns on ground hit and has a great vacuum effect on air hit, making this very easy to confirm. <br />
}}<br />
<br />
===<big>Luminous Slave</big>===<br />
{{InputBadge|{{clr|D|214D}}(~{{clr|C|C}})}}<br />
{{BBCF Move Card<br />
|input=214D,214[D],214D~C|versioned=input<br />
|description=<br />
A '''vital''' part of Nu's gameplan. Luminous Slave is a summon that has a delayed fire and tracks the opponent's location, it's used in Nu's neutral, okizeme, and mixups. In OD it fires two swords. <br />
<br />
Luminous will not fire if Nu is hit or enters blockstun.<br />
<br />
----<br />
'''{{clr|D|214D}}'''<br />
<br />
The standard version. It has the quickest recovery and fires roughly after 1 second. It's reserved mostly for neutral instead of combos and okizeme. It's easy to convert on hit due to its long stun and on block Nu has enough advantage to start drive pressure.<br />
<br />
----<br />
'''{{clr|D|214[D]}}'''<br />
<br />
The charged version. It has the longest startup but is safe to setup after a {{clr|D|236D}} KD. It fires after 4 seconds have passed or the {{clr|D|D}} button is pressed — this includes buffering it during other normals, Barrier Block, and Crush Trigger. <br />
<br />
This is very important for making Nu's mixups threatening as going into TK. Crescent now becomes plus on block, and comboable on hit for high damage. You can also do crossups and other things with this. The high blockstun also enables Nu to go for pressure resets without spending Gravity. <br />
----<br />
'''{{clr|D|214D}}~{{clr|C|C}}'''<br />
<br />
The plink version. It fires immediately and is used for corner combos, the long stun let's Nu juggle opponents in the air while Gravity recharges.<br />
}}<br />
<br />
===<big>Crescent Saber</big>===<br />
{{InputBadge|{{clr|D|j.214D}}(~{{clr|C|C}})}}<br />
{{BBCF Move Card<br />
|input=j.214D,j.214[D],j.214D~C|versioned=input<br />
|description=<br />
Crescent Saber has two main functions: scoring '''air knockdowns''' at the end of staircase combos, and as a '''mixup tool'''. From this, Nu can go into high/low mix and resets at close range which while risky, are made safer if Luminous Slave is setup beforehand.<br />
<br />
*All versions can cancel into Act Parcer during OD.<br />
<br />
----<br />
'''{{clr|D|j.214D}}'''<br />
<br />
Vanilla Crescent. This is your ender for staircase combos, it flings the oppponent to the opposide end of the screen, so you can safely setup Gravity Seed and play neutral. For mixups, it acts as arguably Nu's main overhead at 24f in place of no standing one, it can be done from many points in pressure such as {{clr|B|5B}}, {{clr|B|6B}}, and {{clr|A|6A}}. By itself, conversions need meter or OD/CH, and it's punishable if blocked, but with a charged Luminous to cover TK. Crescent it's + on block and Nu can combo meter-lessly.<br />
<br />
*Is 24f startup and -11 on block at TK height. <br />
*Hitbox becomes bigger during OD<br />
*Ground bounces on CH and OD.<br />
<br />
----<br />
'''{{clr|D|j.214[D]}}'''<br />
<br />
The charged version, performs a fakeout version of the above before performing the real one shortly afterwards. It has longer startup, but is combo-able on normal hit as Nu lands to the ground quicker after it strikes. TK Charged is +16 on block so Nu can reset pressure with this and/or frametrap. Somewhat gimmicky, but Charged Crescent can be used at the end of staircase combos to tech-trap the opponent for a full combo. <br />
<br />
*Hitbox becomes bigger in OD<br />
*Groundbounces on CH<br />
----<br />
'''{{clr|D|j.214D}}~{{clr|C|C}}'''<br />
<br />
A feint version of Crescent. Nu can '''cancel the recovery into any move''' after this version, including Act Parcer, so she can act or dash mid-air. Air Drives are commonly cancelled on block into this to make them safer since Nu can air dash away or go into more. For mixups, Nu can fake an overhead and then dash in with {{clr|B|2B}} to trip up the opponent's guard. It's also used in crossup attacks with Luminous deployed. <br />
<br />
*Resets the limit on Drive summons. <br />
*Overrwites the landing recovery of any previous Drive. <br />
}}<br />
<br />
===<big>Gravity Seed</big>===<br />
{{InputBadge|{{clr|A|214A}}/{{clr|B|B}}/{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=214A/B/C<br />
|description=<br />
A strong setplay tool. Nu creates a field that '''reduces the opponent's horizontal speed to 30% of normal'''. This affects moves with momentum like {{CLabel|BBCF|Noel Vermillion|label=Noel's}} {{MiniMoveCard|game=BBCF|chara=Noel Vermillion|input=6D|label=6D}} and the teleport dashes of {{Character Label|BBCF|Azrael|label=Azrael}}, {{Character Label|BBCF|Nine|label=Nine}} and {{Character Label|BBCF|Arakune|label=Arakune}}. It does not slow down projectiles nor Ignis / Nirvana.<br />
<br />
Gravity Seed is another vital piece of Nu's gameplan as it gives her space to start zoning and makes it more difficult for the opponent to punish whiffed summons. It also functions as a '''conversion tool''' as almost all of Nu's moves can cancel into Gravity Seed, and '''the recovery can be cancelled into any move''' in turn — allowing Nu to combo moves that wouldn't normally be possible. <br />
<br />
*Has a recharge period<br />
*Recharge becomes faster in OD.<br />
----<br />
;{{clr|A|214A}}<br />
Summons the field next to Nu. It's used in corner combos and to setup up Luminous okizeme. In neutral it can be used to setup up an immediate wall and then be cancelled into Act Parcer to make it difficult for the opponent to chase after Nu. <br />
----<br />
;{{clr|B|214B}}<br />
Summons the field midscreen. The standard version Nu uses to make Drives less dangerous on whiff. Cancelling this into {{clr|A|5A}} is faster than letting Gravity recover naturally, so Nu can summon more Drives in pressure more quickly. On hit, doing {{clr|B|2147B}} counts as a jump-cancel and resets the drive limit without Nu leaving the ground. <br />
<br />
For combos, it's used in Nu's standard BnBs such as {{clr|D|236D}} → {{clr|B|214B}} → {{clr|D|5D.D}} and {{clr|C|623C}} → {{clr|B|214B}} → {{clr|C|5C}} to carry the opponent into the corner. <br />
----<br />
;{{clr|C|214C}}<br />
Summons the field on the oppsite side of the screen. Only used in combos to move in close range after a {{clr|D|236D}}~{{clr|C|C}} hit, or in almost corner-to-corner routes so Nu can pickup with {{clr|B|5B}} after {{clr|C|6C}} → {{clr|D|236D}}~{{clr|C|C}}<br />
<br />
}}<br />
<br />
===<big>Supra Rage</big>===<br />
{{InputBadge|{{clr|C|623C}} (air OK)}}<br />
{{BBCF Move Card<br />
|input=623C,j.623C|versioned=input<br />
|description=<br />
A move with high damage and great corner carry, often used only in combos rather than by itself due to the risk-reward being unfavourable, but still has its applications outside filler. <br />
<br />
*Landing recovery of both versions can only be cancelled into Gravity on hit.<br />
<br />
---- <br />
'''{{clr|C|623C}}'''<br />
<br />
A high risk anti-air. It's one of the best in the game in terms of its hitbox and invul — early on frame 5 and an arc covering in front, above, and behind Nu ensures this will cleanly beat most jump-ins, especially ones {{clr|A|6A}} and {{clr|C|2C}} may struggle against, but it is much more unsafe on block or if baited. Supra's reward is also not as great as Nu's other options due to it being a short starter.<br />
<br />
In combos, Supra Rage is a staple in optimal routes as the long untech time enables her to confirm into {{clr|B|214B}}~{{clr|C|5C}} or {{clr|B|6B}} for high damage routes at midscreen and in the corner.<br />
<br />
---- <br />
'''{{clr|C|j.623C}}'''<br />
<br />
The air version has higher damage and is a long starter making it significantly more rewarding on hit than the ground version, but it has no head invul. It's mostly used in optimal punish combos, usually cancelled into the gound version right after due to SMP not being inflicted. <br />
<br />
The throw invul is somewhat niche, but can be used to punish moves like {{Character Label|BBCF|Bang_Shishigami|label=Bang's}} {{MiniMoveCard|game=BBCF|chara=Bang Shishigami|input=236236D|label=Ultra Technique:"Hyper Shadowstep Strike" / Shippugeki}}<br />
<br />
}}<br />
<br />
===<big>Act Parcer</big>===<br />
{{InputBadge|66/44 after certain moves (Air OK)}}<br />
{{BBCF Move Card<br />
|input=X > 66, X > 44, j.X > 66, j.X > 44|versioned=input<br />
|description=<br />
Act Parcer is a series of command dashes. The 66 and 44 versions are different moves, but both can be cancelled into after:<br />
<br />
*{{clr|C|6C}}. <br />
*Any Drive normal<br />
*Gravity Seed<br />
*Crescent Feint<br />
*Sickle Storm (during OD)<br />
*Crescent Saber (during OD)<br />
<br />
----<br />
'''X > 66'''<br />
<br />
Nu's command dash. It's the fastest in the game and the recovery can be cancelled into '''any move''' making this very useful. Midscreen routes use this a lot as the carry is great ensuring most confirms will result in a Luminous corner setup.<br />
<br />
It has a long window to pass through the opponent and Nu's hurtbox shrinks '''significantly''', so she can use this for crossups or escaping back to neutral quickly after a Gravity summon or Drive. <br />
<br />
*Low profile 4f-20f. <br />
----<br />
'''X > 44'''<br />
<br />
Nu's command backdash. It's a back-jump with a short amount of invul, technically making it safer than an IABD. Nu can cancel into this after setting Gravity and then air dash back to make it difficult for the opponent to chase after her. She can also go into air drives to snipe the opponent now below her. <br />
<br />
*Costs an air action.<br />
<br />
----<br />
'''j.X > 66''' and '''j.X > 44'''<br />
<br />
These are similar to air dashes, they can be used in pressure with Luminous to set up some gimmicks, or to back off safely after air drives. Some OD routes also use these.<br />
<br />
*Cost an air action.<br />
}}<br />
<br />
==Distortion Drives==<br />
===<big>Legacy Edge</big>===<br />
{{InputBadge|{{clr|D|236236D}}}}<br />
{{BBCF Move Card<br />
|input=236236D<br />
|description=<br />
A strong anti-zoning super. Legacy Edge creates a portal in front of Nu that summons forth projectiles that fire fullscreen. Like most of Nu's moves, there is a deadzone between her and the portal.<br />
<br />
All of the projectiles are level 2, so they will cleanly beat out almost every other in the game, including supers like {{CLabel|BBCF|Tsubaki Yayoi|label=Tsubaki's}} {{MiniMoveCard|game=BBCF|chara=Tsubaki Yayoi|input=632146B|label=Requiem Maledictus}}. The invul on Legacy is fairly unique, shared only with Tager's Magna Techwheel: it will invul against '''anything that has the projectile attribute''', including strike-projectile attacks such as all of Nine's normals (which are not avoided by normal projectile invuln). This long duration of invul makes it easy to punish the zoning of other characters, and even acts a reversal against projectile okizeme setups like {{CLabel|BBCF|Lambda-11|label=Lambda's}} {{MiniMoveCard|game=BBCF|chara=Lambda-11|input=214D|label=Spike Chaser}}<br />
<br />
Nu can act independently while the super is still firing, so if the opponent blocks this, it gives her ample frame advantage to perform a variety of mixups with TK Crescent, IAD crossups, empty jumps into lows, etc.... On hit, Legacy is decent damage, and Nu can dash forward to guarentee the opponent is carried to the corner, it also acts as a conversion tool off buttons like {{clr|C|3C}}<br />
when Gravity is in cooldown. <br />
<br />
The downsides are that the opponent can chickenblock and mash 4 to obtain a lot of meter from IB while staying safe from mixups, and on crouch confirms, not all of the projectiles wiill land reducing the overall damage. <br />
<br />
*Overdrive increases the number of swords spawned, thus increasing the overall time and advantage<br />
*Minimum damage: 13*24 OD: 13*37<br />
}}<br />
<br />
===<big>Calamity Sword</big>===<br />
{{InputBadge|{{clr|D|632146D}} (air OK)}}<br />
{{BBCF Move Card<br />
|input=632146D,j.632146D|versioned=input<br />
|description=<br />
A distortion ender you can use in place of Crescent Saber to add more damage when you end your combos due to its minimum damage. It has a flat, hard KD, but it's sometimes possible to pick up with {{clr|B|2B}} or {{clr|C|3C}} if the opponent were high in the air when hit.<br />
<br />
Calamity has invul but '''there is a big deadzone''' between Nu and the hitbox, allowing many characters to comfortable meaty or pressure with the exception of wide hurtboxes like Tager's.<br />
<br />
----'''Overdrive Version'''<br />
The OD version summons four swords in a row that will always combo into each other. The deadzone is removed and It also pushes back the opponent significantly, giving Nu a safe on block reversal. Although it's expensive and heavily telegraphed, it's Nu's best defensive option. Note that this reversal isn't entirely foolproof, as the opponent can use moves with frame 1 projectile invulnerability after the super flash to punish it. <br />
<br />
Other than that, OD Calamity is used with RC for 100 meter combos for high damage. <br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>True Impreza</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
Nu's Exceed Excel is quite unique compared to other characters: Rather than a close range attack, Nu fires a sword that travels almost fullscreen. It's unusually minus for a system mechanic making this is even more dangerous to use for escaping the corner than other character's EAs, but it's Nu's only defensive option other than Overdrive Calamity Sword which is resource intensive. <br />
<br />
There is enough time afterwards to set a Gravity Seed or Luminous Slave before the opponent techs.<br />
<br />
*The only EA in the game that is projectile property.<br />
*[[BBCF/Offense#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]]<br />
*288/606 Minimum Damage<br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Sword of Destruction</big>===<br />
{{InputBadge|{{clr|D|214214D}}}}<br />
{{BBCF Move Card<br />
|input=214214D<br />
|description=<br />
One of the only Astrals without startup invul, meaning Nu can't use it as a reversal. At least it looks cool. <br />
<br />
The range is somewhat small but it's easy and practical to combo into from Act Parcer routes and buttons such as <br />
<br />
*{{clr|C|5C}} <br />
*{{clr|C|2C}}<br />
*{{clr|C|3C}}<br />
*{{clr|A|6A}} (on air hit).<br />
*And many more. <br />
}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Nu}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://murakumo13.wordpress.com/intro/ Old site with Nu-13 tech and guides]<br />
*[https://www.youtube.com/playlist?list=PLiW_XwHnKG5sKuOQRPQuxinvtsb4sGGXP&disable_polymer=true Compilation of Nu-13 matches/sets]<br />
*Japanese Name: ニュー·サーティーン<br />
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=ny&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Nu-13/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Nu-13|42px|BBCF_Nu_Icon.png|ν-No.13-}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/Jubei&diff=340201BBCF/Jubei2022-10-24T18:37:11Z<p>GunBlaze: </p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Jubei is a '''highly mobile''' rushdown character with an install mode that vastly changes his offense. He has '''great mixups''' such as an instant overhead, unblockables, crossups, and several lows. He also has good oki, especially in the form of his fireball. Jubei's mobility and small size emphasize a slippery playstyle where Jubei picks his spots to start his offense. This is backed by Jubei's great air normals. <br />
<br />
Unfortunately, Jubei suffers from a '''poor defense'''. He has no reversals outside of system mechanics, and his Counter Assault is very average. Additionally, he has a unique mechanic where he is put into in extended hitstun anytime he is hit while standing. Good use of system mechanics are required as a baseline on defense or Jubei will eat a painful combo. Thankfully he also has fast normals and a great backdash to evade or challenge his opponents. Jubei is a good character for players seeking high mobility and mixups.<br />
|lore= Mitsuyoshi, also known as One-Eyed Twin Lotus, and more famously as Jūbei (both names being taken from the historical Yagyū 'Jūbei/Jūbē' Mitsuyoshi), is one of the Six Heroes, as well as Konoe's husband and Kokonoe's father. He battled the Black Beast alongside Hakumen, and is known as “the strongest being on the planet”; such was his fame that, through genetic engineering, he is also the progenitor of the Kaka race.<br />
|quote= <br />
| fastestAttack = [[#5A|5A]] (6F)<br />
| reversal = None<br />
| fatalStarter = [[#6B|6B Attack]]<br/>[[#6C|6C]]<br/>[[#Form ONE: Shadow Wolf|236B]]<br/>[[#Form FOUR: Black Panther|632146C]]<br />
|summary= is a heavy mixup character that uses his mobility to engage on his terms.<br />
|pros=<br />
*'''High Speed:''' Great mobility which can be further enhanced by Fudō: Sharenjin. Short height during dash allows him to low profile certain attacks and many projectiles.<br />
*'''Great Pressure:''' Virtually all of Jubei's moves push him forwards, making it easier to deal with Barrier and Instant Barrier. As well, he has solid stagger and mixup based pressure with good Oki.<br />
*'''Strong Mixup Potential:''' Jubei has a strong mixup game with various ways to open people up, including ground and air crossups.<br />
*'''Great Corner Carry:''' Amazing corner carry potential with Fudō: Sharenjin, which leads right into his great close-range gameplan. <br />
<br />
|cons=<br />
*'''Extended hitstun when standing:''' Vulnerable to high damaging combos normally only reserved for hitting a crouching opponent. <br />
*'''Poor Defense:''' No reversals outside of system mechanics and a pretty bad anti air.<br />
*'''Reliance on Snowballing:''' Damage is lackluster without confirming install or already being in install state. Jubei relies on taking advantage quickly and pushing it as far as it can go. <br />
|unique_mechanic1_name= Drive: Shiranui<br />
|unique_mechanic1=<br />
Similar to Taokaka's drive, Jubei performs a fast dash at his opponent and slashes them on the way past. This attack will always place Jubei on the opposite side of his opponent on a successful hit. Hitting with a drive marks his opponent with a black crosshair for a few seconds, known as the Shiranui Mark, causing his Distortion drives to teleport behind his opponent before starting the attack, and dealing bonus damage.<br />
|unique_mechanic2_name= Upgraded Drive: Shiranui: Steel (Shiranui: Hagane)<br />
|unique_mechanic2=<br />
After activating [[BBCF/Jubei#Immovable Object:_Lotus|Immovable Object: Lotus]], Jubei's drive is replaced with this upgraded version.<br />
<br />
*Pressing D in this state will put Jubei in a state where he hovers in place briefly. <br />
*Pressing a direction and one of the attack buttons in this state will lay out 4 waypoint markers in a pattern based on the direction and button you pressed. Jubei will then perform a teleport dash attack between each one in order.<br />
*This install is a one-off trade per round: once activated, it cannot be deactivated and never expires.<br />
Since it can cross up and offers excellent mobility, enabling this upgraded drive as soon as possible is a common tactic for Jubei players. However, experienced Jubei players should weigh the costs of giving up Jubei's default Drive, which has its own advantages.<br />
|unique_mechanic3_name= Overdrive: Five Circles of Nirvana (Rakan: Gorinkō)<br />
|unique_mechanic3=<br />
Augment's Jubei's drive moves in simple, but useful ways.<br />
* Drive moves have faster startup.<br />
* Single-use limit on upgraded Drive attacks removed.<br />
** If Jubei cancels into his OD and he's used his Drive already, he must hit the ground first before the limit is removed.<br />
* Non-upgraded drives trigger the second hit on block as well as hit, making them safe on block and adding the Shiranui Mark.<br />
* Improved damage to Distortion Drives in line with other characters.<br />
}}<br />
<br />
{{FP Box|header= Unique Ability: Being Small<br />
|content=<br />
Jubei is particularly small and able to simply not get hit by a lot of attacks:<br />
<br />
*Some opponent's 5As may whiff if he is standing, doing {{clr|A|5A}}, crouching and/or doing {{clr|A|2A}}; therefore requiring those characters to use often slightly slower {{clr|A|2A}} or {{clr|B|5B}} attacks<br />
*Jubei's running animation places him exceptionally low to the ground, and can run underneath a surprising number of moves.<br />
*Jubei's crouch only slightly reduces his hurtbox size compared to his standing hurtbox which is already small. The only indication that Jubei is crouching is that his stance is visually different.<br />
<br />
However, '''all hits against him while he is standing gain 2 frames of additional hitstun''', just like hitting a crouching opponent (air and crouching hits work as normal). This has some unique problems, namely that attacks that normally force standing, such as crumple stun and freezing, can allow opponents to perform combos with the extended hitstun that they cannot do to anyone else in the cast.<br />
<br />
Do not confuse this extra hitstun with Jubei ''actually'' being in a crouching state when standing, therefore:<br />
<br />
*Jubei must still block overhead and low attacks as normal.<br />
*Moves that are hard coded to miss crouching enemies, such as Taokaka's command throw Distortion Drive, can still hit Jubei while he is standing.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
*Gatlings: {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|2C}}, {{clr|C|6C}}<br />
*Hits crouching<br />
*Jump cancelable on hit and on block<br />
*Due to Jubei's small size you can low profile certain attacks and mash this move<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
*Gatlings: {{clr|A|6A}}, {{clr|B|6B}}, {{clr|B|2B}}, {{clr|C|5C}}, {{clr|C|2C}}<br />
*Moves Jubei forward before doing the strike.<br />
*Jump cancelable on hit and on block<br />
<br />
A decent short-ranged poke that moves Jubei slightly forward. While the horizontal reach looks lacking, because Jubei moves forward the range for it is actually fairly good considering it's fast and jump-cancelable. <br />
<br />
Due to how slow and generally poor Jubei's anti-air options are, the ability of this to somewhat function as one is not something to brush off.<br />
<br />
This normal also functions as Jubei's main kara cancel normal<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
*Gatlings into {{clr|A|6A}} {{clr|B|6B}} {{clr|C|2C}} {{clr|C|3C}}<br />
*Jump cancelable on both hits<br />
*Moves Jubei forward<br />
Jubei moves forward as he slashes down and then up. While the horizontal hitbox is not the best, the forward movement allows Jubei to comfortably gatling into {{clr|C|5C}} relatively far away. <br />
<br />
The first slash reaches further than the second, making it so that from further ranges the first will connect while the second hit will whiff. This is particularly noteworthy as {{clr|C|5C}} is the only gatling option from max-range {{clr|B|5B}} that reliably connects.<br />
<br />
On counter, the first hit launches, allowing combos like 5C(2) {{clr|C|632146C}} anywhere.<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
*Gatlings into {{clr|A|6A}} {{clr|B|6B}} {{clr|C|2C}} {{clr|C|6C}}<br />
*If mashed 3 times, the third hit will only have two active frames<br />
Generally preferred over {{clr|A|5A}} when Jubei has the advantage since it has longer range for one frame more startup. Bear in mind that this is a Foot attribute move even if it doesn't need to be blocked low, so certain moves will go right over it.<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
*Mid range low poke that is plus on block, so it's great for blockstrings and pressure<br />
Jubei's go-to poke for many situations. While it has good range, there are few options to confirm into from max range. If trying to take advantage of its plus frames however, it is better used close to the opponent as it pushes opponents back without moving Jubei forward.<br />
<br />
With its speed and range, it can work as a nice poke to surprise opponents when used from command dash. As Jubei's crossup dash leaves him a fair distance away from his opponent, this is also one of the better options to go for.<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
*Anti-air<br />
*Causes float on hit<br />
*Jump cancelable on hit and on block<br />
*Leaves Jubei airborne, allowing cancels into {{clr|D|j.236D}}/{{clr|D|j.214D}}<br />
Jubei extends one foot off the ground and slashes upwards with sword in mouth. For an anti-air, it's rather bad: The hitbox has poor vertical and horizontal reach that does not make up for the heavily delayed head invul. On top of that, he's considered airborne, so jumping out of it consumes an air option. Good in combos, especially in install for several extensions.<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A,6A Attack |versioned=input<br />
|description= <br />
*Guard Point Counter move. <br />
*Catches Head, Body and Foot strikes unless they are a low or an overhead.<br />
*On successful catch, follows up with an elbow smash that can be blocked. Crumples on grounded enemies, wall bounces airborne opponents.<br />
*If the follow up attack hits the opponent, Jubei instantly builds 22 Heat meter on normal hit, 24 on counter hit.<br />
*Since this parry is Guard Point, opponents may still Rapid Cancel to block the follow up attack. They may also jump cancel, but the follow up attack must be barrier blocked and may still catch them. <br />
*50% P1 and Very Short starter makes this move lead to mediocre damage.<br />
<br />
Similar to Hakumen's drive moves but with a much more limited set of moves it can actually catch. Use it to call out people autopiloting pokes and pressure strings. Definitely not a move to throw out randomly due to its short active time and the sheer number of moves that just go around it.<br />
<br />
Though the follow up attack itself is +1 on block, you can still cancel to specials on block. Notably {{clr|C|632146C}} will be a frame trap for a Fatal Counter to catch people who do not know you are safe and trying to {{clr|A|5A}} you, and it is also the most reliable combo starter. If the follow up attack happened to be instant blocked they would need a 6F {{clr|A|5A}} to trade, and the hit state on this attack will allow you to recover sooner. You can also hold it for a sneaky unblockable too if they do not mash. Special cancelling to {{clr|B|236B}} is a true block string into a low attack, that can also be converted into a combo off {{clr|A|6A}} if you have 50 heat to spend on {{clr|A|360A}} or a Rapid Cancel of your own.<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B,6B Attack |versioned=input<br />
|description= <br />
*Counter move. Only catches strike property moves that also ''must'' be blocked low.<br />
*Fatal Counter<br />
*90% P1 - Leads to much better damage than {{clr|A|6A}}<br />
Potentially much more rewarding than {{clr|A|6A}} but has an absurdly strict requirement on what moves it will actually trigger against (For instance, Susanoo's {{clr|A|2A}} won't trigger it since it doesn't need to be blocked low). Pretty much only useful for calling out specific long ranged or slow lows from certain characters who have them (Such as slide kick 3Cs), avoid using otherwise since you're just handing your opponent a free counter hit.<br />
<br />
If you do catch a move, Jubei will perform a highly damaging two part followup that launches his opponent and can be jump cancelled to follow up with, leading to very good damage.<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
*Forces crouching state on hit<br />
*Deals high hitstun<br />
<br />
Jubei performs a small somersault and using his tail slashes down hard with his sword. An above average standing overhead despite the mediocre startup, given the lengthy low/throw invulnerability while still being safe on block and leading to decent damage if it lands.<br />
While it reaches fairly far horizontally, its vertical hitbox is, at best, inconsistent. {{clr|C|6C}} actually can hit opponents fairly high in the air, but it can also miss even when opponents clearly appear within its graphical range. <br />
<br />
With its 110% bonus proration, you should always look for ways to fit this move into your combos, such as after {{clr|B|236B}}>{{clr|A|360A}} in the corner and after OD cancels.<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
*Can be jump-canceled on both hits<br />
*First hit has decent vertical reach<br />
*Second hit is a low<br />
Jubei quickly slashes upwards, takes a long step forward, and then takes a large swipe at the opponent's legs. Somewhat for combo-filler, somewhat for mixup. The first hit has decent vertical reach which is helpful in combos, but does not really cover areas that {{clr|C|2C}} cannot as an antiair. While the second hit is a low, the first is not so the opponent has ample time to block it.<br />
<br />
The first slash has poor horizontal reach while the second, due to its far forward movement, actually reaches quite far. However, as there's no gatling options from {{clr|C|3C}} and the first hit has such poor range, there's not much practical use for it outside of filler or perhaps surprising the opponent with the reach from the second hit.<br />
<br />
{{clr|C|3C}}(1)'s high hitstun is useful for stabilizing certain combos, though its bad proration typically means you wont get much damage after using it.<br />
<br />
Second hit launches slightly, allowing you to combo into and pick up after {{clr|A|236A}} in the corner without being in Lotus.<br />
}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
*Used for instant overheads<br />
*Fastest aerial with decent range and easy confirms<br />
*Jump-cancelable on block<br />
*Cancels into itself on hit<br />
Jubei alternates downward kicks with both of his feet. With its fast startup and immediate downwards hitbox, this is the go-to when attacking a grounded opponent from the air. With the speedy startup and spread active frames, {{clr|A|j.A}} can easily be mashed into itself when performed high enough.<br />
<br />
As jumping from dash provides Jubei a slightly more shallow jump arc, it can be used as an instant overhead on crouching opponents. Since crouching hurtboxes vary, when {{clr|A|j.A}} is used as an instant overhead several characters will be hit by only the first hit of {{clr|A|j.A}} (requiring {{clr|A|236A}} angled downwards to confirm off of) while on some both hits will completely whiff.<br />
}}<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
*Both hits can hit both sides<br />
*Good air-to-air<br />
*Jump-cancelable on block<br />
*CH on second hit causes untech until opponent hits the ground<br />
Jubei kicks forward and quickly spins into an upwards kick. Used for air-to-air situations as it has a good horizontal hitbox and it's slightly faster than {{clr|C|j.C}}. Both hits can crossup but because of their lacking downwards hitbox, precise spacing and timing is required.<br />
<br />
Jubei's strongest air normal if in range for it as it has fast startup and good reach on both hits. While the first is already a solid air-to-air, the second reaches surprisingly high vertically and has about the same horizontal range as the first, allowing him to cover several angles. As both hits can hit both sides and are jump-cancelable, they make for a flexible, solid normal.<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
*Decent air-to-air and air-to-ground<br />
*Jump-cancelable on block<br />
Has good horizontal and downwards reach so it works well air-to-air and air-to-ground. Slower than both {{clr|A|j.A}} and {{clr|B|j.B}} so it is best used when the longer reach is needed. Does not reach directly under very well so use it late into your jump or use {{clr|A|j.A}} for such situations.<br />
}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.2C<br />
|description=<br />
*Hits both sides<br />
*Fast air poke with decent range<br />
*Not jump-cancelable on block<br />
Has a fairly wide hitbox that also hits in a straight line under Jubei. Can crossup or be used in air-to-air situations but as it cannot gatling into other aerials it's difficult to confirm into. On grounded opponents, comboing off of it when done around the peak of Jubei's jump is finnicky as it does not have very much hitstun and, if not done close, Jubei lacks moves with fast enough startup and range to confirm into.<br />
<br />
While not the best for confirms, its speed matches {{clr|B|j.B}}'s and it has even more horizontal reach than {{clr|C|j.C}} while also having a decent downwards hitbox, making it Jubei's best air poke in terms of range. However, as it cannot be jump-canceled on block and it is difficult to confirm off of higher in the air, it can be hard to do more than simply poke with it.<br />
<br />
A good analogue to this move would be Hibiki's {{clr|C|j.C}} as their function and hitbox is very similar. The biggest difference between the two however is in their active frames (3 versus 6). As a result of this and other differences, Hibiki's {{clr|C|j.C}} is a strong general use tool while Jubei's {{clr|C|j.2C}} is more of a situationally useful crossup and air poke due to its relatively fast startup and range. <br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D,5D OD |versioned=input<br />
|description=<br />
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.<br />
*Special-cancelable on hit once Jubei's sword gleams<br />
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed<br />
*Drags the opponent towards Jubei on block and on hit<br />
<br />
Jubei rushes past his opponent and then does an attack in passing. A good way to quickly side-switch on hit as well as on block if careful. Since the attack goes active after Jubei has moved and there is no invulnerability, he can be stuffed or even thrown as he moves past (he is considered grounded throughout this move). Your opponent will be unlikely to do this on reaction, but be wary of throwing it out around moves with lots of active frames.<br />
<br />
Depending on if {{clr|D|5D}} hits or is blocked, the length that {{clr|D|5D}} travels varies. On hit, Jubei will travel a fixed distance from the opposite side of the opponent allowing for consistent followups, while on block he will travel a fixed distance from his original location. While negative on block, when used at a close or middling distance, Jubei will end up far enough away from his opponent that punishing him is impossible outside of specific fast, long-ranged options.<br />
<br />
With meter {{clr|D|5D}} can serve as a way to close distance on a far grounded opponent or to continue pressure. When rapid-canceled, with precise timing Jubei can end up next to his opponent on either side which can be tricky to react to. However, due to its long active frames, immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings. <br />
<br />
You can also use Jubei's {{clr|D|5D}} to dodge fast EA ([ABCD] for immediate EA) attempts. Done well, Jubei will cancel his previous attack and pass through his opponent during their EA animation.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D,j.D OD |versioned=input<br />
|description=<br />
*Dive attack that goes all of the way to the ground from any height.<br />
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.<br />
*Special-cancelable on hit once Jubei's sword gleams<br />
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed<br />
<br />
Travels at a fairly steep angle compared to {{clr|D|j.6D}}, meaning it's unlikely to connect with your opponent unless they are close horizontally. On hit, Jubei will travel a fixed distance from the opposite side of the opponent allowing for consistent followups while on block he generally lands directly behind his opponent. As it is unsafe and always leaves Jubei right next to his opponent, this is a much better option when Jubei has meter.<br />
<br />
With meter, Jubei has complete control over ending up in front or behind his opponent by either rapid-canceling immediately before or after he rushes through. When used relatively far horizontally, Jubei may land in front of opponent. <br />
<br />
When following up on block with a rapid cancel, due to {{clr|D|j.D}}'s long active frames immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings.<br />
}}<br />
<br />
===<big>{{clr|D|j.6D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.6D,j.6D OD |versioned=input<br />
|description=<br />
*Second hit causes Shiranui Mark on hit or block, but will only activate if the first attack hits unless Jubei is in Overdrive.<br />
*Special-cancelable on hit once Jubei's sword gleams<br />
*Despite looking like a teleport dash, Jubei still actually moves from the start point to the end point at a fixed speed<br />
<br />
Travels further horizontally than {{clr|D|j.D}}, making it a fairly fast way to close in on your opponent. As it is unsafe and generally leaves Jubei right next to his opponent, this is a much better option when Jubei has meter. However, when used at an angle where it will rush through the opponent at around their head height, Jubei will land fairly far away. This allows Jubei to escape corners in certain situations and is similar to a poke that is easy to confirm into, with the cost (or reward) of positioning on block.<br />
<br />
With meter, Jubei has some control over ending up in front or behind his opponent, generally by rapid-canceling immediately before or after he rushes through, but due to the many possible horizontal and vertical distances this can be used from, it is not always feasible to control which side he lands on. <br />
<br />
When following up on block with a rapid cancel, due to {{clr|D|j.6D}}'s long active frames immediate attacks are granted crossup protection. A lengthier mixup option such as {{clr|C|6C}}, dash {{clr|A|j.A}}, dash crossup, etc. can be used to throw your opponent off balance but these do leave small openings.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Upgraded Drive Moves==<br />
===<big>Shiranui: Hagane</big>===<br />
{{InputBadge|{{clr|D|D}}~X after Fudō: Sharenjin (Air OK)}}<br />
{{BBCF Move Card<br />
|input=Install D<br />
|description=<br />
After using Fudō: Sharenjin, all drive moves are replaced with these for the remainder of the round. Each version lays down 4 waypoints on screen in a specific order and Jubei does a teleport dash attack between each one. If these hit his opponent, they will be sent flying in the same direction of the attack, causing each of the 4 attacks to combo together in most cases. To use, press D and then immediately press the specified direction and button to use the listed attack pattern. <br />
*Hold up/down when selecting a path and the path will angle in that direction.<br />
*Button and direction can be held for easier execution, only the D-version has to be timed/mashed.<br />
*Grounded versions of this drive behave the same as the air versions except that ground versions can only be angled upwards. <br />
*Not pressing any button will result in Jubei using the standard {{clr|D|5D}} version instead.<br />
*Any hit from any version inflicts the Shiranui Mark. <br />
*Unless Jubei is in overdrive, he must touch the ground before being able to use his drive again.<br />
*If a waypoint laid by this move ends up off the sides of the screen, it will be placed at the edge of the screen at the same height it would normally be. Similarly if a waypoint would be placed under the floor, it is instead placed at ground level at the same horizontal position it would normally be.<br />
<br />
In terms of actual usage, these drive moves see use inside combos to give good damage while affording a certain amount of control over where your opponent ends up, or carrying the opponent to the corner from anywhere on the screen. Notably, {{clr|C|2C}}, {{clr|C|3C(1)}} and {{clr|B|j.B}} can combo into this. Generally the A versions gets used the most for consistency. It's also one way to gain additional height in your air combo to maximise how much damage your distortion drive will do.<br />
<br />
Outside of combos, the more fiddly A and B patterns are used to form a crossup, since both patterns look very similar but with their middle two waypoints swapped. A keen eyed opponent can see the order the waypoints appears and react accordingly, however, and it can be easily stuffed by projectiles limiting its usage in certain matchups. It can also be used to get higher into the air to stall for time combined with his other aerial options.<br />
}}<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*Grounds the opponent<br />
Grounds the opponent for a lengthy amount of time allowing Jubei to pick them off the ground with a variety of options.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*Grounds the opponent<br />
*Switches sides<br />
Jubei uppercuts the opponent to the opposite side and grounds them for a lengthy amount of time, allowing him to pick them off the ground with a variety of options. Essentially the exact same as forward throw with the main difference being side-swap.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*Pretty standard air throw.<br />
*Brings opponent and Jubei to the ground before dealing damage, allowing for consistent followups.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*Can be useful to disrupt blockstrings and get {{clr|C|236C}} out before they realize they've lost momentum.<br />
*Uses Jubei's {{clr|B|5B}} animation. Because Jubei slides forward an opponent baiting this by jump cancelling forward may land a bit far away or swap places into the corner.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*Causes hard knockdown on air hit<br />
Jubei lunges forward and slashes with his two sword. Moves Jubei forward after he recovers.<br />
<br />
Somewhat pointless for crushing guards given that {{clr|C|632146[C]}} exists which costs no heat and will even penetrate barrier guard. Jubei also has lots of other ways to crack open a defensive character.<br />
<br />
While you are best served using your meter to activate install in most match ups, you may consider spending a quick level 1 charge of this in during {{clr|B|236B}}~{{clr|C|236C}} oki pressure in the corner<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Fissuring Slash (Rekkōzan)</big>===<br />
{{InputBadge|{{clr|A|236A}} (Air OK)}} or {{InputBadge|{{clr|A|236236A}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236A / j.236A,236236A / j.236236A |versioned=input<br />
|description= <br />
*The air versions can shift Jubei up or down by holding any up or down direction during the attack. Otherwise they work the same.<br />
*Punishable on instant block<br />
*{{clr|A|236A}} is a series of 3 hit swipes, best for pushing to the corner, corner combos, or small conversions off {{clr|A|j.A}} instant overhead<br />
*{{clr|A|236236A}} is a series of 5 swipes, with the last hit being in the air that spikes opponent down. A good combo finisher for more damage and meter. Can be used to set up mid-screen okizeme since the land close to Jubei<br />
*When in install, this move gets upgraded and changes drastically! Please see below section for the specifics on the Install Fissuring Slash)<br />
<br />
Jubei slashes forwards with his claws for three strikes. The last slash blows the opponent back. The {{clr|A|236236A}} version has Jubei slashing 5 times and slamming the opponent down.<br />
<br />
Before you activate install, this move is mostly used in combos as it is very unsafe on block. Should you use this in pressure or neutral it can land some quick unexpected hits due to the size of the hit boxes. Learn to catch roll techs after ending combos with {{clr|A|236236A}} to keep the pressure up and build heat so you can install and use the better version of this move.<br />
<br />
}}<br />
<br />
===<big>Install Fissuring Slash (Rekkōzan) and Additional Attacks</big>===<br />
{{InputBadge|{{clr|A|236A}} then A for each Additional Attack (Air OK)}}<br />
{{BBCF Move Card<br />
|input=Install 236A,236AA / j.236AA,236AAA / j.236AAA,236AAAA / j.236AAAA,236AAAAA / j.236AAAAA |versioned=input<br />
|description=<br />
*Can be followed up for a total of 5 attacks on hit, block, and whiff.<br />
*Pressing A will followup with another swipe.<br />
*Pressing B during the first 3 followups will cancel into Fissuring Impact. Jubei can only followup with one other attack afterwards.<br />
*The first 4 attacks can be cancelled into the following specials. These specials will end the rekka: <br />
**{{clr|B|4B}} will cancel into Demon Fox<br />
**{{clr|B|6B}} will cancel into Shadow Wolf<br />
**{{clr|C|5C}} will cancel into Wild Lion<br />
**{{clr|C|646C}} will cancel into Black Panther<br />
**{{clr|D|6D}}/{{clr|D|4D}} will cancel into Divine Form. You can use this to cross through opponents, reset pressure, retreat, or avoid reversals<br />
*The air version can be shifted up and down like the non-install version.<br />
*The 5th and final attack is similar to the non-install {{clr|A|236A}} final attack<br />
*Air version startup is comparable to jump normals and in some cases is your best air to air attack.<br />
<br />
Jubei slashes forward up to 5 times. For the 5th swipe, Jubei jumps similarly to the last hit of the regular {{clr|A|236A}}. <br />
<br />
During install, Fissuring Slash ("Rekkōzan") becomes a true rekka series. Jubei can vary the amount of Additional Attack slashes that occur during Fissuring Slash, choose between multiple followups that can create mix ups, or cancel to his command air dashes even while grounded to create space or do low to the ground cross ups. Jubei's pressure game here should not be underestimated and you can quickly smother an opponent with fast unpredictable pressure.<br />
<br />
While the individual slashes are minus on block, Jubei can easily choose how many swipes to go for and can deter mashing with his other Fissuring Slash followups, conditioning opponents to fear his options from it. If the opponent respects these options and avoids mashing, Jubei can opt to stop doing followups off Install Fissuring Slash's Additional Attacks and then reset pressure entirely! <br />
<br />
Also, the hit boxes on this attack are pretty good at covering Jubei due to how low to the ground he gets if you decide to try this attack in neutral. It's especially important to threaten this attack as an air to air due to the quick startup. Also, the higher up you hit someone with the 5th attack, the more chance you can cause them to fly into the corner for the wall bounce, allowing you to land and link a {{clr|B|5B}} or dash {{clr|B|2B}} for an easy combo conversion!<br />
<br />
As a final important use, this can be used to stall in the air by holding upward. Only the last attack has landing recovery.<br />
<br />
Read the special move sections below for information on their "Fissuring Slash" versions.<br />
}}<br />
<br />
===<big>Fissuring Impact</big>===<br />
{{InputBadge|{{clr|B|5B}} after Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236A~5B / j.236A~5B<br />
|description=<br />
*Swipes the opponent upwards off the ground<br />
*Leaves Jubei in an airborne state<br />
*Available only in Immovable Object: Lotus<br />
*Not special cancelable with {{clr|D|j.236D}}/{{clr|D|j.214D}}<br />
Jubei jumps while slashing upwards into the air. This move is only available when Immovable Object: Lotus has been activated and functions like a launcher. After this attack, the next attack will always end the rekka sequence. Fissuring Impact cannot cancel into {{clr|C|236C}}, {{clr|D|j.236D}}/{{clr|D|j.214D}}, and the A followup will always be the final slash of the rekka.<br />
<br />
{{clr|B|236B}} (shortcut {{clr|B|6B}}) is a particularly strong option after Launch as it is a frame trap that can yield a fatal counter. As Jubei's options after Launch do not offer much mixup potential and are all negative on block, opponents comfortable with Jubei options afterwards might not feel pressured to mash after seeing it.<br />
}}<br />
<br />
===<big>Form ONE: Shadow Wolf</big>===<br />
{{InputBadge|{{clr|B|236B}} (Air OK)}} or {{InputBadge|{{clr|B|6B}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236B,236A~6B |versioned=input<br />
|description=<br />
*Hits low<br />
*Very respectable range<br />
*Fatal Counter with a very high damage reward<br />
*On hit, cancels into {{clr|C|236C}} for Oki.<br />
*Can cancel to Install Super on hit or block to either hit confirm into good damage or create a strong mixup<br />
<br />
Jubei uses both of his swords to slash vertically and horizontally at his opponent's feet, knocking them down on hit. It is used often as an ender in combos to set up oki, as special canceling into {{clr|C|236C}} saves time that makes up for {{clr|C|236C}}'s high startup.<br />
<br />
Has the potential to fatal counter so it is an option to deter mashing, but outside of install Jubei lacks options to encourage it in the first place. Still, if the opponent is particularly mash-heavy, or if you feel the opponent is trying to up back out of a long pressure string, delaying this at points they are expected to mash can yield high reward.<br />
<br />
While a low, as Jubei's overhead options later in strings are a little lacking and {{clr|B|236B}} itself is unsafe - though very difficult to punish at further ranges - it is perhaps more suited to ensuring opponents respect Jubei's pressure than it is as a mixup tool. <br />
<br />
When used from Fissuring Slash's and its Additional Attacks, it can be delayed long enough to frame trap opponents with pretty much a 1F timing window, but it can also be used directly after Fissuring Slash > Launch for this purpose. From Fissuring Slash > Launch, between this and delayed {{clr|B|4B}}, Jubei has a high/low mixup that yields a combo with meter or counter hit.<br />
<br />
Jubei is at least +13 after an immediate {{clr|B|236B}}>{{clr|A|360A}} cancel, giving you true blockstrings after and ample opportunity to diversify your pressure by doing dash {{clr|B|2B}}, or dash {{clr|A|j.A}} as a quick instant overhead.<br />
}}<br />
<br />
===<big> Form TWO: Demon Fox</big>===<br />
{{InputBadge|{{clr|B|214B}} (Air OK)}} or {{InputBadge|{{clr|B|4B}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214B / j.214B,236A~4B |versioned=input<br />
|description=<br />
*Overhead<br />
*Generally only combos off counterhit or with meter<br />
*Decent ender for air combos<br />
*Jumps over lows<br />
Jubei jumps into the air and slashes overhead in a backwards arc. Generally, without counterhit or a rapid cancel comboing off of this is not possible. However, on hit it can distortion cancel into {{clr|A|360A}}, allowing Jubei to both combo and power up off a safe opener. On block, going for {{clr|A|360A}} after leaves a 5 frame gap that many characters cannot exploit.<br />
<br />
When used close and on a crouching opponent, Jubei can side-switch with the opponent. As this only works when opponents are crouching, this serves no purpose as a crossup but can be useful for positioning.<br />
<br />
While {{clr|C|j.214C}} is a better ender for air combos due to better frame advantage and damage, {{clr|B|j.214B}} lands more reliably and avoids the possibility of side-switch.<br />
<br />
If {{clr|B|j.214B}} hits high enough on an opponent, Jubei can link this attack with {{clr|B|5B}} to pick up and continue a combo.<br />
<br />
During the upgraded Fissuring Slash, it is an effective tool to stop opponents from trying to mash out of your strings. When used from Launch it can be delayed long enough to frame trap opponents. When used from Fissuring Slash's Additional Attacks however, it must be immediately canceled into. From Launch, between this and {{clr|B|6B}}, Jubei has a high/low mixup that yields a combo with meter or counter hit.<br />
<br />
Demon Fox on the ground can be punished by Instant Blocking and using a 6 frame move, as it is -3. <br />
}}<br />
<br />
===<big>Form THREE: Wild Lion</big>===<br />
{{InputBadge|{{clr|C|214C}} (Air OK)}} or {{InputBadge|{{clr|C|C}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214C / j.214C,236A~C |versioned=input<br />
|description=<br />
*Combo ender<br />
*All hits are mid<br />
*Go-to ender for air combos<br />
*Leaves Jubei fairly airborne allowing him to go over lows<br />
*Gains increased horizontal distance when used after command dash<br />
<br />
Jubei jumps in a forward arc, slashing in a flurry all around him and ending with a long slash once grounded. Strictly a combo tool due to how unsafe it is.<br />
<br />
{{clr|C|j.214C}} is Jubei's go-to ender for air combos as it offers greater frame advantage, damage, and potential side-switch. It is a little finnicky however as it is somewhat poor at hitting opponents above Jubei which can cause disastrous whiffs in unexpected situations. Whiffing (and side-switch) is generally avoidable by getting into the habit of super jumping into the preceding air chain as {{clr|C|j.214C}} consistently hits when above or at an even level with opponents.<br />
<br />
When done close to the opponent, Jubei's delayed attacks after his jump functions as a crossup. If done further away however, Jubei is more likely to stay on the same side. As all hits are mids and this move is extremely unsafe, this should be avoided.<br />
<br />
If used off of Jubei's 44 > 6 dash, it travels a little farther than fullscreen. It is not ideal as a means of approach, but it can catch people off guard and force Jubei's way in. Keep in mind that only the backdash has invuln and that it is quite minus on block and on whiff.<br />
}}<br />
<br />
===<big> Form FOUR: Black Panther</big>===<br />
{{InputBadge|{{clr|C|632146C}} (Air OK)}} or {{InputBadge|{{clr|C|646C}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=632146C,236A~646C |versioned=input<br />
|description=<br />
*Fatal Counters<br />
*Becomes truly unblockable if charged for 30 frames<br />
**Guard breaks even if opponent barrier blocks<br />
**Has a just-frame if released at 30 frames. The Just-frame is comboable<br />
**Does not combo outside of just-frame and counter hit<br />
Jubei readies his swords behind his back in a cross and slashes rapidly as he front flips in place. With its lengthy startup and short horizontal range, this serves mostly as combo filler for his more damaging combos though it can be a hard, rewarding callout on delayed mashing as it rewards fatal counter.<br />
<br />
In combos, this move functions as a launcher in low height air juggles, generally after crouching/air hit hit {{clr|C|5C}}, air hit {{clr|C|3C}}(1) or Fissuring Impact. When grounded, comboing into it usually requires a crouching opponent, and using a N-starter into {{clr|C|5C}} > {{clr|C|632146C}} or {{clr|C|5C}}(1 > {{clr|C|632146C}} if you use an A-starter. <br />
<br />
As the charged version has very long startup and fairly short range, it is unlikely to ever be useful during Jubei's pressure. This move does, however, have a just-frame release property; if you release the C button after charging approximately 30 frames (exactly when the ground shakes) the recovery of the charged version is lessened to that of the uncharged variant, allowing meterless combos from an unblockable attack! This makes it useful in corner okizeme situations from the {{clr|B|236B}} > {{clr|C|236C}} ender.<br />
}}<br />
<br />
===<big>Rising Justice</big>===<br />
{{InputBadge|{{clr|C|236C}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=236C / j.236C |versioned=input<br />
|description=<br />
*Fires a large projectile that bounces along the ground slowly at a fairly large height, slightly above the height Jubei was at when he launched it. <br />
*Lasts for 300F<br />
*Does not travel off the screen but instead just bounces in place against the wall.<br />
*Leaves Jubei in counterhit state during its lengthy startup<br />
*Disappears if Jubei is hit.<br />
<br />
A key oki tool for Jubei, used at the end of his combos to force a block so that he can use his powerful mixup tools to continue pressure and keep momentum going. Has a rather bad startup however so using it at neutral is only really helpful at long range to cover an approach, using this up close is often suicide.<br />
}}<br />
<br />
===<big>Divine Form</big>===<br />
{{InputBadge|{{clr|D|j.236D}}/{{clr|D|j.214D}}}} or {{InputBadge|{{clr|D|6D}}/{{clr|D|4D}} during Fissuring Slash (Air OK)}}<br />
{{BBCF Move Card<br />
|input=j.236D,236A~6D,j.214D,236A~4D |versioned=input<br />
|description=<br />
*Can be used off certain grounded options that put Jubei in the air<br />
*Can be special canceled into off of any aerial on hit and block<br />
*Does not count as one of Jubei's jumps<br />
*Leaves Jubei in counterhit state until finished<br />
*Can pass through opponents<br />
Offers Jubei some precise horizontal mobility in the air. Can be used before or after a double jump though only one can be used per jump. Can also be used off of any air normals on hit or block, giving his jump-cancelable normals greater pressure options.<br />
<br />
Does not grant invulnerability and leaves Jubei in counterhit until completed so {{clr|D|j.236D}} should be used with some caution during pressure or in neutral. If {{clr|D|j.236D}} crosses over the opponent, aerial attacks autocorrect for slow but sure crossups.<br />
<br />
As moves like {{clr|C|2C}} and enhanced {{clr|A|236A}} leave Jubei airborne on block and hit, they can be reliably canceled for greater pressure ({{clr|D|j.236D}}) or safety ({{clr|D|j.214D}}).<br />
<br />
When the opponent is completely cornered, if they respect Jubei's pressure {{clr|D|j.236D}} becomes a stronger pressure option. When {{clr|D|j.236D}} is done high into Jubei's jump arc (generally requiring a standing opponent) it will not crossup, while any lower and it will always crossup. <br />
}}<br />
<br />
===<big>Quick Dash</big>===<br />
{{InputBadge|44~6}}<br />
{{BBCF Move Card<br />
|input=44~6<br />
|description=<br />
Unique forward dash when cancelling from backdash that's '''considerably''' faster than his normal dash. Activates if you're holding 6 on the frame Jubei touches the ground from backdash. It doesn't have to be timed, but there is no window to perform it later.<br />
<br />
From frame 9 onwards, Jubei can cancel into any attack, jump or Barrier Block (but cannot block normally). Like regular dashing, cancelling into Barrier will maintain his momentum, sliding him forward to effectively and safely advance. Similarly, the momentum can be instantly cancelled by doing a throw and kara cancelling into Barrier. Several of Jubei's attacks also retain momentum: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|B|2B}}, {{clr|C|3C}}, {{clr|B|214B}}, or {{clr|C|214C}}. These attacks will slide or even launch Jubei across the screen while attacking.<br />
<br />
Quick dashing counts as a dash for adjusting Jubei's jump heights so, combined with Quick dash momentum, Jubei can jump incredible distances. Jubei can even be tricky by super jumping backwards first, looking like a normal straight up jump, and then double jumping forward with that momentum.<br />
}}<br />
<br />
===<big>Run Through Opponent</big>===<br />
{{InputBadge|6, while running near opponent}}<br />
{{BBCF Move Card<br />
|input=Run Through Opponent<br />
|description=<br />
If Jubei has been running for over 7 frames, Jubei will jump past his opponent and turn around with a fixed animation. It does not actually allow him to keep running past the opponent, away from them.<br />
<br />
The ability to run through his opponent adds another layer to Jubei's offense, giving him the ability to cross up even cornered opponents without leaving the ground.<br />
<br />
*Can only be triggered from a normal run, not the quick command dash after a backdash<br />
*Can be avoided by holding 3 to run instead of 6<br />
}}<br />
<br />
===<big>Running Jump</big>===<br />
{{InputBadge|Any jump while running or during 44~6}}<br />
{{BBCF Move Card<br />
|input=66~9<br />
|description=<br />
If Jubei jumps or superjumps while running or out of his quick dash, his jump heights are adjusted; his normal jump is lower while his super jump is even higher. The lowered jump height allows for more immediate jumping normals to connect against grounded opponents, including enabling instant overheads with {{clr|A|j.A}}, while the heightened super jump allows Jubei to cover exceptionally long distances in combination with his dash momentum, letting him chase or run from opponents more effectively.<br />
}}<br />
<br />
==Distortion Drives==<br />
===<big>Twin Guardians: Mourning Shore</big>===<br />
{{InputBadge|{{clr|D|j.236236D}}}}<br />
{{BBCF Move Card<br />
|input=j.236236D,j.236236D Mark |versioned=input<br />
|description=<br />
*Mid part of the attack loops continuously until reaching the ground, therefore the higher up you start this move, the more damage it will do. <br />
*If opponent is marked, Jubei teleports above and behind his opponent before attacking, ensuring it connects.<br />
*Completely invulnerable from the start until recovery, but very punishable on block.<br />
*Minimum damage (Marked): 200, 40*n, 500 (250, 40*n, 500)<br />
*OD minimum damage (Marked): 200, 40*n, 160*5 (250, 40*n, 160*5)<br />
Jubei's air combo ender of choice leading to decent damage, also can be used as a full screen punish if your opponent is marked and mucking around in the air because of its very fast startup, but this is very risky. Definitely not a move to just throw out at neutral.<br />
}}<br />
<br />
===<big>Thousand Hands: Roaring Pillar</big>===<br />
{{InputBadge|{{clr|D|236236D}}}}<br />
{{BBCF Move Card<br />
|input=236236D,236236D Mark |versioned=input<br />
|description=<br />
*General purpose ground distortion to add more damage to combos and to do very long range punishes.<br />
*If opponent is marked, Jubei appears behind opponent before attacking, even if they're in the air, and deals slightly more damage. Useful for combos that leave your opponent too far to connect the attack normally.<br />
*Minimum damage (Marked): 800(900) OD: 1120(1220) <br />
Due to the superflash ocurring after Jubei teleporting, this should not be used as a way to do a crossup since they'll just block it. If the opponent commits to a move with lengthy startup this can work to punish them no matter the distance due to its reasonably quick startup and Shiranui mark making it always connect.<br />
}}<br />
<br />
===<big>Immovable Object: Lotus</big>===<br />
{{InputBadge|{{clr|A|360A}}}}<br />
{{BBCF Move Card<br />
|input=360A<br />
|description=<br />
*Disables Normal Drive and replaces it with the upgraded version for the rest of the round.<br />
*Modifies Fissuring slash in various ways (See above)<br />
*Absurdly short startup and recovery time, basically impossible for your opponent to stuff. Can easily be used mid combo as an alternative to a Rapid Cancel.<br />
*Extremely flexible places to use it. <br />
*Cancels from all specials on block and hit except for {{clr|C|236C}}. Air specials require Jubei to land on the ground first.<br />
*Can use the activation in neutral or on the opponent's wakeup to pause the match, see what your opponent is doing and counter what the opponent may have committed to doing <br />
*Can only be activated once per round and its effects cannot be switched off by anything.<br />
*Due to how effective non-install {{clr|D|5D}}, {{clr|D|j.5D}} and {{clr|D|j.6D}} are versus some character match ups, it may not always be a good idea to activate this install.<br />
<br />
Activates Jubei's trademark install. Only activates once per round, and remains active for the rest of the round. Once Lotus is active, Jubei's offense changes greatly. Jubei's Drive (explained above) changes greatly, and Fissuring Slash becomes a rekka series. During the rekka, Jubei can cancel into all of his specials except for Rising Justice. Cancelling into a special will immediately end the rekka. Each special move has a simpler input during the rekka.<br />
<br />
Jubei can cancel into Lotus from more situations than most Distortions. Except for Rising Justice, Jubei can cancel into this distortion from any special move on block and on hit as long as he is grounded. This means that specials like {{clr|B|236B}} and {{clr|B|214B}} can cancel into Lotus on block, essentially extending Jubei's pressure. On top of extending pressure, he can use it to stay safe, hit confirm and extend a combo, or just pop it in neutral.<br />
<br />
In some matchups it's not ideal to go into Install State. If you want to use it as a cancel you're better off using RC instead, unless a specific install combo will kill.<br />
}}<br />
<br />
==Exceed Accel==<br />
===<big>Miroku: Spherical Illusion</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Offense#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*280/638 Minimum Damage<br />
<br />
On startup, Jubei performs a pommel strike on the opponent with his sword scabbard. If it hits, Jubei will slam his opponent into the wall and slash them with his swords and claws. Puts Jubei in Active Flow if he hasn't already been in it already. In Active Flow, Jubei does another powerful spinning slash with his claws. Has full invul and minimum damage, but is unsafe on block and cannot be rapid-cancelled. Basically the same as most Exceel Accels, just one of the better ones for corner carry. Without Active Flow, this leaves the opponent at miscreen. In active flow, EA leaves him close enough to call out delay wakeups with {{clr|B|5B}}. The short range means that it can be baited without much trouble.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Asura: Thunderbird Rising</big>===<br />
{{InputBadge|{{clr|C|6321463214C}} }}<br />
{{BBCF Move Card<br />
|input=6321463214C<br />
|description=<br />
*Borrowing the power of his late brother's eye, Jubei paralyzes his opponent and reveals their true form before tearing them apart in a flurry of elegant swordplay and savage claw swipes with a ferocity befitting one known as "The Strongest Being on the Planet".<br />
While the range on this move is quite short, being the immediate area around Jubei's sprite, it is surprisingly very easy to combo into due in part to how close all of Jubei's attacks keep him to the opponent.<br />
<br />
'''Combos From'''<br />
*{{clr|C|5C}} (both hits)<br />
*{{clr|C|3C}}<br />
*{{clr|C|632146C}} (Just frame, air hit, and CH)<br />
*{{clr|C|2C}} (CH)<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Jubei}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://drive.google.com/file/d/1HW8ovKkJT-aZ_2h6kAxe6D5DiG6he0If/view?usp=sharing Jubei Guide by Elyon]<br />
*[https://youtu.be/O-0J8vUVs1g Intro to Jubei]<br />
*[https://twitter.com/Mattocat/status/1044980218316947457?s=19 Twitter Moment with Jubei tech]<br />
*Japanese Name: 獣兵衛<br />
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]<br />
*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=ny&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Jubei/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Jubei|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/FAQ&diff=335387BBCF/FAQ2022-10-07T04:44:57Z<p>GunBlaze: </p>
<hr />
<div>{{TOC limit|3}}<br />
==Frequently Asked Questions==<br />
===Why does PS3/PS4 version not having rollback?===<br />
There is no official statement on why PS4 does not have rollback, though one speculated reason is that there is PS3 crossplay, and PS3 softwares can no longer be updated to compensate. <br />
===Does that mean PS3/PS4 version is a no-buy?===<br />
This would depend on the regions you live. If you live in Japan, the PS4 BBCF is still active and most of the time the connection would be good enough without rollback. Also, PS4 version have lower input delay than PC; this might be a deal breaker if you want to attend (PS4) local competitions.<br />
===Do I need to buy all the iterations of Blazblue?===<br />
If your goal is to only play online fighting game, then BB Central Fiction will be your only choice. <br />
<br />
If you want to read the whole story, '''''BlazBlue: Continuum Shift Extend''''' includes a simple rushdown on how the stories of ''BlazBlue: Calamity Trigger'' goes. Then from there, you can buy ''BlazBlue: Chronophantasma Extend'' and BBCF to complete the story. Most of the time the Steam bundle of CT, CS, CP and CF will come at a discount in which you technically get BBCT for free, so that is also an option.<br />
<br />
===Where is {{Character Label|BBCF|Jubei|32px}}?===<br />
You need to pay individually for him as DLC.<br />
===What are the optimal Settings for PC?===<br />
The optimal settings for BBCF for PC are <br />
* Anti aliasing off<br />
* Vsync off<br />
* Bloom off<br />
* Fullscreen<br />
This lowers native input delay of 5.5 frames to 3.5 frames. (The PSN version has 2.5 frames of input delay.) [https://twitter.com/Super_Myoro/status/1468005468349943809?s=20 Source]<br />
===How Balanced is this Game?===<br />
Good enough that you can get good and blow up anyone with any character.<br />
===I hear this game is very difficult.===<br />
On one hand, not really. In terms of execution difficulty, most of the cast's moves, combos are not as hard as you might think (of course there are exceptions). There is also a '''fully comprehensive''' tutorial mode that you definitely should check out if you are playing this game first time.<br />
<br />
Of course on the other hand, the game can be real difficult when you are in an actual match. BlazBlue's cast ranges ''very'' differently, from a common Shoto to some character that is basically playing a shoot'em up with you. Lacking the '''match-up knowledge''' can make the game unfun. Unfortunately, that difficulty is part of the game. <br />
<br />
===What should I focus on then?===<br />
Early on, it's best to start with actually figuring the game out. Focus on starting small. Work your way up from the basic mechanics to the crazy stuff later. Make sure you're ''having fun''.<br />
<br />
You can (and should) go through the Tutorial mode the game has provided; it is a bit wordy but well-written nonetheless. The best thing about BBCF is that '''it has individual tutorial for each character'''. Definitely check those out if you want to try out all the characters and understand their plan fast. There is also '''Combo trials''' if you want to take a shot on how combos for each character works. They are not the most optimal but should give you an idea on how links for this character works.<br />
<br />
Once you found your character, get used to your character's buttons and inputs first. Get used to figuring out what to do in neutral. Learn to mix Barrier with regular blocking. Get familiar with movement. <br />
<br />
There's no reason to overload yourself with the hard stuff first. If you want to be a lab monster, that's absolutely fine. If you want to be a player, it's best to start with actually figuring the game out. You can start in the lab and get an idea. You can start by playing and figuring it out as you go. You can start by watching footage and gleaning that way. Regardless of how you do it, it's best to get into the cycle of doing all three. All you need to do is ''start''.<br />
<br />
==Mechanics==<br />
===How different is this game from other ArcSys games?===<br />
Every ArcSys games are wildly different from each other, in short. '''You don't necessarily compare them for the sake of "game X is better than Y"'''. Nevertheless if you are still curious, we have compiled the differences of some commonly compared games:<br />
<br />
'''BlazBlue Itself'''<br />
<br />
There are many changes over the 10 years of development. We have compiled it into a table, if you are interested in the changes across the iterations:<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show BB Mechanics Differences" data-collapsetext="Hide BB Mechanics Differences" style="overflow:auto;><br />
<br><br />
{| class="wikitable" border="1"<br />
|-<br />
! !! BBCT !! BBCS !! BBCP !! BBCF<br />
|- <br />
! '''Overall'''<br />
| <br />
* '''Negative Penalty''' is one way BlazBlue to force an offensive interaction between the players. Making too much defensive moves will cause you to enter a negative state.<br />
** A Red aura will surround the character if he/she suffers from Negative Penalty and will take '''doubled damage'''.<br />
* '''Rapid Cancel''' is the good old ''Roman Cancel'' from Guilty Gear XX series. With 50 Heat, you can cancel the attack and return to neutral on hit or on block.<br />
| <br />
* Negative Penalty now deals 1.5x damage. <br />
* '''Minimum Damage''' is introduced. Most Distortion Drives and some moves will now guarantee some amount of damage regardless of the proration.<br />
* '''Same Move Proration''' is introduced to prevent looping combos.<br />
| <br />
* Negative Penalty now only depletes Barrier Gauge and does not come with extra damage penalty. Rather, they disable Barrier regeneration until you left the Danger state.<br />
* Proration system is now ''time based'' rather than scaling based, meaning every combo now has a hard time limit. The limit now also depends on the starter you used.<br />
** Same Move Proration now '''also affect hitstun decay''', by adding more time on the combo. <br />
* Heat gain is now affected by proration rather than being static move-dependent. This greatly reduces the heat gain in match.<br />
* The hitstop is overall reduced by 1, making the game faster.<br />
* The overall damage is slightly toned down with Overdrive giving more potential damage output.<br />
| <br />
* '''Counter Hit''' now deals +10% damage.<br />
* Same Move Proration doesn't affect hitstun decay anymore. <br />
* The overall damage is slightly toned down again.<br />
|- <br />
! '''Offense'''<br />
| <br />
* '''Purple Throw''' makes its debut. You can throw people that are in hitstun or blockstun, though they have a longer time to tech out.<br />
* '''Astral Heat''' makes its debut, similar to the Instant Kill in its predecessor (Guilty Gear). Landing the Astral immediately wins you the game, but it comes with restrictions:<br />
** 100 Heat is required;<br />
** opponent's health bar is below 20%;<br />
** you are no the matchpoint.<br />
|<br />
* Astral Heat now changes its restrictions:<br />
** 100 Heat is required;<br />
** opponent's health bar is below '''35%''';<br />
** '''1 Gold Burst Icons is required and consumed''';<br />
** you are on the matchpoint.<br />
* '''Fatal Counter''' is introduced. Certain moves will come with Fatal properties; landing a Counter with such moves will increase the hitstum/untechable for that combo, allowing new routes.<br />
* '''Throw Reject Miss''' is introduced. This is to make Throw Rejects harder, to punish opponent that mashes Throw Rejects or abusing a powerful Option Select to escape throws.<br />
|<br />
* Astral Heat has its restrictions changed again, by removing the Burst requirement:<br />
** 100 Heat is required;<br />
** opponent's health bar is below 35%;<br />
** you are on the matchpoint.<br />
|<br />
* '''Active Flow''' is introduced. This is a buff that happens when you do a lot of offensive actions (''Positive Bonus'').<br />
** You gain 10% more damage, burst recover 4 times faster, and the damage of EA doubles.<br />
|- <br />
! '''Defense'''<br />
| <br />
* '''Guard Libra''' is the first iteration of BB's defense system. This gauge basically functions like your traditional fighting games' Guard Bar, but instead of having an independent bar for both characters, you two ''shares'' one bar.<br />
** When the Libra fills up completely to one side, the guarding player will undergo a '''Guard Crush'''.<br />
* '''Barrier Gauge''' makes its debut, which has its own gauge rather than its predecessor (Guilty Gear).<br />
** It deals more pushback, negates Chip damage, allows ground moves to be air blocked, and prevents Guard Libra from reducing.<br />
** If the Barrier Gauge is emptied, you will enter the '''DANGER''' state, where you take '''1.5x''' damage. You will leave DANGER state when your Barrier is half full.<br />
* '''Instant Block''' works by rewarding opponent predicting the attack correctly.<br />
** (BBCS) You recover from guard stun '''10F''' quicker in the air, and '''5F''' quicker on the ground. <br />
** The pushback is reduced, you gain '''3%''' static Heat everytime you Instant Guard, and you can use IB to guard the air unblockable.<br />
** '''Instant Barrier''' combines the best of the both options and is an even stronger defense option.<br />
* '''Counter Assault''' is a metered attack that can be performed when blocking, allowing you to break free from the pressure.<br />
| <br />
* '''Guard Primer''' replaces Guard Libra to refine how the defense works. A character will have 4~10 Primers that indicates how many ''heavy hits'' you can take: certain moves will depletes some amount of Primers, usually one.<br />
** When the Primers are depleted, the guarding player will undergo a '''Guard Crush'''.<br />
* Barrier Gauge has some rework.<br />
** Now instead of preventing Guard Libra from reducing, it will prevent you from a Guard Crush when you have only 1 Guard Primer left.<br />
* Instant Block is nerfed:<br />
** You no longer can use IB to guard the air unblockable.<br />
** (BBCS2~) You recover from guard stun '''6F''' quicker in the air, and '''3F''' quicker on the ground. <br />
* (BBCS2~) Counter Assault ''now depletes a Guard Primer''.<br />
| <br />
Guard Primer is now completely removed and you no longer will be guard crushed by blocking too long.<br />
* '''Crush Trigger''' is introduced to manually crush the guard. It is a special attack that can break your opponent's guard unless they're using Barrier.<br />
** On Barrier Block, a portion of the Barrier Gauge is drained, and the attacker can delay the Crush Trigger to throw off the opponent's timing. Crush Triggers cost 25% Heat.<br />
* Instant Block is nerfed again: You gain only '''1%''' static Heat everytime you Instant Guard.<br />
* DANGER state now takes 1.2x damage. <br />
|<br />
* Crush Trigger is now faster, but uncharged version now won't deal extra barrier damage, and their Guard Break duration is shorter.<br />
* You will leave DANGER state only when your Barrier is '''full'''. Thus, DANGER state lasts for longer (15 seconds).<br />
** Entering overdrive will re-enable the use of whatever barrier you have regenerated and end danger state.<br />
|-<br />
! '''Burst/Overdrive'''<br />
| <br />
* '''Burst''' is introduced to act as a combo breaker, however comes with significant disadvantage when used:<br />
** '''You will have no barrier gauge and are in permanent Danger Condition until that round ends.'''<br />
** The startup is variable depending on your Barrier Gauge, making bating more easy when blocking too much.<br />
|<br />
Burst is reworked and has its own ''Burst Icon''; each Burst will cost 1 Gold Burst Icon. <br />
* You start with 1 Gold Burst Icon and 1 Gray Burst Icon. Gray Burst Icon will become Gold once you lose a round.<br />
* You can only have 2 bursts total in the entire match, regardless of how many rounds are in the match.<br />
* There are now only 2 different types of bursts in the game: Gold and Green. The amount of Barrier does not matter now.<br />
** You get a '''Gold Burst''' if you burst when you are at neutral (meaning you can move freely and attack). Gold Burst can also act as a combo starter or extender, as it blows the opponent up rather than away.<br />
** Bursting at any other time gives you a '''Green Burst''' (getting hit or blocking any enemy's attack). As a penalty, ''you lose half your Guard Primers'' (rounded down) for that round.<br />
|<br />
Burst is reworked again and only has 1 icon. It now also regenerate like in Guilty Gear, instead of preset number of bursts per match.<br />
* '''Overdrive''' is introduced and shares the same gauge as Burst. Overdrive grants the character powered up versions of their Drive and stops the timer, similar to Ragna's ''Blood Kain''. <br />
** You also gain more powerful Distortion Drives under Overdrive.<br />
** Overdrive will retain 30% of the Burst Gauge, while Burst will deplete all.<br />
* Gold Burst is removed; Burst now triggers on block or on hit. <br />
* (BBCPEX) '''Guard Cancel Overdrive''' is introduced. You can now activate Overdrive on block to turn the tide of the battle.<br />
** (BBCPEX) Burst now only triggers on hit. <br />
|<br />
* Overdrive Cancel now activates in combos, making jump-cancel cancel Overdrive technique lost.<br />
* '''Exceed Accel''' is introduced. EA is a Overdrive-distortion that grants Active Flow (if not happened before) and can be served as a reversal or combo ender.<br />
|-<br />
|}<br />
</div><br />
<br />
'''BlazBlue Cross Tag Battle'''<br />
<br />
BBTAG is its own beast basically. ArcSys basically merges some aspect of each game and combines them to a package called BBTAG. <br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show BBTAG Mechanics Differences" data-collapsetext="Hide BBTAG Mechanics Differences" style="overflow:auto;><br />
{{clear}}<br />
As Partner is not part of mainstream BB, most difference related to Partners will not be listed.<br />
<br />
* There is now universal overheads/lows (5C/2C).<br />
* There is universal DP (Reversal Actions).<br />
* EX moves exists for all characters, which costs 1 bar (25 Heat equivalent).<br />
* Only 3 different ground options on knockdown (Forward/Backward/Neutral Tech); all of them are fully invincible.<br />
** No delay ground tech; you automatically tech as soon as you can.<br />
* Reject Guard is BBTAG's answer to Barrier; 1 bar required.<br />
* Burst (Cross Burst) deals damage (will not kill), but costs Partner gauge and is not fully invincible (can be anti-air'd).<br />
<br />
* Resonance Blaze replaces Overdrive as a universal install when there is only 1 character left.<br />
** No changes on moves however.<br />
** Specials are Super-cancelable.<br />
** Astral available on 9 bars and opponent has only 1 character left; no minimum health requirement for opponent's character needed. All Astrals are comboable (even Hakumen).<br />
<br />
* No barrier; almost all attacks can be block mid-air except Ground Reversal Actions.<br />
* No Rapid Cancels.<br />
* No Chip Kills. <br />
* No Instant Block.<br />
* No Fatal Counters.<br />
* No Crush Trigger.<br />
* No Counter Assault.<br />
<br />
<br />
</div><br />
<br />
'''Guilty Gear Series'''<br />
<br />
While Blazblue is mostly known as a successor of Guilty Gear, they still diverse wildly in many ways. While Gear Series are known for their knockdown-Oki gameplan and BlazBlue also follows, 4 different ground tech options makes the guessing game continue even after knockdown. BlazBlue characters are also less system-mechanic reliant; they have their own ''Drive'' that helps them achieve their own goal.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show GG Mechanics Differences" data-collapsetext="Hide GG Mechanics Differences" style="overflow:auto;><br />
{{clear}}<br />
We only mention the common differences across all main version of GG (+R, Xrd and Strive).<br />
<br />
* There is no universal overheads/lows (D buttons in GG).<br />
* A new attribute system on all attacks.<br />
** Invincibility now depends on the attributes of incoming attacks rather than hitbox interactions.<br />
* Faultless Defense is replaced by Barrier which has its own gauge.<br />
** Negative Penalty depletes Barrier instead of Heat (aka Tension).<br />
** Corresponding, there is universal "guard break" option (Crush Trigger, 5A+B).<br />
* Rapid Cancel is the equivalent of Roman Cancel, though you can only cancel on hit/block (aka only Red Roman Cancels). Also as in +R, no slowdowns on RC.<br />
* 4 different Ground options on knockdown instead of "nothing you can do" in GG (Rolls, Quick Tech, Neutral Tech).<br />
* Normal throws have way longer startup and tech window (7F startup, 17F tech), however it is comboable almost anywhere. <br />
** One can also throw character in hitstun/blockstun (30F tech).<br />
* Astral Heat is the equivalent of Instant Kill, though it can only be activated upon 100 heat, match point and opponent has low health. No need for IK mode though, and most casts' AH can be comboed into.<br />
* Burst shares the same meter with Overdrive (Blazblue ones).<br />
** Burst only happens when on-hit; on block and neutral you will get Overdrive. Hence there is no Gold Burst.<br />
** Burst always depletes the Burst gauge rather than "keep 1/3 on hit".<br />
** Burst is not throwable.<br />
* BB has Fatal Counters, which increases the hitstun/untech by 3 frames for the rest of the combo.<br />
<br />
* No RISC gauge, so blocking longer won't increase the damage you take.<br />
* No stun values (so no dizzy).<br />
* No staggers; a similar effect would be Crumple, which does not require you to shake the joystick (press a button is enough).<br />
* No Tension Pulse; every Heat gain is static.<br />
<br />
</div><br />
'''Persona 4 Ultimax Series'''<br />
<br />
[[P4U2R/FAQ#How_different_is_this_game_from_Blazblue.3F|They have a better page.]]<br />
<br />
===How do I perform Rapid Cancel/Burst/Overdrive/EA more smoothly?===<br />
BBCF provides macro for ABC and ABCD combination, so use it if you want. <br />
<br />
If you ''don't'' (or can't, for example in arcades) want to use macro, refers to [https://www.dustloop.com/w/BBCF/Offense#Activating_Overdrive_Shortcuts here] to see how to activate OD simpler. If you are using a keyboard, [https://www.mechanical-keyboard.org/key-rollover-test/ check] if your keyboard supports pressing all buttons at once. If you can't, use a macro.<br />
<br />
As for RC/Burst/EA, unfortunately there is no such shortcut; you need to input all 3 (or 4) buttons in a continuous 3F window (the input buffer) in order to perform RC/Burst/EA. As EA overlaps everything, it is also not recommended to do special cancel EA when having more than 25 meter, as it will probably do any funky things that is not EA (CT, RC) when not using macro.<br />
<br />
Keep practicing!<br />
===Why are my half-circle motion not working?===<br />
In BBCF, half circle specifically is not lenient. You need to input the full 63214 ''without'' missing any of the direction; 6324, 6214 are invalid. It will not be changed and will remain as-is.<br />
<br />
However, half-circle that returns to the original positions (632146 for example) still allows you to miss one direction except start and end (63246 works, for example).<br />
<br />
===(PC) How do I do high jumps more consistently if I am using WASD (or similar)?===<br />
Your space bar is automatically bound to jump. So for high jumps, you can opt S~Space. Forward jump would be S~[D]~Space, and backwards would be S~[A]~Space. The latter might be more troublesome than just S~[A]~W, so pick one that is more comfort for you.<br />
<br />
===Lambda-11 and Nu-13 seem to look and play identically, what's the difference?===<br />
Quite a lot when you peel back the mechanics. This table summarizes the main points:<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! Lambda-11 !! Nu-13<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''Lambda emphasizes lockdown and approach'''<br><br />
Lambda's gameplan focuses on suppressing her opponent and moving in with mixups, ideally corner carrying them into her strong oki tools where she can close in and perform her various mixups from up close. Most of Lambda's special moves are attacks which have long recovery if they miss or are blocked, but tend to make highly rewarding callout tools.<br />
|<br />
'''Nu emphasizes evasion and long range'''<br><br />
Nu's gameplan focuses on keeping away from her opponent while using her long ranged superiority to harass them from relative safety. Her main high-low mixups exist at medium to long range. Nu's Act Parcer and Gravity Seed look similar to Lambda's, but they are not attacks; instead, they're used to keep distance from her opponent or to close in since they can be whiff cancelled into other options.<br />
|-<br />
! '''Drive Differences'''<br />
|<br />
'''Lambda's Drive focuses on space control'''<br />
* Drives have negligible deadzones.<br />
* {{clr|D|2D}} and {{clr|D|6D}} are active for longer.<br />
* Sickle Storm and Spike Chaser are highly active and advantageous, making them strong oki tools to cover approaches.<br />
* Crescent Saber covers a large area close to Lambda.<br />
* Air Drives have more reward if they hit, but they suffer from bad landing recovery.<br />
|<br />
'''Nu's Drive focuses on long-ranged sniping'''<br />
* Drives spawn further away, reducing the time it takes to get to the target.<br />
* {{clr|D|2D}} and {{clr|D|6D}} accelerate twice as fast.<br />
* Sickle Storm is a full-ranged low that mixes up with {{clr|D|4D}}.<br />
* Luminous Slave is a powerful threat to prevent approaches and punish mistakes made at any range.<br />
* Crescent Saber is a long ranged Overhead that can be mixed up in various ways.<br />
* Air Drives recover in the air, but lead into only modest damage.<br />
|-<br />
! '''Cancel options'''<br />
|<br />
'''Lambda's Cancels mix together Normals, Drives and Specials more fluidly'''<br />
*Drive followups are forced to activate if the first attack hits or is blocked. Second hit is considered part of the same move and may Counter Hit Carry.<br />
*All cancel options (Except Rapid Cancel) only apply to the followup hit.<br />
*Lambda can cancel the final hit of {{clr|C|C}} normals into Drives.<br />
*Lambda can use all four grounded Drives in one chain, but cannot repeat any Drives in a single chain.<br />
*Lambda can special-cancel Drives on hit or block; these can often then link back into normal moves in various combos.<br />
*Lambda has a complex Rekka chain which is used extensively as part of her mixups, stagger pressure and combos.<br />
|<br />
'''Nu's Cancels emphasize Drive flexibility'''<br />
*Drive followup attacks are manually activated and thus optional.<br />
*Drives can cancel into other Drives and back again (in chains of three before any jump cancels). Chains only reset if Nu goes fully neutral (Jump startup counts).<br />
*Drives can cancel from the first or second hit.<br />
*Nu cannot cancel any other normal attack into normal Drive attacks.<br />
*Can cancel Drives into Act Parcer on hit/block.<br />
*Can whiff cancel Gravity Seed and Sickle Storm into Act Parcer.<br />
|-<br />
|}<br />
<br />
==Interface==<br />
<br />
===How do I reset to Center and Corner quickly in Training mode?===<br />
Hold one Direction while pressing the Reset button you've assigned will reset you to different positions:<br />
*Left + Reset to reset both characters to the left corner (P1 in the corner);<br />
*Right + Reset to reset both characters to the right corner (P2 in the corner);<br />
*Down + Reset to reset both characters to round start position.<br />
<br />
===What is the meter that runs below the combo counter in Training Mode?===<br />
It is the hitstun/untechable timer. Full gauge is 30 frames (the untechable can exceed but it will not show). Some moves will have several different hit effects; in such case, the timer will take several resets. <br />
<br />
==Others==<br />
===Are there Dubs in this game?===<br />
No, and it will probably never have one. There are custom mods that take Dubs from older titles and BBTAG to fill it up, but for other characters there is no luck for you.<br />
<br />
===Will they add X in this game on future updates?===<br />
For QoL additions, maybe. For gameplay changes (dash button for example), [https://twitter.com/Shini_Zack/status/1471049942433398793 never]. <br />
<br />
===How do I get access to Unlimited Characters?===<br />
There is no official way to do such in BBCF. You can modify the files to play offline with yourself, but '''don't bring them online'''; this ruins everyone's experience and it sucks.<br />
<br />
In other versions, you can exchange the characters via Gallery using P$. BBCSEX will require you to reach certain level before you can exchange.<br />
<br />
<br style="clear:both;"/><br />
==Navigation==<br />
{{#lst:BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/FAQ&diff=335386BBCF/FAQ2022-10-07T04:30:29Z<p>GunBlaze: </p>
<hr />
<div>{{TOC limit|3}}<br />
==Frequently Asked Questions==<br />
===Why does PS3/PS4 version not having rollback?===<br />
There is no official statement on why PS4 does not have rollback, though one speculated reason is that there is PS3 crossplay, and PS3 softwares can no longer be updated to compensate. <br />
===Does that mean PS3/PS4 version is a no-buy?===<br />
This would depend on the regions you live. If you live in Japan, the PS4 BBCF is still active and most of the time the connection would be good enough without rollback. Also, PS4 version have lower input delay than PC; this might be a deal breaker if you want to attend (PS4) local competitions.<br />
===Do I need to buy all the iterations of Blazblue?===<br />
If your goal is to only play online fighting game, then BB Central Fiction will be your only choice. <br />
<br />
If you want to read the whole story, '''''BlazBlue: Continuum Shift Extend''''' includes a simple rushdown on how the stories of ''BlazBlue: Calamity Trigger'' goes. Then from there, you can buy ''BlazBlue: Chronophantasma Extend'' and BBCF to complete the story. Most of the time the Steam bundle of CT, CS, CP and CF will come at a discount in which you technically get BBCT for free, so that is also an option.<br />
<br />
===Where is {{Character Label|BBCF|Jubei|32px}}?===<br />
You need to pay individually for him as DLC.<br />
===What are the optimal Settings for PC?===<br />
The optimal settings for BBCF for PC are <br />
* Anti aliasing off<br />
* Vsync off<br />
* Bloom off<br />
* Fullscreen<br />
This lowers native input delay of 5.5 frames to 3.5 frames. (The PSN version has 2.5 frames of input delay.) [https://twitter.com/Super_Myoro/status/1468005468349943809?s=20 Source]<br />
===How Balanced is this Game?===<br />
Good enough that you can get good and blow up anyone with any character.<br />
===I hear this game is very difficult.===<br />
On one hand, not really. In terms of execution difficulty, most of the cast's moves, combos are not as hard as you might think (of course there are exceptions). There is also a '''fully comprehensive''' tutorial mode that you definitely should check out if you are playing this game first time.<br />
<br />
Of course on the other hand, the game can be real difficult when you are in an actual match. BlazBlue's cast ranges ''very'' differently, from a common Shoto to some character that is basically playing a shoot'em up with you. Lacking the '''match-up knowledge''' can make the game unfun. Unfortunately, that difficulty is part of the game. <br />
<br />
===What should I focus on then?===<br />
Early on, it's best to start with actually figuring the game out. Focus on starting small. Work your way up from the basic mechanics to the crazy stuff later. Make sure you're ''having fun''.<br />
<br />
You can (and should) go through the Tutorial mode the game has provided; it is a bit wordy but well-written nonetheless. The best thing about BBCF is that '''it has individual tutorial for each character'''. Definitely check those out if you want to try out all the characters and understand their plan fast. There is also '''Combo trials''' if you want to take a shot on how combos for each character works. They are not the most optimal but should give you an idea on how links for this character works.<br />
<br />
Once you found your character, get used to your character's buttons and inputs first. Get used to figuring out what to do in neutral. Learn to mix Barrier with regular blocking. Get familiar with movement. <br />
<br />
There's no reason to overload yourself with the hard stuff first. If you want to be a lab monster, that's absolutely fine. If you want to be a player, it's best to start with actually figuring the game out. You can start in the lab and get an idea. You can start by playing and figuring it out as you go. You can start by watching footage and gleaning that way. Regardless of how you do it, it's best to get into the cycle of doing all three. All you need to do is ''start''.<br />
<br />
==Mechanics==<br />
===How different is this game from other ArcSys games?===<br />
Every ArcSys games are wildly different from each other, in short. '''You don't necessarily compare them for the sake of "game X is better than Y"'''. Nevertheless if you are still curious, we have compiled the differences of some commonly compared games:<br />
<br />
'''BlazBlue Itself'''<br />
<br />
There are many changes over the 10 years of development. We have compiled it into a table, if you are interested in the changes across the iterations:<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show BB Mechanics Differences" data-collapsetext="Hide BB Mechanics Differences" style="overflow:auto;><br />
<br><br />
{| class="wikitable" border="1"<br />
|-<br />
! !! BBCT !! BBCS !! BBCP !! BBCF<br />
|- <br />
! '''Overall'''<br />
| <br />
* '''Negative Penalty''' is one way BlazBlue to force an offensive interaction between the players. Making too much defensive moves will cause you to enter a negative state.<br />
** A Red aura will surround the character if he/she suffers from Negative Penalty and will take '''doubled damage'''.<br />
* '''Rapid Cancel''' is the good old ''Roman Cancel'' from Guilty Gear XX series. With 50 Heat, you can cancel the attack and return to neutral on hit or on block.<br />
| <br />
* Negative Penalty now deals 1.5x damage. <br />
* '''Minimum Damage''' is introduced. Most Distortion Drives and some moves will now guarantee some amount of damage regardless of the proration.<br />
* '''Same Move Proration''' is introduced to prevent looping combos.<br />
| <br />
* Negative Penalty now only depletes Barrier Gauge and does not come with extra damage penalty. Rather, they disable Barrier regeneration until you left the Danger state.<br />
* Proration system is now ''time based'' rather than scaling based, meaning every combo now has a hard time limit. The limit now also depends on the starter you used.<br />
** Same Move Proration now '''also affect hitstun decay''', by adding more time on the combo. <br />
* Heat gain is now affected by proration rather than being static move-dependent. This greatly reduces the heat gain in match.<br />
* The hitstop is overall reduced by 1, making the game faster.<br />
* The overall damage is slightly toned down with Overdrive giving more potential damage output.<br />
| <br />
* '''Counter Hit''' now deals +10% damage.<br />
* Same Move Proration doesn't affect hitstun decay anymore. <br />
* The overall damage is slightly toned down again.<br />
|- <br />
! '''Offense'''<br />
| <br />
* '''Purple Throw''' makes its debut. You can throw people that are in hitstun or blockstun, though they have a longer time to tech out.<br />
* '''Astral Heat''' makes its debut, similar to the Instant Kill in its predecessor (Guilty Gear). Landing the Astral immediately wins you the game, but it comes with restrictions:<br />
** 100 Heat is required;<br />
** opponent's health bar is below 20%;<br />
** you are no the matchpoint.<br />
|<br />
* Astral Heat now changes its restrictions:<br />
** 100 Heat is required;<br />
** opponent's health bar is below '''35%''';<br />
** '''1 Gold Burst Icons is required and consumed''';<br />
** you are on the matchpoint.<br />
* '''Fatal Counter''' is introduced. Certain moves will come with Fatal properties; landing a Counter with such moves will increase the hitstum/untechable for that combo, allowing new routes.<br />
* '''Throw Reject Miss''' is introduced. This is to make Throw Rejects harder, to punish opponent that mashes Throw Rejects or abusing a powerful Option Select to escape throws.<br />
|<br />
* Astral Heat has its restrictions changed again, by removing the Burst requirement:<br />
** 100 Heat is required;<br />
** opponent's health bar is below 35%;<br />
** you are on the matchpoint.<br />
|<br />
* '''Active Flow''' is introduced. This is a buff that happens when you do a lot of offensive actions (''Positive Bonus'').<br />
** You gain 10% more damage, burst recover 4 times faster, and the damage of EA doubles.<br />
|- <br />
! '''Defense'''<br />
| <br />
* '''Guard Libra''' is the first iteration of BB's defense system. This gauge basically functions like your traditional fighting games' Guard Bar, but instead of having an independent bar for both characters, you two ''shares'' one bar.<br />
** When the Libra fills up completely to one side, the guarding player will undergo a '''Guard Crush'''.<br />
* '''Barrier Gauge''' makes its debut, which has its own gauge rather than its predecessor (Guilty Gear).<br />
** It deals more pushback, negates Chip damage, allows ground moves to be air blocked, and prevents Guard Libra from reducing.<br />
** If the Barrier Gauge is emptied, you will enter the '''DANGER''' state, where you take '''1.5x''' damage. You will leave DANGER state when your Barrier is half full.<br />
* '''Instant Block''' works by rewarding opponent predicting the attack correctly.<br />
** (BBCS) You recover from guard stun '''10F''' quicker in the air, and '''5F''' quicker on the ground. <br />
** The pushback is reduced, you gain '''3%''' static Heat everytime you Instant Guard, and you can use IB to guard the air unblockable.<br />
** '''Instant Barrier''' combines the best of the both options and is an even stronger defense option.<br />
* '''Counter Assault''' is a metered attack that can be performed when blocking, allowing you to break free from the pressure.<br />
| <br />
* '''Guard Primer''' replaces Guard Libra to refine how the defense works. A character will have 4~10 Primers that indicates how many ''heavy hits'' you can take: certain moves will depletes some amount of Primers, usually one.<br />
** When the Primers are depleted, the guarding player will undergo a '''Guard Crush'''.<br />
* Barrier Gauge has some rework.<br />
** Now instead of preventing Guard Libra from reducing, it will prevent you from a Guard Crush when you have only 1 Guard Primer left.<br />
* Instant Block is nerfed:<br />
** You no longer can use IB to guard the air unblockable.<br />
** (BBCS2~) You recover from guard stun '''6F''' quicker in the air, and '''3F''' quicker on the ground. <br />
* (BBCS2~) Counter Assault ''now depletes a Guard Primer''.<br />
| <br />
Guard Primer is now completely removed and you no longer will be guard crushed by blocking too long.<br />
* '''Crush Trigger''' is introduced to manually crush the guard. It is a special attack that can break your opponent's guard unless they're using Barrier.<br />
** On Barrier Block, a portion of the Barrier Gauge is drained, and the attacker can delay the Crush Trigger to throw off the opponent's timing. Crush Triggers cost 25% Heat.<br />
* Instant Block is nerfed again: You gain only '''1%''' static Heat everytime you Instant Guard.<br />
* DANGER state now takes 1.2x damage. <br />
|<br />
* Crush Trigger is now faster, but uncharged version now won't deal extra barrier damage, and their Guard Break duration is shorter.<br />
* You will leave DANGER state only when your Barrier is '''full'''. Thus, DANGER state lasts for longer (15 seconds).<br />
** Entering overdrive will re-enable the use of whatever barrier you have regenerated and end danger state.<br />
|-<br />
! '''Burst/Overdrive'''<br />
| <br />
* '''Burst''' is introduced to act as a combo breaker, however comes with significant disadvantage when used:<br />
** '''You will have no barrier gauge and are in permanent Danger Condition until that round ends.'''<br />
** The startup is variable depending on your Barrier Gauge, making bating more easy when blocking too much.<br />
|<br />
Burst is reworked and has its own ''Burst Icon''; each Burst will cost 1 Gold Burst Icon. <br />
* You start with 1 Gold Burst Icon and 1 Gray Burst Icon. Gray Burst Icon will become Gold once you lose a round.<br />
* You can only have 2 bursts total in the entire match, regardless of how many rounds are in the match.<br />
* There are now only 2 different types of bursts in the game: Gold and Green. The amount of Barrier does not matter now.<br />
** You get a '''Gold Burst''' if you burst when you are at neutral (meaning you can move freely and attack). Gold Burst can also act as a combo starter or extender, as it blows the opponent up rather than away.<br />
** Bursting at any other time gives you a '''Green Burst''' (getting hit or blocking any enemy's attack). As a penalty, ''you lose half your Guard Primers'' (rounded down) for that round.<br />
|<br />
Burst is reworked again and only has 1 icon. It now also regenerate like in Guilty Gear, instead of preset number of bursts per match.<br />
* '''Overdrive''' is introduced and shares the same gauge as Burst. Overdrive grants the character powered up versions of their Drive and stops the timer, similar to Ragna's ''Blood Kain''. <br />
** You also gain more powerful Distortion Drives under Overdrive.<br />
** Overdrive will retain 30% of the Burst Gauge, while Burst will deplete all.<br />
* Gold Burst is removed; Burst now triggers on block or on hit. <br />
* (BBCPEX) '''Guard Cancel Overdrive''' is introduced. You can now activate Overdrive on block to turn the tide of the battle.<br />
** (BBCPEX) Burst now only triggers on hit. <br />
|<br />
* Overdrive Cancel now activates in combos, making jump-cancel cancel Overdrive technique lost.<br />
* '''Exceed Accel''' is introduced. EA is a Overdrive-distortion that grants Active Flow (if not happened before) and can be served as a reversal or combo ender.<br />
|-<br />
|}<br />
</div><br />
<br />
'''BlazBlue Cross Tag Battle'''<br />
<br />
BBTAG is its own beast basically. ArcSys basically merges some aspect of each game and combines them to a package called BBTAG. <br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show BBTAG Mechanics Differences" data-collapsetext="Hide BBTAG Mechanics Differences" style="overflow:auto;><br />
{{clear}}<br />
As Partner is not part of mainstream BB, most difference related to Partners will not be listed.<br />
<br />
* There is now universal overheads/lows (5C/2C).<br />
* There is universal DP (Reversal Actions).<br />
* EX moves exists for all characters, which costs 1 bar (25 Heat equivalent).<br />
* Only 3 different ground options on knockdown (Forward/Backward/Neutral Tech); all of them are fully invincible.<br />
** No delay ground tech; you automatically tech as soon as you can.<br />
* Reject Guard is BBTAG's answer to Barrier; 1 bar required.<br />
* Burst (Cross Burst) deals damage (will not kill), but costs Partner gauge and is not fully invincible (can be anti-air'd).<br />
<br />
* Resonance Blaze replaces Overdrive as a universal install when there is only 1 character left.<br />
** No changes on moves however.<br />
** Specials are Super-cancelable.<br />
** Astral available on 9 bars and opponent has only 1 character left; no minimum health requirement for opponent's character needed. All Astrals are comboable (even Hakumen).<br />
<br />
* No barrier; almost all attacks can be block mid-air except Ground Reversal Actions.<br />
* No Rapid Cancels.<br />
* No Chip Kills. <br />
* No Instant Block.<br />
* No Fatal Counters.<br />
* No Crush Trigger.<br />
* No Counter Assault.<br />
<br />
<br />
</div><br />
<br />
'''Guilty Gear Series'''<br />
<br />
While Blazblue is mostly known as a successor of Guilty Gear, they still diverse wildly in many ways. While Gear Series are known for their knockdown-Oki gameplan and BlazBlue also follows, 4 different ground tech options makes the guessing game continue even after knockdown. BlazBlue characters are also less system-mechanic reliant; they have their own ''Drive'' that helps them achieve their own goal.<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show GG Mechanics Differences" data-collapsetext="Hide GG Mechanics Differences" style="overflow:auto;><br />
{{clear}}<br />
We only mention the common differences across all main version of GG (+R, Xrd and Strive).<br />
<br />
* There is no universal overheads/lows (D buttons in GG).<br />
* A new attribute system on all attacks.<br />
** Invincibility now depends on the attributes of incoming attacks rather than hitbox interactions.<br />
* Faultless Defense is replaced by Barrier which has its own gauge.<br />
** Negative Penalty depletes Barrier instead of Heat (aka Tension).<br />
** Corresponding, there is universal "guard break" option (Crush Trigger, 5A+B).<br />
* Rapid Cancel is the equivalent of Roman Cancel, though you can only cancel on hit/block (aka only Red Roman Cancels). Also as in +R, no slowdowns on RC.<br />
* 4 different Ground options on knockdown instead of "nothing you can do" in GG (Rolls, Quick Tech, Neutral Tech).<br />
* Normal throws have way longer startup and tech window (7F startup, 17F tech), however it is comboable almost anywhere. <br />
** One can also throw character in hitstun/blockstun (30F tech).<br />
* Astral Heat is the equivalent of Instant Kill, though it can only be activated upon 100 heat, match point and opponent has low health. No need for IK mode though, and most casts' AH can be comboed into.<br />
* Burst shares the same meter with Overdrive (Blazblue ones).<br />
** Burst only happens when on-hit; on block and neutral you will get Overdrive. Hence there is no Gold Burst.<br />
** Burst always depletes the Burst gauge rather than "keep 1/3 on hit".<br />
** Burst is not throwable.<br />
* BB has Fatal Counters, which increases the hitstun/untech by 3 frames for the rest of the combo.<br />
<br />
* No RISC gauge, so blocking longer won't increase the damage you take.<br />
* No stun values (so no dizzy).<br />
* No staggers; a similar effect would be Crumple, which does not require you to shake the joystick (press a button is enough).<br />
* No Tension Pulse; every Heat gain is static.<br />
<br />
</div><br />
'''Persona 4 Ultimax Series'''<br />
<br />
[[P4U2R/FAQ#How_different_is_this_game_from_Blazblue.3F|They have a better page.]]<br />
<br />
===How do I perform Rapid Cancel/Burst/Overdrive/EA more smoothly?===<br />
BBCF provides macro for ABC and ABCD combination, so use it if you want. <br />
<br />
If you ''don't'' (or can't, for example in arcades) want to use macro, refers to [https://www.dustloop.com/w/BBCF/Offense#Activating_Overdrive_Shortcuts here] to see how to activate OD simpler. If you are using a keyboard, [https://www.mechanical-keyboard.org/key-rollover-test/ check] if your keyboard supports pressing all buttons at once. If you can't, use a macro.<br />
<br />
As for RC/Burst/EA, unfortunately there is no such shortcut; you need to input all 3 (or 4) buttons in a continuous 3F window (the input buffer) in order to perform RC/Burst/EA. As EA overlaps everything, it is also not recommended to do special cancel EA when having more than 25 meter, as it will probably do any funky things that is not EA (CT, RC) when not using macro.<br />
<br />
Keep practicing!<br />
===Why are my half-circle motion not working?===<br />
In BBCF, half circle specifically is not lenient. You need to input the full 63214 ''without'' missing any of the direction; 6324, 6214 are invalid. It will not be changed and will remain as-is.<br />
<br />
However, half-circle that returns to the original positions (632146 for example) still allows you to miss one direction except start and end (63246 works, for example).<br />
<br />
===(PC) How do I do high jumps more consistently if I am using WASD (or similar)?===<br />
Your space bar is automatically bound to jump. So for high jumps, you can opt S~Space. Forward jump would be S~[D]~Space, and backwards would be S~[A]~Space. The latter might be more troublesome than just S~[A]~W, so pick one that is more comfort for you.<br />
<br />
===Lambda-11 and Nu-13 seem to look and play identically, what's the difference?===<br />
Quite a lot when you peel back the mechanics. This table summaries the main points:<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! !! Lambda-11 !! Nu-13<br />
|-<br />
|+Character Comparison<br />
|-<br />
! '''Gameplan differences'''<br />
|<br />
'''Lambda emphasizes lockdown and approach'''<br><br />
Lambda's gameplan focuses on suppressing her opponent and moving in with mixups, ideally corner carrying them into her strong oki tools where she can close in and perform her various mixups from up close. Most of Lambda's special moves are attacks which have long recovery if they miss or are blocked, but tend to make highly rewarding callout tools.<br />
|<br />
'''Nu emphasizes evasion and long range'''<br><br />
Nu's gameplan focuses on keeping away from her opponent while using her long ranged superiority to harass them from relative safety. Her main high-low mixups exist at medium to long range. Nu's Act Parcer and Gravity Seed look similar to Lambda's, but they are not attacks; instead, they're used to keep distance from her opponent or to close in since they can be whiff cancelled into other options.<br />
|-<br />
! '''Drive Differences'''<br />
|<br />
'''Lambda's Drive focuses on space control'''<br />
* Drives have negligible deadzones.<br />
* {{clr|D|2D}} and {{clr|D|6D}} are active for longer.<br />
* Sickle Storm and Spike Chaser are highly active and advantageous, making them strong oki tools to cover approaches.<br />
* Crescent Saber covers a large area close to Lambda.<br />
* Air Drives have more reward if they hit, but they suffer from bad landing recovery.<br />
|<br />
'''Nu's Drive focuses on long-ranged sniping'''<br />
* Drives spawn further away, reducing the time it takes to get to the target.<br />
* {{clr|D|2D}} and {{clr|D|6D}} accelerate twice as fast.<br />
* Sickle Storm is a full-ranged low that mixes up with {{clr|D|4D}}.<br />
* Luminous Slave is a powerful threat to prevent approaches and punish mistakes made at any range.<br />
* Crescent Saber is a long ranged Overhead that can be mixed up in various ways.<br />
* Air Drives recover in the air, but lead into only modest damage.<br />
|-<br />
! '''Cancel options'''<br />
|<br />
'''Lambda's Cancels mix together Normals, Drives and Specials more fluidly'''<br />
*Drive followups are forced to activate if the first attack hits or is blocked. Second hit is considered part of the same move and may Counter Hit Carry.<br />
*All cancel options (Except Rapid Cancel) only apply to the followup hit.<br />
*Lambda can cancel the final hit of {{clr|C|C}} normals into Drives.<br />
*Lambda can use all four grounded Drives in one chain, but cannot repeat any Drives in a single chain.<br />
*Lambda can special-cancel Drives on hit or block; these can often then link back into normal moves in various combos.<br />
*Lambda has a complex Rekka chain which is used extensively as part of her mixups, stagger pressure and combos.<br />
|<br />
'''Nu's Cancels emphasize Drive flexibility'''<br />
*Drive followup attacks are manually activated and thus optional.<br />
*Drives can cancel into other Drives and back again (in chains of three before any jump cancels). Chains only reset if Nu goes fully neutral (Jump startup counts).<br />
*Drives can cancel from the first or second hit.<br />
*Nu cannot cancel any other normal attack into normal Drive attacks.<br />
*Can cancel Drives into Act Parcer on hit/block.<br />
*Can whiff cancel Gravity Seed and Sickle Storm into Act Parcer.<br />
|-<br />
|}<br />
<br />
==Interface==<br />
<br />
===How do I reset to Center and Corner quickly in Training mode?===<br />
Hold one Direction while pressing the Reset button you've assigned will reset you to different positions:<br />
*Left + Reset to reset both characters to the left corner (P1 in the corner);<br />
*Right + Reset to reset both characters to the right corner (P2 in the corner);<br />
*Down + Reset to reset both characters to round start position.<br />
<br />
===What is the meter that runs below the combo counter in Training Mode?===<br />
It is the hitstun/untechable timer. Full gauge is 30 frames (the untechable can exceed but it will not show). Some moves will have several different hit effects; in such case, the timer will take several resets. <br />
<br />
==Others==<br />
===Are there Dubs in this game?===<br />
No, and it will probably never have one. There are custom mods that take Dubs from older titles and BBTAG to fill it up, but for other characters there is no luck for you.<br />
<br />
===Will they add X in this game on future updates?===<br />
For QoL additions, maybe. For gameplay changes (dash button for example), [https://twitter.com/Shini_Zack/status/1471049942433398793 never]. <br />
<br />
===How do I get access to Unlimited Characters?===<br />
There is no official way to do such in BBCF. You can modify the files to play offline with yourself, but '''don't bring them online'''; this ruins everyone's experience and it sucks.<br />
<br />
In other versions, you can exchange the characters via Gallery using P$. BBCSEX will require you to reach certain level before you can exchange.<br />
<br />
<br style="clear:both;"/><br />
==Navigation==<br />
{{#lst:BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/Nu-13&diff=319952BBCF/Nu-132022-08-27T07:42:10Z<p>GunBlaze: </p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Nu-13 (stylized as ν-No.13-) is a '''highly mobile zoner'''. Her Drive is focused on controlling screen space with '''fast, long-ranged projectiles''' that she is able to high/low mix with. Her specials such as Gravity Seed and Luminous Slave enable '''strong setplay''' that reduce the opponent's options while increasing Nu's own for okizeme and offense. Although Nu's melee confirms deal high damage, she'll often start with her drive which while low, is naturally burst safe — Drives also have long recovery so she is required to play reactively or risk being countered. Nu has '''poor defensive options and low health,''' but solid movement to run around her opponent in neutral such as a fast backdash and command dash. Unfortunately, Nu has a '''polarized toolset''' that results in her having unstable win conditions in some matchups; even with this, however, she still sees use at high levels of play. Nu requires good understanding of matchups, defensive mechanics and neutral to use her tools to the fullest.<br />
|quote= Hahahahaha! Ragnaaaaa! Ragna! Ragna! It's impossible, Ragna! Nothing will change! You can't change anything! Hahahahahaha!<br />
|lore= Nu-13 is the 13th Prime Field Device or Murakumo Unit, a series of clones or "Dolls" intended to be mindlessly obedient weapons. As with her earlier sister units [[BBCF/Mu-12|Mu-12]] and [[BBCF/Lambda-11|Lambda-11]], she is a clone of [[BBCF/Ragna_the_Bloodedge|Ragna's]] sister Saya. While she speaks only robotically much of the time, the presence of Ragna brings her true personality out: one of pure obsession with Ragna and fusing with him to create another Black Beast, with herself serving as its heart. She and Ragna also have a "Life Link" which renders them effectively immortal unless both are killed at once.<br />
|voice_actor= Kanako Kondō<br />
|fastestAttack = [[#5A|5A]] (6F)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Calamity Sword|OD 632146D]] (11F)<br />
| fatalStarter = [[#6C|6C]]<br/>[[#4D|4D]]<br/>[[#Sickle Storm|236[D]]]<br />
|summary= is a zoner who reacts to her opponent's movement and controls space with her Drive.<br />
|pros=<br />
*'''Screen Control''': Nu's projectiles are fast, go full screen, have high/low mixup, and can track. This makes her neutral difficult for some characters to navigate through.<br />
*'''Strong Anti-Airs''': All of Nu's anti-airs have either great reward ({{clr|A|6A}}), invulnerability ({{clr|C|623C}}), or range ({{clr|D|6D}}/{{clr|D|2D}}) which makes her good at stopping aerial approaches.<br />
*'''Fast''': Nu is very mobile with a near-instant command dash, a dash with the highest initial speed in the game, and an above average final speed, and a backdash that's also faster than average. In most MUs she will be able to outmaneuver her opponent in neutral.<br />
*'''Luminous Slave''': A strong setplay tool that enables pressure extensions, mixups, and covering the opponent's wakeup options for okizeme as it can be manually detoned and acts independent of Nu. <br />
*'''Burst-Safe''': Drive combos are Burst-safe allowing Nu to go for kills despite the opponent having it.<br />
<br />
|cons=<br />
* '''Health''': Nu is tied for the lowest health in the game. She can't take many hits and it's easy for the opponent to get a lifelead forcing her to play more risky.<br />
* '''Poor Defense''': Nu's only reversal requires OD ''and'' 50 meter making it situational and expensive. Her Counter Assault is easily low-profiled by crouch buttons too.<br />
*'''Drive Recovery''': Nu's projectiles leave her vulnerable on whiff due to their long recovery — Many characters can punish her on reaction to Drives once they have meter.<br />
*'''Low Average Damage''': Drive starters prorate heavily and don't have long combo time, so Nu needs to win more interactions than others to score rounds.<br />
*'''Uneven Matchups''': Nu's polarized toolset causes her to have some of the worst matchups in the game, particularly against very mobile characters.<br />
|unique_mechanic1_name= Drive: Sword Summoner<br />
|unique_mechanic1=<br />
Nu manifests sword-like projectiles which she can shoot at different angles with the D button. All Drive moves have a follow-up attack initiated by pressing D shortly after the attack connects. Unlike other characters, Nu can gatling her projectiles into other moves on block/hit including her command dash Act Parcer.<br />
<br />
Sword Summoner is faster, and covers a longer range than most other projectiles in the game. It's also level 2 for various durations depending on the drive, so Nu can reliably challenge the projectiles of other characters, giving her strong screen control.<br />
<br />
Nu can perform up to '''three''' drives in one string, and drives can '''reverse beat''' with each other, so {{clr|D|5D.D}} > {{clr|D|4D.D}} > {{clr|D|2D.D}} and {{clr|D|5D.D}} > {{clr|D|4D.D}} > {{clr|D|5D.D}} are valid strings. This limit is only reset by '''jump cancels'''. This includes pre-jump, so it's possible to cancel the startup frames into a special to reset the limit without leaving the ground.<br />
<br />
Air Drives have the same limit but this can be reset by {{clr|D|j214D}}~{{clr|C|C}} alongside jump cancelling.<br />
|unique_mechanic2_name= Overdrive: Unlimited Drive<br />
|unique_mechanic2=<br />
Powers up her Drive with the following effects:<br />
*All Drive moves, including their follow-ups, summon two swords instead of one.<br />
*{{clr|D|4D}}'s minimum distance requirement is removed.<br />
*Drive Swords deal chip damage.<br />
*Gravity Seed recharges faster.<br />
*All versions of Sickle Storm can cancel into Act Parcer on hit, block or whiff.<br />
*Crescent Saber ground-bounces, has a larger hitbox and all versions can be canceled into Act Parcer on hit, block or whiff.<br />
*Luminous Slave fires two swords instead of one.<br />
*Legacy Edge lasts longer and fires more projectiles.<br />
*Calamity Sword has its deadzone removed and summons 4 swords in a row.<br />
<br />
As a result, all of Nu's Drive-related attacks become much stronger. See each move's section for details.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_5A.png |<br />
</gallery>|-|Hitboxes =<gallery widths="210px" heights="210px" mode="nolines"><br />
Nu 5A Hitbox 6-8.png |Frames 6-8.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
nU 5A Hitbox 9-11.png |Frames 9-11.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A disjointed jab with lengthy active frames, that sometimes hits crouching depending on the character. {{clr|A|5A}} is decent for stagger and can be used as a quick anti-air in a pinch.<br />
<br />
*Jump-cancelable on hit or block.<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
{| class="mw-collapsible mw-collapsed wikitable stripe" style="margin: 0.5em 1em; width: 100%; max-width: 600px;"<br />
! colspan="3" | Characters 5A Hits While Crouching &nbsp;<br />
|-<br />
!Crouch<br />
!Crouching Prox. Guard<br />
!Does Not Hit any Crouch<br />
|- style="vertical-align: top;" ! scope="row"<br />
| <br />
{{CLabel|BBCF|Carl Clover|label=Carl}}<br><br />
{{CLabel|BBCF|Hakumen|label=Hakumen}}<br><br />
{{CLabel|BBCF|Hazama|label=Hazama}}<br><br />
{{CLabel|BBCF|Jubei|label=Jubei}}<br><br />
{{CLabel|BBCF|Kagura Mutsuki|label=Kagura}}<br><br />
{{CLabel|BBCF|Nine the Phantom|label=Nine}}<br><br />
{{CLabel|BBCF|Platinum the Trinity|label=Platinum}}<br><br />
{{CLabel|BBCF|Relius Clover|label=Relius}}<br><br />
{{CLabel|BBCF|Iron Tager|label=Tager}}<br><br />
{{CLabel|BBCF|Yuuki Terumi|label=Terumi}}(Must be staggered)<br><br />
{{CLabel|BBCF|Valkenhayn R. Hellsing|label=Valkenhayn}}<br><br />
|<br />
{{CLabel|BBCF|Amane Nishiki|label=Amane}}<br><br />
{{CLabel|BBCF|Arakune|label=Arakune}}<br><br />
{{CLabel|BBCF|Bang Shishigami|label=Bang}}<br><br />
{{CLabel|BBCF|Lambda-11|label=Lambda}}<br><br />
{{CLabel|BBCF|Makoto Nanaya|label=Makoto}}<br><br />
{{CLabel|BBCF|Mu|label=Mu}}<br><br />
{{CLabel|BBCF|Nu-13|label=Nu}}<br><br />
{{CLabel|BBCF|Rachel Alucard|label=Rachel}}<br><br />
{{CLabel|BBCF|Ragna the Bloodedge|label=Ragna}}<br><br />
{{CLabel|BBCF|Susano'o|label=Susanoo}}<br><br />
{{CLabel|BBCF|Taokaka|label=Taokaka}}<br><br />
{{CLabel|BBCF|Tsubaki Yayoi|label=Tsubaki}}<br><br />
|<br />
{{CLabel|BBCF|Azrael|label=Azrael}}<br><br />
{{CLabel|BBCF|Bullet|label=Bullet}}<br><br />
{{CLabel|BBCF|Celica A. Mercury|label=Celica}}<br><br />
{{CLabel|BBCF|Es|label=Es}}<br><br />
{{CLabel|BBCF|Hibiki Kohaku|label=Hibiki}}<br><br />
{{CLabel|BBCF|Izanami|label=Izanami}}<br><br />
{{CLabel|BBCF|Izayoi|label=Izayoi}}<br><br />
{{CLabel|BBCF|Jin Kisaragi|label=Jin}}<br><br />
{{CLabel|BBCF|Kokonoe|label=Kokonoe}}<br><br />
{{CLabel|BBCF|Litchi Faye Ling|label=Litchi}}<br><br />
{{CLabel|BBCF|Mai Natsume|label=Mai}}<br><br />
{{CLabel|BBCF|Naoto Kurogane|label=Naoto}}<br><br />
{{CLabel|BBCF|Noel Vermillion|label=Noel}}<br><br />
|-<br />
|}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_5B.png |<br />
</gallery>|-|Hitboxes =<gallery widths="210px" heights="210px" mode="nolines"><br />
Nu 5B Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A good button for stagger due to its quick speed and neutral frame advantage. It hits OTG to pickup after confirms like CH Crescent, and can cancel into {{clr|B|6B}} even on whiff. This whiff cancel can be performed by just pressing {{clr|B|5B}} again.<br />
<br />
*Jump-cancelable on hit or block.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_5C.png |<small>"Disappear."</small></br><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A button that's a nice starter, being incredibly disjointed and active, but in practice is mostly combo filler because of its slow startup and lengthy recovery. You'll use this during IAD routes and corner combos.<br />
<br />
This is susceptible to OD in pressure; don't use it often if the opponent has OD.<br />
<br />
*For some reason, if Nu scores a CH and goes into {{clr|C|5C}}, then it will also be a CH and do more damage.<br />
*Is considered a projectile<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_2A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A crouching jab used for poking out of pressure and setting up TRMs. It's slightly disjointed but a weak stagger tool because of its unusual minus frames for a jab. It can low profile some air normals.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_2B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A great button that's fast, disjointed, 0 on block, and has less recovery than her {{clr|A|2A}}. Nu's hurtbox also becomes pretty small so this can low-profile some pokes. Pressing 2B again will automatically cancel into {{clr|B|6B}} instead on hit or block.<br />
<br />
This is a staple in pressure because it can reverse beat with {{clr|B|6B}} and {{clr|A|6A}}, is safe from ODR, and has good frame advantage for stagger. The fast recovery makes this great for checking rolls on wakeup while being safe from slower reversals. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
An anti-air normal. {{clr|C|2C}} can be awkward to use as it's slow, the invul kicks in late and Nu's hurtbox rises before then. However, the range and actives on this are better than {{clr|A|6A}}, and it can cover jumps-ins with delayed momentum like {{Character Label|BBCF|Mu-12|label=Mu's}} {{MiniMoveCard|game=BBCF|chara=Mu-12|input=j.C|label={{clr|C|j.C}}}}/{{clr|D|j.D}}> {{clr|C|j.2C}} and {{Character Label|BBCF|Azrael|label=Azrael's}} {{MiniMoveCard|game=BBCF|chara=Azrael|input=j.B|label={{clr|B|j.B}}}}/{{MiniMoveCard|game=BBCF|chara=Azrael|input=j.2C|label={{clr|C|j.2C}}}}.<br />
<br />
It's your only jump-cancellable {{clr|C|C}} normal so this is used for a safe pressure ender or retreating if blocked as an anti-air, although the opponent gets a crouch confirm if they ODR through this.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|C|5C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6A.png | <br />
</gallery>|-|Hitboxes =<gallery widths="210px" heights="210px" mode="nolines"><br />
Nu_6A_hitbox.png | <br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
{{clr|A|6A}} is fast and has early invul, it ends after the first active so it needs to be used reactively, but the low recovery makes her safe against baits. Overall a scary anti-air as she can continue pressure even if blocked.<br />
<br />
It's Nu's most rewarding anti-air by far, scoring 4k at midscreen, and has good options on block, but the hitbox may be susceptible to clashing or being beaten by disjointed jump-ins if not properly timed. <br />
<br />
For pressure, {{clr|A|6A}} is good as it reverse beats with {{clr|B|2B}} and goes into {{clr|2|5B}} which are both 0 on block making for nice stagger, and it can jump-cancel and go into other jump-cancellable normals so the opponent has to watch out for either TK. Crescent or more stagger/lows. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Nu's best starter. This breaks 4k midscreen and easily gets up to 4.4k-4.5k in the corner. This is your go-to punish starter if your opponent does something unsafe on block. <br />
<br />
It's decent for pressure as it's safe from ODR and can jump-cancel, but {{clr|B|2B}} is better suited for meaties and roll-checking. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}<br />
<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
This button is combo filler. It's the only non-Drive normal that can go into Act Parcer, so it's used for nice corner carry off midscreen hits, it's also used at the end of combos to set up {{clr|D|236[D]}} → {{clr|D|214[D]}}. <br />
<br />
The slow startup and long recovery means you're not going to use this in neutral or pressure much, but if the opponent doesn't have OD, you can do {{clr|C|6C}} → 44 to back off relatively safely.<br />
<br />
*Fatal Counter<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: Specials<br />
<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_3C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Nu's sweep is a multi-hit low with great range and speed. It's disjointed and makes her hurtbox small so it can be used to low-profile pokes like {{Character Label|BBCF|Hakumen|label=Hakumen's}} {{MiniMoveCard|game=BBCF|chara=Hakumen|input=4C|label={{clr|C|4C}}}}.<br />
<br />
It's not great for pressure as all the cancels either leave a gap or are punishable by ODR.<br />
<br />
*Only the first 3 hits are lows.<br />
*Only the first 3 hits hard KD on CH — The opponent can Emergency Tech if hit by the full move. <br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: Specials<br />
<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_jA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Nu's fastest air button. It's used to keep the opponent in blockstun from {{clr|B|j.B}} or to set up air TRMs as it's self-cancellable.<br />
<br />
*Not jump-cancellable.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j,2C}}<br />
<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_jB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Decent air to air or jump-in<br />
*The area from Nu's knee to the tip of her foot has no hurtbox<br />
*Can clash or beat out certain AAs if spaced properly (ex. Rachel's {{clr|A|6A}})<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|A|j.A}}, {{clr|C|j,C}}, {{clr|C|j,2C}}<br />
<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_jC.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Good horizontal range<br />
*Hits behind Nu<br />
*Not a good jump-in due to short vertical range, however it is great as a long range poke when spaced.<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|C|j.2C}}<br />
<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_j2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Big vertical hitbox<br />
*Horizontal hitbox is small <br />
*Easy to hitconfirm<br />
<br />
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: Specials<br />
<br />
{{CloseCard}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
*All Drives have a deadzone in front of Nu where they have no hitbox<br />
*All Drives except {{clr|D|4D}} start at Projectile Level 2 and decrease to Level 1 after a set amount of active frames<br />
**Always Level 2 during OD<br />
*Drives deal chip damage during OD<br />
*None can be jump-cancelled on block<br />
*The first sword for any drive normal are spawned and aimed solely using Nu's position, the followup attack spawns based on whatever the initial sword hit (Which might not be the other player)<br />
**Acceptable non-player targets are George the XIII, Nirvana and Ignis.<br />
*Swords can be spawned off the sides of the stage, but not below it. Swords that would spawn below the stage instead spawn from floor level.<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu-13_5D_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Great zoning tool since it goes nearly fullscreen. It's used to prevent the opponent running straight at Nu and to whiff punish things from fullscreen. It has long recovery, so setting up Gravity is recommended to make this safer on whiff.<br />
<br />
The confirms from this vary with range, usually going into {{clr|D|4D}} or {{clr|D|236D}}, but it is possible to get into close range and carry them to the corner with {{clr|D|5D.D}} → {{clr|D|236D}}~{{clr|C|C}} → {{clr|C|214C}} → {{clr|C|3C}}... if it hits them at a decent distance. <br />
<br />
*Projectile Level 2 for the first 6 active frames<br />
<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_2D.png | Goes at a 70 degree angle<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu-13_2D_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D" or input="2DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
A great anti-air as Nu's hitbox is low to the ground and it goes steeply upwards. <br />
<br />
On hit, you can either go into more Drives to bait a burst, or carry them to the corner with IAD routes for better okizeme. <br />
<br />
*Projectile Level 2 for the first 5 active frames<br />
<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6D.png | Goes at a 30 degree angle<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu-13_6D_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6D" or input="6DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
A hard callout for stopping IAD approaches and opponents at a lower height than what {{clr|D|2D}} would catch. It can hit some characters like Azrael and Tager while standing but will whiff on most characters.<br />
<br />
*Projectile Level 2 for the first 3 active frames<br />
<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_4D.png|<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu-13_4D_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="4D" or input="4DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Nu's only standing overhead. It tracks the opponent's location and appears behind them. It's safer than TK Crescent, but is slower and can only be done raw or from {{clr|D|5D}} making it telegraphed. In the corner, {{clr|D|4D}} will become 'invisible' which makes it nasty if the opponent isn't looking at Nu's pose, but this is a knowledge check. <br />
<br />
Be careful against characters with meter as {{clr|D|5D.D}} → {{clr|D|4D}} has a gap which makes it vulnerable against fullscreen supers like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=41236C|label=Gleaming Fang}}. However, OD {{clr|B|5D}} → {{clr|D|4D}} can be gapless. <br />
<br />
*Fatal Counter<br />
*Forces crouching on hit<br />
*110% bonus proration<br />
*No deadzone in OD<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_jD.png | Goes at a 30 degree angle<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D" or input="j.DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Decent move at stopping people from air dashing towards you if you are in the air. <br />
<br />
*Projectile Level 2 for the first 2 active frames<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|D|j.2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_j2D.png | Goes at a -45 degree angle<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.2D" or input="j.2DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Goes steeply below Nu so it can be used to bait anti-airs but beware of its recovery. <br />
<br />
*Can be activated by inputting {{clr|D|j.1D}} but ''not'' {{clr|D|j.3D}} as you will get {{clr|D|j.6D}} instead<br />
*Projectile Level 2 for the first 2 active frames<br />
<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|D|j.6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_j6D.png | Goes at a -15 degree angle<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.6D" or input="j.6DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
A Decent air-to-ground drive that's good at stopping people running at you and also low air approaches if done far enough.<br />
<br />
*Can also be activated with {{clr|D|j.3D}} but '''not''' {{clr|D|j.9D}} (You will get {{clr|D|j.5D}} if you do this)<br />
*Projectile Level 2 for the first 2 active frames<br />
<br />
{{CloseCard}}<br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|B|5B}}+{{clr|C|C}}'''</span> <span class="input-badge">'''{{clr|B|4B}}+{{clr|C|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_Throw.png |<small>"Kill"</small><br> <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Nu's throw launches the opponent high at an angle, so it can only be followed up with Drive normals or specials. <br />
<br />
At midscreen, converting into {{clr|D|236[D]}} > Dash > {{clr|B|6B}} > ... let's her go into Act Parcer to carry the opponent to the corner and setup Luminous. Throws in the corner can link into {{clr|B|5B}}, but are usually special cancelled into Supra Rage.<br />
<br />
*Backthrow has an identical launch and combo routes, just on the other side.<br />
*100% minimum damage.<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|B|j.B}}+{{clr|C|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_AThrow.png |<small>"Disintegrating"</small><br> Emulating Justice energy<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Air throw is similar to ground throw, it's normally cancelled into Drive normals to go into IAD routes. E.x: AT > {{clr|D|6D}} > {{clr|D|2D.D}} > IAD > ...<br />
<br />
It is possible to followup with normals if Gravity or Luminous has been setdown before, but this is more niche. <br />
<br />
*Air version drops both players to the floor before dealing damage, ensuring consistent followup combos from any starting height.<br />
*100% minimum damage.<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|A|6A}}+{{clr|B|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Triggers the {{clr|B|6B}} animation with a slightly different hitbox. One of Nu's few defensive options, but it's easily low-profiled by crouching buttons, especially if the opponent spaces them, so use this sparingly. <br />
<br />
*Opponent air techs on normal hit and can emergency tech on CH<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|A|5A}}+{{clr|B|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_CT.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Nu's Crush Trigger is fully disjointed has a pretty sizeable range. Unlike most other characters, she can get midscreen conversions off uncharged hits by setting up Luminous and buffering D during the input, so it can be a decent mixup for 25 meter. <br />
<br />
*Breaks guard like other CTs<br />
*Wallbounces airborne opponents, wall sticks in the corner<br />
<br />
{{CloseCard}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Sickle Storm</big>===<br />
<span class="input-badge">'''{{clr|D|236D}}(~{{clr|C|C}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_SickleStormLuna.png |<br />
BBCP_Nu_SickleStormDia.png |<small>"Opening rift."</small><br> <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236D" or input="236D~C" or input="236[D]")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
A projectile that goes fullscreen and hits low. All three versions are considered different moves and can special cancel into: <br />
<br />
*Gravity Seed (on hit/block)<br />
*Luminous Slave (on hit)<br />
*Act Parcer (in OD)<br />
<br />
----<br />
'''{{clr|D|236D}}'''<br />
<br />
The standard version, it travels quickly and is common in Nu's combos to juggle the opponent after {{clr|C|3C}}. It can be used in conjunction with {{clr|D|4D}} for mixups during drive pressure, and is comboable with gravity. It's pretty minus on block but this shouldn't matter when being used at long range.<br />
<br />
----<br />
'''{{clr|D|236[D]}}'''<br />
<br />
This is the charged version, it wallbounces and has a long amount of untech time, so this is used for corner and throw combos, it also sees use off some {{clr|A|6A}} routes. Nu's corner combos will end in this to safely setup a charged Luminous which is then used for her setplay. It is plus on block, but it's not safe to use this as a reset as the long startup means the opponent can always jump or reversal through it.<br />
<br />
*Fatal Counter.<br />
<br />
----<br />
'''{{clr|D|236D}}~{{clr|C|C}}'''<br />
<br />
This is the slowest version of Sickle Storm, but it appears from behind the opponent which can catch them off guard. It crumple stuns on ground hit and has a great vacuum effect on air hit, making this very easy to confirm. <br />
<br />
{{CloseCard}}<br />
<br />
===<big>Luminous Slave</big>===<br />
<span class="input-badge">'''{{clr|D|214D}}(~{{clr|C|C}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu_LuminousSlave.png|<small>"Calculating Coordinates."<br> </small><br />
BBCF_Nu_214D-2-.png | Steins Gunner.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214D" or input="214D~C" or input="214[D]")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
A '''vital''' part of Nu's gameplan. Luminous Slave is a summon that has a delayed fire and tracks the opponent's location, it's used in Nu's neutral, okizeme, and mixups. In OD it fires two swords. <br />
<br />
Luminous will not fire if Nu is hit or enters blockstun.<br />
<br />
----<br />
'''{{clr|D|214D}}'''<br />
<br />
The standard version. It has the quickest recovery and fires roughly after 1 second. It's reserved mostly for neutral instead of combos and okizeme. It's easy to convert on hit due to its long stun and on block Nu has enough advantage to start drive pressure.<br />
<br />
----<br />
'''{{clr|D|214[D]}}'''<br />
<br />
The charged version. It has the longest startup but is safe to setup after a {{clr|D|236D}} KD. It fires after 4 seconds have passed or the {{clr|D|D}} button is pressed — this includes buffering it during other normals, Barrier Block, and Crush Trigger. <br />
<br />
This is very important for making Nu's mixups threatening as going into TK. Crescent now becomes plus on block, and comboable on hit for high damage. You can also do crossups and other things with this. The high blockstun also enables Nu to go for pressure resets without spending Gravity. <br />
----<br />
'''{{clr|D|214D}}~{{clr|C|C}}'''<br />
<br />
The plink version. It fires immediately and is used for corner combos, the long stun let's Nu juggle opponents in the air while Gravity recharges.<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Crescent Saber</big>===<br />
<span class="input-badge">'''{{clr|D|j.214D}}(~{{clr|C|C}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_CrescentSaber.png | <small>"Altering State."<br> </small><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.214D" or input="j.214D~C" or input="j.214[D]")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Crescent Saber has two main functions: scoring '''air knockdowns''' at the end of staircase combos, and as a '''mixup tool'''. From this, Nu can go into high/low mix and resets at close range which while risky, are made safer if Luminous Slave is setup beforehand.<br />
<br />
*All versions can cancel into Act Parcer during OD.<br />
<br />
----<br />
'''{{clr|D|j.214D}}'''<br />
<br />
Vanilla Crescent. This is your ender for staircase combos, flinging the oppnent back to the other side of the screen so you can safely setup Gravity Seed and play neutral. For mixups, it acts as arguably Nu's main overhead at 24f in place of no standing one, it can be done from many points in pressure such as {{clr|B|5B}}, {{clr|B|6B}}, and {{clr|A|6A}}. By itself, conversions need meter or OD/CH, and it's punishable if blocked, but with a charged Luminous to cover TK. Crescent it's + on block and Nu can combo meter-lessly.<br />
<br />
*Is 24f startup and -11 on block at TK height. <br />
*Hitbox becomes bigger during OD<br />
*Ground bounces on CH and OD.<br />
<br />
----<br />
'''{{clr|D|j.214[D]}}'''<br />
<br />
The charged version. It has longer startup, but groundbounces on normal hit so it's easier to convert without setups. TK Charged is +16 on block so Nu can reset pressure with this and/or frametrap. Somewhat gimmicky, but Charged Crescent can be used at the end of staircase combos to tech-trap the opponent for a full combo. <br />
<br />
*Hitbox becomes bigger in OD<br />
<br />
----<br />
'''{{clr|D|j.214D}}~{{clr|C|C}}'''<br />
<br />
A feint version of Crescent. Nu can '''cancel the recovery into any move''' after this version, including Act Parcer, so she can act or dash mid-air. Air Drives are commonly cancelled on block into this to make them safer since Nu can air dash away or go into more. For mixups, Nu can fake an overhead and then dash in with {{clr|B|2B}} to trip up the opponent's guard. It's also used in crossup attacks with Luminous deployed. <br />
<br />
*Resets the limit on Drive summons. <br />
<br />
{{CloseCard}}<br />
<br />
===<big>Gravity Seed</big>===<br />
<span class="input-badge">'''{{clr|A|214A}}/{{clr|B|B}}/{{clr|C|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_GravitySeed.png |<small>"Deploying field."</small><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*A, B, and C versions place field in front of Nu, at midscreen, and at fullscreen respectively.<br />
*Staple move for pressure, combos and zoning<br />
*Can be cancelled into from any normal or Drive on hit or block for pressure and zoning<br />
*Can be cancelled into from any special on hit for easy mode combo confirms<br />
*Cancels into any ground normal or special. This includes Act Parcer.<br />
Creates a field to limit horizontal movement. Opponent's horizontal speed is reduced to 30% while in the field. This affects move that alter a character's speed, e.g Ragna's {{clr|A|214A}}. As such, the movement from that attack is also reduced. Gravity Seed allows Nu to reset Drive pressure while locking down the opponent's movement<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Supra Rage</big>===<br />
<span class="input-badge">'''{{clr|C|623C}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_SupraRage.png |<small>"Nullifying Target"</small><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="623C" or input="j.623C")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
A move with high damage and great corner carry, often used only in combos rather than by itself due to the risk-reward being unfavourable, but still has its applications outside filler. <br />
<br />
*Landing recovery of both versions can only be cancelled into Gravity on hit.<br />
<br />
---- <br />
'''{{clr|C|623C}}'''<br />
<br />
A high risk anti-air. It's one of the best in the game in terms of its hitbox and invul — early on frame 5 and an arc covering in front, above, and behind Nu ensures this will cleanly beat most jump-ins, especially ones {{clr|A|6A}} and {{clr|C|2C}} may struggle against, but it is much more unsafe on block or if baited. Supra's reward is also not as great as Nu's other options due to it being a short starter.<br />
<br />
In combos, Supra Rage is a staple in optimal routes as the long untech time enables her to confirm into {{clr|B|214B}}~{{clr|C|5C}} or {{clr|B|6B}} for high damage routes at midscreen and in the corner.<br />
<br />
---- <br />
'''{{clr|C|j.623C}}'''<br />
<br />
The air version has higher damage and is a long starter making it significantly more rewarding on hit than the ground version, but it has no head invul. It's mostly used in optimal punish combos, usually cancelled into the gound version right after due to SMP not being inflicted. <br />
<br />
The throw invul is somewhat niche, but can be used to punish moves like {{Character Label|BBCF|Bang_Shishigami|label=Bang's}} {{MiniMoveCard|game=BBCF|chara=Bang Shishigami|input=236236D|label=Ultra Technique:"Hyper Shadowstep Strike" / Shippugeki}}<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Act Parcer</big>===<br />
<span class="input-badge">'''66/44 after certain moves (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_ActParser.png |<small>"Approaching."</small><br>Parcer is a mistranslation<br />
Nu_Act_Parcer_Backwards.png |<small>"Outranging"</small><br>It's meant to be Pulsar like the car.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="X > 66" or input="X > 44" or input="j.X > 66" or input="j.X > 44")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Act Parcer is a series of command dashes. The 66 and 44 versions are different moves, but both can be cancelled into after:<br />
<br />
*{{clr|C|6C}}. <br />
*Any Drive normal<br />
*Gravity Seed<br />
*Crescent Feint<br />
*Sickle Storm (during OD)<br />
*Crescent Saber (during OD)<br />
<br />
----<br />
'''X > 66'''<br />
<br />
Nu's command dash. It's the fastest in the game and the recovery can be cancelled into '''any move''' making this very useful. Midscreen routes use this a lot as the carry is great ensuring most confirms will result in a Luminous corner setup.<br />
<br />
It has a long window to pass through the opponent and Nu's hurtbox shrinks '''significantly''', so she can use this for crossups or escaping back to neutral quickly after a Gravity summon or Drive. <br />
<br />
*Low profile 4f-20f. <br />
----<br />
'''X > 44'''<br />
<br />
Nu's command backdash. It's a back-jump with a short amount of invul, technically making it safer than an IABD. Nu can cancel into this after setting Gravity and then air dash back to make it difficult for the opponent to chase after her. She can also go into air drives to snipe the opponent now below her. <br />
<br />
*Costs an air action.<br />
<br />
----<br />
'''j.X > 66''' and '''j.X > 44'''<br />
<br />
These are similar to air dashes, they can be used in pressure with Luminous to set up some gimmicks, or to back off safely after air drives. Some OD routes also use these.<br />
<br />
*Cost an air action.<br />
{{CloseCard}}<br />
<br />
==Distortion Drives==<br />
===<big>Legacy Edge</big>===<br />
<span class="input-badge">'''{{clr|D|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_LegacyEdge.png |"It is time for disciplining... Gate of Babylon!”<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*On activation, creates a portal in front of Nu, out of which a large number of swords emerge travelling horizontally at various heights, each one causing strong knockback and wallstick.<br />
*Overdrive increases the number of swords spawned, thus increasing the overall time and advantage<br />
*The projectiles go full screen, but the portal itself is created with a gap in front of Nu, leaving a dead zone where it won't hit.<br />
*Massively plus on hit or block, with plenty of time to perform whatever mixup you want if they block<br />
*Has a fairly unique type of invulnerability, shared only by the later hits of Tager's Magna Tech Wheel; invuln specifically against anything that includes the projectile attribute, including strike-projectile attacks such as all of Nine's normals (which are not avoided by normal projectile invuln).<br />
*If it hits, you can dash towards the opponent to force them into the corner and end with a combo<br />
*Can be used to cancel out other projectile supers such as Rachel's Tempest Dahlia or Tsubaki's Requiem Maledictus<br />
*Minimum damage: 13*24 OD: 13*37<br />
{{CloseCard}}<br />
<br />
===<big>Calamity Sword</big>===<br />
<span class="input-badge">'''{{clr|D|632146D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_CalamitySword.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="632146D" or input="j.632146D")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Creates a projectile a small distance in front of Nu that strikes downwards and floor bounces.<br />
*Overdrive version creates 4 such swords (With lower damage than the single one), each progressively further away than the last, and will combo into each other easily<br />
*Looks like an overhead attack, but isn't.<br />
*Main use is at the end of air combos to add damage (adds 1K minimum)<br />
*Has a deadzone in front of Nu, shouldn't be used as a reversal. Overdrive version removes the deadzone.<br />
*Minimum damage: 960 OD: 1288<br />
{{CloseCard}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>True Impreza</big>===<br />
<span class="input-badge">'''{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu_TrueImpreza.png | Jump or Block. Just hope you didn't press a button when this is thrown out.<br />
BBCF_Nu_TrueImpreza2.png |'''"AHHHHHHHH!!! RAIN OF SWORDS!"'''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*The only EA in the game that is projectile property.<br />
*Unusually negative for an EA, but moves Nu backwards if there is space.<br />
*[[BBCF/Offense#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]]<br />
*288/606 Minimum Damage<br />
<br />
Nu's Exceed Excel is quite unique compared to other characters. Rather than a close range attack, Nu fires a sword that travels almost fullscreen. Puts Nu in Active Flow if she hasn't already been in it. Has full invul but is not safe on block at point blank and cannot be rapid-canceled.<br />
<br />
There is enough time afterwards to set a Gravity Seed or Luminous Slave before the opponent techs.<br />
{{CloseCard}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Sword of Destruction</big>===<br />
<span class="input-badge">'''{{clr|D|214214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_SwordofDestruction.png|hug.exe<br />
BBCP_Nu_SwordofDestruction2.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*A very short ranged hitgrab that's easy to combo into. <br />
*If you have the space to do an Act Parcer combo, you can confirm into astral off of most grounded fullscreen hits. <br />
*Pushes the opponent far on block, but this is reduced drastically if they Instant Block.<br />
<br />
'''Combos From...'''<br />
*{{clr|C|5C}} <br />
*{{clr|C|2C}}<br />
*{{clr|C|3C}}<br />
*{{clr|A|6A}} (on air hit).<br />
*{{clr|A|5A}} (on air hit, counter-hit only).<br />
*{{clr|B|5B}} (counter-hit only).<br />
*{{clr|B|6B}} (counter-hit only).<br />
*{{clr|D|214D}} (you need to hit them close to Nu for this to combo, also applies to {{clr|D|214[D]}} remote fires.<br />
{{CloseCard}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Nu}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://murakumo13.wordpress.com/intro/ Old site with Nu-13 tech and guides]<br />
*[https://www.youtube.com/playlist?list=PLiW_XwHnKG5sKuOQRPQuxinvtsb4sGGXP&disable_polymer=true Compilation of Nu-13 matches/sets]<br />
*Japanese Name: ニュー·サーティーン<br />
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=ny&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Nu-13/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Nu-13|42px|BBCF_Nu_Icon.png|ν-No.13-}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=File:GGST_Bridget_Portrait.png&diff=310562File:GGST Bridget Portrait.png2022-08-08T05:28:49Z<p>GunBlaze: </p>
<hr />
<div></div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/Nu-13&diff=292772BBCF/Nu-132022-07-01T05:40:19Z<p>GunBlaze: </p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Nu-13 (stylized as ν-No.13-) is BlazBlue's original '''zoner'''. She uses her Drive and specials for keepaway and mixups, even from a distance. On offense, although Nu's confirms deal below average damage, many of them are naturally Burst-safe. With specials like Gravity Seed and Luminous Slave, Nu also has solid options to '''reduce mobility and start setplay'''. Nu's Drive attacks have notable recovery, so she often has to make quick reactions and respond appropriately or risk a counter hit. Due to poor defensive options and low health, Nu must '''avoid dangerous situations with her movement options''', such as her great backdash and unique command dash. Unfortunately, Nu must make large adjustments to her gameplan depending on the matchup due to unstable win conditions; even with this, however, she still sees use at high levels of play. Nu requires good understanding of matchups, defensive mechanics and neutral to use her tools to the fullest.<br />
|quote= Hahahahaha! Ragnaaaaa! Ragna! Ragna! It's impossible, Ragna! Nothing will change! You can't change anything! Hahahahahaha!<br />
|lore= Nu-13 is the 13th Prime Field Device or Murakumo Unit, a series of clones or "Dolls" intended to be mindlessly obedient weapons. As with her earlier sister units [[BBCF/Mu-12|Mu-12]] and [[BBCF/Lambda-11|Lambda-11]], she is a clone of [[BBCF/Ragna_the_Bloodedge|Ragna's]] sister Saya. While she speaks only robotically much of the time, the presence of Ragna brings her true personality out: one of pure obsession with Ragna and fusing with him to create another Black Beast, with herself serving as its heart. She and Ragna also have a "Life Link" which renders them effectively immortal unless both are killed at once.<br />
|voice_actor= Kanako Kondō<br />
|summary= is a zoner who reacts to her opponent's movement and controls space with her Drive.<br />
|pros=<br />
*'''Screen Control''': Nu's projectiles are fast, go full screen, have high/low mixup, and can track. This makes her neutral difficult for some characters to navigate through.<br />
*'''Strong Anti-Airs''': All of Nu's anti-airs have either great reward ({{clr|A|6A}}), invulnerability ({{clr|C|623C}}), or range ({{clr|D|6D}}/{{clr|D|2D}}) which makes her good at stopping aerial approaches.<br />
*'''Fast''': Nu's dash and backdash are faster than average which is nice for maneuvering in neutral. Act Parcer is also a near-instant 'teleport' dash for making quick escapes back to midscreen.<br />
*'''Burst-Safe''': Drive combos are Burst-safe allowing Nu to go for kills despite the opponent having it.<br />
<br />
|cons=<br />
* '''Health''': Nu is tied for the lowest health in the game. She can't take many hits and it's easy for the opponent to get a lifelead forcing her to play more risky.<br />
* '''Poor Defense''': Nu's only reversal requires OD ''and'' 50 meter making it situational and expensive. Her Counter Assault is easily low-profiled by crouch buttons too.<br />
*'''Drive Recovery''': Nu's projectiles leave her vulnerable on whiff due to their long recovery — Many characters can punish her on reaction to Drives once they have meter.<br />
*'''Low Average Damage''': Drive starters prorate heavily and don't have long combo time, so Nu needs to win more interactions than others to score rounds.<br />
*'''Uneven Matchups''': Nu's polarized toolset causes her to have some of the worst matchups in the game, particularly against very mobile characters.<br />
|unique_mechanic1_name= Drive: Sword Summoner<br />
|unique_mechanic1=<br />
Nu manifests sword-like projectiles which she can shoot at different angles with the D button. All Drive moves have a follow-up attack initiated by pressing D shortly after the attack connects. Unlike other characters, Nu can gatling her projectiles into other moves on block/hit including her special movement option Act Parcer.<br />
<br />
Nu can perform up to '''three''' drives in one string, and drives can '''reverse beat''' with each other, so {{clr|D|5D.D}} > {{clr|D|4D.D}} > {{clr|D|2D.D}} and {{clr|D|5D.D}} > {{clr|D|4D.D}} > {{clr|D|5D.D}} are valid strings. This limit is only reset by '''jump cancels'''. This includes pre-jump, so it's possible to cancel the startup frames into a special to reset the limit without leaving the ground.<br />
<br />
Air Drives have the same limit but this can be reset by {{clr|D|j214D}}~{{clr|C|C}} alongside jump cancelling.<br />
|unique_mechanic2_name= Overdrive: Unlimited Drive<br />
|unique_mechanic2=<br />
Powers up her Drive with the following effects:<br />
*All Drive moves, including their follow-ups, summon two swords instead of one.<br />
*{{clr|D|4D}}'s minimum distance requirement is removed.<br />
*Drive Swords deal chip damage.<br />
*Gravity Seed recharges faster.<br />
*All versions of Sickle Storm can cancel into Act Parcer on hit, block or whiff.<br />
*Crescent Saber groundbounces, has a larger hitbox and all versions can be canceled into Act Parcer on hit, block or whiff.<br />
*Luminous Slave fires two swords instead of one.<br />
*Legacy Edge lasts longer and fires more projectiles.<br />
*Calamity Sword summons 4 swords in a line instead of just one.<br />
<br />
As a result, all of Nu's Drive-related attacks become much stronger. See each move's section for details.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_5A.png |Stab<br />
</gallery>|-|Hitboxes =<gallery widths="210px" heights="210px" mode="nolines"><br />
Nu 5A Hitbox 6-8.png |Frames 6-8.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
nU 5A Hitbox 9-11.png |Frames 9-11.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<br />
A disjointed jab with lengthy active frames, that sometimes hits crouching depending on the character. {{clr|A|5A}} is decent for stagger and can be used as a quick anti-air in a pinch.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable stripe" style="margin: 0.5em 1em; width: 100%; max-width: 625px;"<br />
! colspan="3" | Characters 5A Hits While Crouching &nbsp;<br />
|-<br />
!Crouch<br />
!Crouching Prox. Guard<br />
!Does Not Hit any Crouch<br />
|- style="vertical-align: top;" ! scope="row"<br />
| {{Character Label|BBCF|Iron_Tager|label=Iron Tager}}<br />
<br />
{{Character Label|BBCF|Carl_Clover|label=Carl Clover}}<br />
<br />
{{Character Label|BBCF|Hakumen|label=Hakumen}}<br />
<br />
{{Character Label|BBCF|Hazama|label=Hazama}}<br />
<br />
{{Character Label|BBCF|Valkenhayn_R._Hellsing|label=Valkenhayn R. Hellsing}}<br />
<br />
{{Character Label|BBCF|Platinum_the_Trinity|label=Platinum the Trinity}}<br />
<br />
{{Character Label|BBCF|Relius_Clover|label=Relius Clover}}<br />
<br />
{{Character Label|BBCF|Kagura_Mutsuki|label=Kagura Mutsuki}}<br />
<br />
{{Character Label|BBCF|Yuuki_Terumi|label=Yuuki Terumi}}*(Must be staggered)<br />
<br />
{{Character Label|BBCF|Nine_the_Phantom|label=Nine the Phantom}}<br />
<br />
{{Character Label|BBCF|Jubei|label=Jubei}}<br />
|{{Character Label|BBCF|Ragna_the_Bloodedge|label=Ragna the Bloodedge}}<br />
<br />
{{Character Label|BBCF|Rachel_Alucard|label=Rachel Alucard}}<br />
<br />
{{Character Label|BBCF|Taokaka|label=Taokaka}}<br />
<br />
{{Character Label|BBCF|Arakune|label=Arakune}}<br />
<br />
{{Character Label|BBCF|Bang_Shishigami|label=Bang Shishigami}}<br />
<br />
{{Character Label|BBCF|Nu-13|label=Nu-13}}<br />
<br />
{{Character Label|BBCF|Tsubaki_Yayoi|label=Tsubaki Yayoi}}<br />
<br />
{{Character Label|BBCF|Mu|label=Mu-12}}<br />
<br />
{{Character Label|BBCF|Makoto_Nanaya|label=Makoto Nanaya}}<br />
<br />
{{Character Label|BBCF|Amane_Nishiki|label=Amane Nishiki}}<br />
<br />
{{Character Label|BBCF|Lambda-11|label=Lambda-11}}<br />
<br />
{{Character Label|BBCF|Susano'o|label=Susano'o}}<br />
|{{Character Label|BBCF|Jin_Kisaragi|label=Jin Kisaragi}}<br />
<br />
{{Character Label|BBCF|Noel_Vermillion|label=Noel Vermillion}}<br />
<br />
{{Character Label|BBCF|Litchi_Faye_Ling|label=Litchi Faye Ling}}<br />
<br />
{{Character Label|BBCF|Izayoi|label=Izayoi}}<br />
<br />
{{Character Label|BBCF|Bullet|label=Bullet}}<br />
<br />
{{Character Label|BBCF|Azrael|label=Azrael}}<br />
<br />
{{Character Label|BBCF|Kokonoe|label=Kokonoe}}<br />
<br />
{{Character Label|BBCF|Celica_A._Mercury|label=Celica A. Mercury}}<br />
<br />
{{Character Label|BBCF|Hibiki_Kohaku|label=Hibiki_Kohaku}}<br />
<br />
{{Character Label|BBCF|Naoto_Kurogane|label=Naoto Kurogane}}<br />
<br />
{{Character Label|BBCF|Izanami|label=Izanami}}<br />
<br />
{{Character Label|BBCF|Es|label=ES}}<br />
<br />
{{Character Label|BBCF|Mai_Natsume|label=Mai Natsume}}<br />
<br />
|-<br />
|}<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_5B.png |<br />
</gallery>|-|Hitboxes =<gallery widths="210px" heights="210px" mode="nolines"><br />
Nu 5B Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A good button for stagger due to its quick speed and neutral frame advantage. It hits OTG to pickup after confirms like CH Crescent, and can cancel into {{clr|B|6B}} even on whiff. <br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_5C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A button that's a nice starter, being incredibly disjointed and active, but in practice is mostly combo filler because of its slow startup and lengthy recovery. You'll use this during IAD routes and corner combos.<br />
<br />
Very susceptible to Overdrive in pressure; don't use it very often in pressure scenarios.<br />
<br />
*Is considered a projectile<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_2A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A crouching jab used for poking out of pressure and setting up TRMs. It's slightly disjointed but a weak stagger tool because of its unusual minus frames for a jab. It can low profile some air normals.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_2B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A great button that's fast, disjointed, 0 on block, and has less recovery than her 2A. Nu's hurtbox also becomes pretty small so this can low-profile some pokes.<br />
<br />
This is a staple in pressure because it can reverse beat with {{clr|B|6B}} and {{clr|B|6A}}, is safe from ODR, and has good frame advantage for stagger. The fast recovery makes this great for checking rolls on wakeup while being safe from slower reversals. <br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
An anti-air normal. {{clr|C|2C}} is awkward to use as it's slow, the invul kicks in late and Nu's hurtbox rises before then. However, the range on this is better than {{clr|A|6A}}, and it can cover jumps-ins with delayed momentum like {{Character Label|BBCF|Mu-12|label=Mu's}} {{MiniMoveCard|game=BBCF|chara=Mu-12|input=j.C|label={{clr|C|j.C}}}}/{{clr|D|j.D}}> {{clr|C|j.2C}} and {{Character Label|BBCF|Azrael|label=Azrael's}} {{MiniMoveCard|game=BBCF|chara=Azrael|input=j.B|label={{clr|B|j.B}}}}/{{MiniMoveCard|game=BBCF|chara=Azrael|input=j.2C|label={{clr|C|j.2C}}}}.<br />
<br />
It's your only jump-cancellable C normal so this is used for a safe pressure ender or retreating if blocked as an anti-air, although the opponent gets a crouch confirm if they ODR through this.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6A.png | Great reward <br />
</gallery>|-|Hitboxes =<gallery widths="210px" heights="210px" mode="nolines"><br />
Nu_6A_hitbox.png | But not a good hitbox<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Your main close range anti-air. {{clr|A|6A}} is fast and has early invul so it's good for using reactively. The low recovery makes it safe against baits and the gatlings allow you to jail opponents if they air block it. It's Nu's most rewarding anti-air by far, scoring 4k at midscreen. <br />
<br />
6A is good for pressure as it reverse beats with {{clr|B|2B}} and goes into {{clr|2|5B}} which are both 0 on block making for nice stagger, and it can jump-cancel and go into other jump-cancellable normals so the opponent has to watch out for either TK. Crescent or more stagger/lows. <br />
<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*One of the best combo starters and the main punish move.<br />
*Decent for pressure.<br />
*Jump-cancellable. <br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Mainly used as combo filler<br />
*Can be used to push people away and cancel into 214X to start the Drive pressure<br />
*Fatal Counter<br />
*Cancels into Act Parcer<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_3C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Great range<br />
*Can be used to low profile pokes (ex. Hakumen's {{clr|C|4C}})<br />
*Avoid in close range as its cancel options are poor and can be punished<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_jA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fastest air to air move Nu has<br />
*Can set up TRM situations against air opponents<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_jB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Decent air to air or jump-in<br />
*The area from Nu's knee to the tip of her foot has no hurtbox<br />
*Can clash or beat out certain AAs if spaced properly (ex. Rachel's {{clr|A|6A}})<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_jC.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Good horizontal range<br />
*Hits behind Nu<br />
*Not a good jump-in due to short vertical range, however it is great as a long range poke when spaced.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_j2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Big vertical hitbox<br />
*Horizontal hitbox is small <br />
*Easy to hitconfirm<br />
{{CloseCard}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
*All Drives had a deadzone in front of Nu where they have no hitbox.<br />
*All Drives except {{clr|D|4D}} start at Projectile Level 2 and decrease to Projectile Level 1 after a set amount of active frames.<br />
**Always Projectile Level 2 in OD.<br />
*Nu's Drive moves only deal chip damage in Overdrive.<br />
*None of Nu's Drive moves can be jump-cancelled on block.<br />
*Ground Drive moves ({{clr|D|5D}}, {{clr|D|6D}}, {{clr|D|2D}} and {{clr|D|4D}}) can be chained up to 3 in a row (for example: {{clr|D|6DD}} > {{clr|D|5DD}} > {{clr|D|4DD}} works fine but {{clr|D|6DD}} > {{clr|D|5DD}} > {{clr|D|4DD}} > {{clr|D|5DD}} would not).<br />
**This includes Gravity Seed cancels, so while {{clr|D|4DD}} > {{clr|D|5DD}} > {{clr|D|4DD}} works, {{clr|D|4DD}} > {{clr|B|214B}} > {{clr|D|4DD}} > {{clr|D|5DD}} > {{clr|D|4DD}} will not.<br />
*The air Drive moves ({{clr|D|j.D}}, {{clr|D|j.6D}} and {{clr|D|j.2D}}) can be chained up to 3 in a row.<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu-13_5D_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Great zoning tool since it goes nearly fullscreen. It's used to prevent the opponent running straight at Nu and to whiff punish things from fullscreen. It has long recovery, so setting up Gravity is recommended to make this safer on whiff.<br />
<br />
*Projectile Level 2 for the first 6 active frames; always Projectile Level 2 in OD.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_2D.png | Goes at a 70 degree angle<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu-13_2D_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D" or input="2DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
A great anti-air as Nu's hitbox is low to the ground and it goes steeply upwards.<br />
<br />
*Projectile Level 2 for the first 5 active frames; always Projectile Level 2 in OD.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6D.png | Goes at a 30 degree angle<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu-13_6D_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6D" or input="6DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
A great anti air for stopping IAD approaches and opponents at a lower height than what {{clr|D|2D}} would catch. It can hit some characters like Azrael and Tager while standing but will whiff on most characters.<br />
<br />
*Projectile Level 2 for the first 3 active frames; always Projectile Level 2 in OD.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_4D.png|Fanservice overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu-13_4D_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="4D" or input="4DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Nu's only standing overhead. It tracks the opponent's location and appears behind them, but has a deadzone and can't be cancelled into from non-Drive normals. In the corner, {{clr|D|4D}} will become 'invisible' which makes it nasty if the opponent isn't looking at Nu's pose, but it is still reactable at 27f startup. <br />
<br />
Be careful against characters with meter as {{clr|D|5D.D}} → {{clr|D|4D}} has a gap which makes it vulnerable against fullscreen supers like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=41236C|label=Gleaming Fang}}.<br />
<br />
*Fatal Counter<br />
*Forces crouching on hit<br />
*110% bonus proration<br />
*No deadzone in OD<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_jD.png | Goes at a 30 degree angle<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D" or input="j.DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Decent move at stopping people from air dashing towards you if you are in the air. <br />
<br />
*Projectile Level 2 for the first 2 active frames; always Projectile Level 2 in OD.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|D|j.2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_j2D.png | Goes at a -45 degree angle<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.2D" or input="j.2DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Goes steeply below Nu so it can be used to bait anti-airs but beware of its recovery. <br />
<br />
*Projectile Level 2 for the first 2 active frames; always Projectile Level 2 in OD.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|D|j.6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_j6D.png | Goes at a -15 degree angle<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.6D" or input="j.6DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
A Decent air-to-ground drive that's good at stopping people running at you and also low air approaches if done far enough.<br />
<br />
*Projectile Level 2 for the first 2 active frames; always Projectile Level 2 in OD.<br />
{{CloseCard}}<br />
<br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|B|5B}}+{{clr|C|C}}'''</span> <span class="input-badge">'''{{clr|B|4B}}+{{clr|C|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Minimum 100% damage<br />
*Ground throw launches opponent upwards and slightly sideways depending on the direction of the throw<br />
*Ground throw wall bounds in the corner<br />
*Ground throws are special-cancellable<br />
{{CloseCard}}<br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|B|j.B}}+{{clr|C|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_AThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Minimum 100% damage<br />
*Air version drops both players to the floor before dealing damage, ensuring consistent followup combos from any starting height.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|A|6A}}+{{clr|B|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hitbox is the same as her {{clr|B|6B}}<br />
*Opponents can low profile it<br />
*Opponent air techs on normal hit and can emergency tech on CH<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|A|5A}}+{{clr|B|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_CT.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Breaks guard like other CTs<br />
*Plus on block with decent pushback<br />
*Wallbounces airborne opponents, wall sticks in the corner<br />
{{CloseCard}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Luminous Slave</big>===<br />
<span class="input-badge">'''{{clr|D|214D}}(~{{clr|C|C}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu_LuminousSlave.png|<small>"Calculating Coordinates."<br> </small> Steins Gunner<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214D" or input="214D~C" or input="214[D]")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
A '''vital''' part of Nu's gameplan. Luminous Slave is a summon that has a delayed fire and tracks the opponent's location, it's used in Nu's neutral, okizeme, and mixups. In OD it fires two swords. <br />
<br />
Luminous will not fire if Nu is hit or enters blockstun.<br />
<br />
----<br />
'''{{clr|D|214D}}'''<br />
<br />
The standard version. It has the quickest recovery and fires roughly after 1 second. It's reserved mostly for neutral instead of combos and okizeme. It's easy to convert on hit due to its long stun and on block Nu has enough advantage to start drive pressure.<br />
<br />
----<br />
'''{{clr|D|214[D]}}'''<br />
<br />
The charged version. It has the longest startup but is safe to setup after a {{clr|D|236D}} KD. It fires after 4 seconds have passed or the {{clr|D|D}} button is pressed — this includes buffering it during other normals, Barrier Block, and Crush Trigger. <br />
This is very important for making Nu's mixups threatening as going into TK. Crescent now becomes plus on block, and comboable on hit for high damage. You can also do crossups and other things with this. The high blockstun also enables Nu to go for pressure resets without spending Gravity. <br />
----<br />
'''{{clr|D|214D}}~{{clr|C|C}}'''<br />
<br />
The plink version. It fires immediately and is used for corner combos, the long stun let's Nu juggle opponents in the air while Gravity recharges.<br />
<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Sickle Storm</big>===<br />
<span class="input-badge">'''{{clr|D|236D}}(~{{clr|C|C}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_SickleStormLuna.png |<small>"Summoning"</small><br> <br />
BBCP_Nu_SickleStormDia.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236D" or input="236D~C" or input="236[D]")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
A projectile that goes fullscreen and hits low. All three versions are considered different moves and can special cancel into: <br />
*Gravity Seed (on hit/block)<br />
*Luminous Slave (on hit)<br />
*Act Parcer (in OD)<br />
<br />
----<br />
'''{{clr|D|236D}}'''<br />
<br />
The standard version, it travels quickly and is common in Nu's combos to juggle the opponent after {{clr|C|3C}}. It can be used in conjunction with {{clr|D|4D}} for mixups during drive pressure, and is comboable with gravity. It's pretty minus on block but this shouldn't matter when being used at long range.<br />
<br />
----<br />
'''{{clr|D|236[D]}}'''<br />
<br />
This is the charged version, it wallbounces and has a long amount of untech time, so this is used for corner and throw combos, it also sees use off some {{clr|A|6A}} routes. Nu's corner combos will end in this to safely setup a charged Luminous which is then used for her setplay. It is plus on block, but it's not safe to use this as a reset as the long startup means the opponent can always jump or reversal through it.<br />
<br />
*Fatal Counter.<br />
<br />
----<br />
'''{{clr|D|236D}}~{{clr|C|C}}'''<br />
<br />
This is the slowest version of Sickle Storm, but it appears from behind the opponent which can catch them off guard. It crumple stuns on ground hit and has a great vacuum effect on air hit, making this very easy to confirm. <br />
{{CloseCard}}<br />
<br />
<br />
===<big>Crescent Saber</big>===<br />
<span class="input-badge">'''{{clr|D|j.214D}}(~{{clr|C|C}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_CrescentSaber.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.214D" or input="j.214D~C" or input="j.214[D]")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Overhead<br />
*Has a deadzone in front of Nu<br />
*Is a projectile<br />
*Can be charged by holding D. If charged, it comes out slower and is plus on block<br />
*Nu is in recovery until landing for both charged and uncharged version<br />
*If C is pressed during startup, she cancels the sword and recovers faster<br />
**Nu is actionable after this version. It also cancels into Act Parcer<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Act Parcer</big>===<br />
<span class="input-badge">'''66/44 after certain moves (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_ActParser.png |<small>"Approaching."</small><br>Parcer is a mistranslation<br />
Nu_Act_Parcer_Backwards.png |<small>"Outranging"</small><br>It's meant to be Pulsar like the car.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="X > 66" or input="X > 44" or input="j.X > 66" or input="j.X > 44")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Act Parcer is a series of command dashes. The 66 and 44 versions are different moves, but both can be cancelled into after:<br />
*{{clr|C|6C}}. <br />
*Any Drive normal.<br />
*Gravity Seed.<br />
*Sickle Storm (during OD).<br />
*Crescent Saber (during OD). <br />
<br />
----<br />
'''X > 66'''<br />
<br />
Nu's command dash. It's the fastest in the game and the recovery can be cancelled into '''any move''' making this very useful. Midscreen routes use this a lot as the carry is great ensuring most confirms will result in a Luminous corner setup.<br />
<br />
It has a long window to pass through the opponent and Nu's hurtbox shrinks '''significantly''', so she can use this for crossups or escaping back to neutral quickly after a Gravity summon or Drive. <br />
<br />
*Low profile 4f-20f. <br />
----<br />
'''X > 44'''<br />
<br />
Nu's command backdash. It's a back-jump with a short amount of invul, technically making it safer than an IABD. Nu can cancel into this after setting Gravity and then air dash back to make it difficult for the opponent to chase after her. She can also go into air drives to snipe the opponent now below her. <br />
<br />
*Costs an air action.<br />
<br />
----<br />
'''j.X > 66''' and '''j.X > 44'''<br />
<br />
A lot more niche than the ground versions. These are similar to air dashes which can be done on block, they can be used in pressure with Luminous to set up some gimmicks, otherwise cancelling air drives into Crescent Feint is more commonly seen.<br />
*Cost an air action.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Gravity Seed</big>===<br />
<span class="input-badge">'''{{clr|A|214A}}/{{clr|B|B}}/{{clr|C|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_GravitySeed.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*A, B, and C versions place field in front of Nu, at midscreen, and at fullscreen respectively.<br />
*Staple move for pressure, combos and zoning<br />
*Can be cancelled into from any normal or Drive on hit or block for pressure and zoning<br />
*Can be cancelled into from any special on hit for easy mode combo confirms<br />
*Cancels into any ground normal or special. This includes Act Parcer.<br />
Creates a field to limit horizontal movement. Opponent's horizontal speed is reduced to 30% while in the field. This affects move that alter a character's speed, e.g Ragna's {{clr|A|214A}}. As such, the movement from that attack is also reduced. Gravity Seed allows Nu to reset Drive pressure while locking down the opponent's movement<br />
<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Supra Rage</big>===<br />
<span class="input-badge">'''{{clr|C|623C}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_SupraRage.png |<small>"Nullifying Target"</small><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="623C" or input="j.623C")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<br />
One of the best anti-airs in the game. The range on this covers a large arc above, in front of, and behind Nu. The invul starts early and ends after the move is already active ensuring this will cleanly beat most jump-ins, particularly ones her {{clr|A|6A}} and {{clr|C|2C}} struggle against, it is much more unsafe on block than those two, however. The overall reward is less due to this being a short starter too.<br />
<br />
This is a staple in Nu's combos as being able to cancel the landing recovery into Gravity seed makes this very useful for corner carries midscreen, and the untech time allows her to link into {{clr|B|6B}} for high damage corner confirms. The air version is considered a different move and so not affected by SMP, it's also throw invul which has niche uses like punishing {{Character Label|BBCF|Bang_Shishigami|label=Bang's}} {{MiniMoveCard|game=BBCF|chara=Bang Shishigami|input=236236D|label=Ultra Technique:"Hyper Shadowstep Strike" / Shippugeki}}<br />
<br />
{{CloseCard}}<br />
<br />
<br />
==Distortion Drives==<br />
===<big>Legacy Edge</big>===<br />
<span class="input-badge">'''{{clr|D|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_LegacyEdge.png |"It is time for disciplining... Gate of Babylon!”<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*On activation, creates a portal in front of Nu, out of which a large number of swords emerge travelling horizontally at various heights, each one causing strong knockback and wallstick.<br />
*Overdrive increases the number of swords spawned, thus increasing the overall time and advantage<br />
*The projectiles go full screen, but the portal itself is created with a gap in front of Nu, leaving a dead zone where it won't hit.<br />
*Massively plus on hit or block, with plenty of time to perform whatever mixup you want if they block<br />
*Has lengthy invul on startup so it can be used as an anti-zoning tool.<br />
*It wll invul through Body-Projectile attacks and Nine's normals.<br />
*If it hits, you can dash towards the opponent to force them into the corner and end with a combo<br />
*Can be used to cancel out other projectile supers such as Rachel's Tempest Dahlia or Tsubaki's Requiem Maledictus<br />
*Minimum damage: 13*24 OD: 13*37<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Calamity Sword</big>===<br />
<span class="input-badge">'''{{clr|D|632146D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_CalamitySword.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="632146D" or input="j.632146D")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Creates a projectile a small distance in front of Nu that strikes downwards and floor bounces.<br />
*Overdrive version creates 4 such swords (With lower damage than the single one), each progressively further away than the last, and will combo into each other easily<br />
*Looks like an overhead attack, but isn't.<br />
*Main use is at the end of air combos to add damage (adds 1K minimum)<br />
*Has a deadzone in front of Nu, shouldn't be used as a reversal. Overdrive version removes the deadzone.<br />
*Minimum damage: 960 OD: 1288<br />
{{CloseCard}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>True Impreza</big>===<br />
<span class="input-badge">'''{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu_TrueImpreza.png | Jump or Block. Just hope you didn't press a button when this is thrown out.<br />
BBCF_Nu_TrueImpreza2.png |'''"AHHHHHHHH!!! RAIN OF SWORDS!"'''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*The only EA in the game that is projectile property.<br />
*Unusually negative for an EA, but moves Nu backwards if there is space.<br />
*[[BBCF/Offense#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]]<br />
*288/606 Minimum Damage<br />
<br />
Nu's Exceed Excel is quite unique compared to other characters. Rather than a close range attack, Nu fires a sword that travels almost fullscreen. Puts Nu in Active Flow if she hasn't already been in it. Has full invul but is not safe on block at point blank and cannot be rapid-canceled.<br />
<br />
There is enough time afterwards to set a Gravity Seed or Luminous Slave before the opponent techs.<br />
{{CloseCard}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Sword of Destruction</big>===<br />
<span class="input-badge">'''{{clr|D|214214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_SwordofDestruction.png|hug.exe<br />
BBCP_Nu_SwordofDestruction2.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*A very short ranged hitgrab that's easy to combo into. <br />
*If you have the space to do an Act Parcer combo, you can confirm into astral off of most grounded fullscreen hits. <br />
*Pushes the opponent far on block, but this is reduced drastically if they Instant Block.<br />
<br />
'''Combos From...'''<br />
*{{clr|C|5C}} <br />
*{{clr|C|2C}}<br />
*{{clr|C|3C}}<br />
*{{clr|A|6A}} (on air hit).<br />
*{{clr|A|5A}} (on air hit, counter-hit only).<br />
*{{clr|B|5B}} (counter-hit only).<br />
*{{clr|B|6B}} (counter-hit only).<br />
*{{clr|D|214D}} (you need to hit them close to Nu for this to combo, also applies to {{clr|D|214[D]}} remote fires.<br />
{{CloseCard}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Nu}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://murakumo13.wordpress.com/intro/ Old site with Nu-13 tech and guides]<br />
*[https://www.youtube.com/playlist?list=PLiW_XwHnKG5sKuOQRPQuxinvtsb4sGGXP&disable_polymer=true Compilation of Nu-13 matches/sets]<br />
*Japanese Name: ニュー·サーティーン<br />
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=ny&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Nu-13/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Nu-13|42px|BBCF_Nu_Icon.png|ν-No.13-}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/Lambda-11&diff=292771BBCF/Lambda-112022-07-01T05:35:38Z<p>GunBlaze: </p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Lambda-11 (stylized as <big>ᴧ</big>-No.11-) is a '''hybrid''' character with tools split between rushdown, zoning and light setplay while having '''some of the best corner carry in the game'''. Lambda's main goal is to carry her opponent to the corner and force them into '''strong okizeme setups''' — She achieves this through Gravity Seed and Act Parcer Tri: Cavalier, which allow her to do corner-to-corners with ease while achieving consistently strong damage. Lambda's neutral is versatile: she can either play a more passive zoning style or commit more to a rushdown approach. Her Drive has '''high recovery''' on whiff, however, and players will need to be aware of how far they are from the corner at all times to adjust their routes on the fly. A flexible mindset and good understanding of match flow will take any Lambda player a long way.<br />
<br />
|quote= Target acquired, moving to annihilate.<br />
|lore= Lambda-11 is an imitation Murakumo Unit found, experimented on and controlled by Kokonoe. Lambda once sacrificed herself for the sake of Ragna, who was about to be dealt a death blow. Before fading away, she transferred her remaining power and the Idea Engine to Ragna, which allowed him to use the Ars Magus to its maximum, giving him the power to defeat Terumi and rescue Noel. Having been reborn within the Embryo, Lambda still serves under Kokonoe, but would defy even her commands in order to meet Ragna again.<br />
|voice_actor= Kanako Kondō<br />
|summary= uses a combination of zoning and rushdown tools to set up strong oki<br />
|pros=<br />
* '''Screen Control''': Lambda's projectiles are fast, span nearly fullscreen, and can lock the opponent in place. This leads to a neutral that's difficult for some characters to challenge.<br />
* '''Good damage''': Gravity Seed routes break over 4k from common starters like {{clr|B|2B}}, and many CH starters can score near to or over 5k without meter.<br />
* '''Great Corner Carry''': Her specials enable corner-to-corners even off short starters like {{clr|A|2A}}. Landing a confirm at all usually means the opponent's going in the corner. <br />
* '''Strong Corner Okizeme''': Spike Chaser is a safe, difficult to contest okizeme that covers nearly every wakeup option. Gravity Seed also prevents the opponent from being able to jump or dash out.<br />
|cons=<br />
* '''Short Pressure''': None of Lambda's normals are plus on block, making her pressure linear and short. Going for extensions requires gimmicks that are very risky. <br />
* '''Drive Recovery''': Her projectiles can leave her vulnerable on whiff as they have long recovery — Many characters can punish Lambda's Drives on reaction once they have meter.<br />
* '''Weak Against Mechanics''': All {{clr|C|C}} and {{clr|D|D}} normals have long recovery, and none can be jump-canceled besides {{clr|C|2C}}, so it's easy to disrespect them with ODR and CA. <br />
* '''Below Average Health''': Cannot take hits as much as other characters.<br />
|unique_mechanic1_name= Drive: Sword Summoner EX<br />
|unique_mechanic1=<br />
<br />
Lambda's Drive let's her summon projectiles which can be pointed at different angles. There is an automatic follow up hit if it connects with the opponent. Unlike other characters' projectiles, Lambda can gatling hers into other moves on block and hit. <br />
<br />
Sword Summoner EX has '''no limit''' on the amount of times it can be used, so a string like {{clr|D|2D}} > {{clr|D|6D}} > {{clr|D|5D}} > {{clr|D|4D}} can be perfomed, and it's possible to go into specials and then summon more later in a combo. However, they '''can't reverse beat''' with each other, so a string like {{clr|D|5D}} > {{clr|D|4D}} > {{clr|D|5D}} is not possible.<br />
<br />
It's a good tool for controlling screen space since it is much faster than most projectiles that other characters' have and can lead to pressure on block, but all of the summons have very high recovery, so caution is needed in using them. <br />
|unique_mechanic2_name= Overdrive: Elysium<br />
|unique_mechanic2=<br />
Lambda's swords grow larger in size, the second attack of each Drive deals double damage, and become Level 5 attacks (increasing their P2 and all forms of stun.) Additionally, aerial swords will launch grounded opponents on normal hit.<br />
<br />
Her OD gives many new conversions that significantly increase her damage without needing to spend Gravity Seed.<br />
<br />
*Gravity Seed recharges at a quicker rate.<br />
*Sickle Storm summons two wheels that travel in opposite directions.<br />
*Spike Chaser travels the entire stage.<br />
*Crescent Saber ground bounces.<br />
*Exiga Nail has its recovery reduced, to the point that Lambda recovers in midair.<br />
*Legacy Edge fires more projectiles.<br />
*Calamity Sword tracks the opponent horizontally.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|A|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_5A.png |Stab<br />
</gallery>|-|Hitboxes =<gallery widths="210px" heights="210px" mode="nolines"><br />
Lambda 5A Hitbox 6-8.PNG |Frames 6-8.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
Lambda 5A Hitbox 9-11.png |Frames 9-11.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A jab that's disjointed and has lengthy active frames. It hits most of the cast crouching but whiffs on 1/3rd. {{clr|A|5A}} is decent for stagger and can be used an Anti-Air, it has a better hitbox than {{clr|A|6A}}, but it has less reward and no invul.<br />
<br />
*Jump-cancelable on hit or block.<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable stripe" style="margin: 0.5em 1em; width: 100%; max-width: 625px;"<br />
! colspan="3" | Characters 5A Hits While Crouching &nbsp;<br />
|-<br />
!Crouch<br />
!Crouching Prox. Guard<br />
!Does Not Hit any Crouch<br />
|- style="vertical-align: top;" ! scope="row"<br />
| {{Character Label|BBCF|Iron_Tager|label=Iron Tager}}<br />
<br />
{{Character Label|BBCF|Carl_Clover|label=Carl Clover}}<br />
<br />
{{Character Label|BBCF|Hakumen|label=Hakumen}}<br />
<br />
{{Character Label|BBCF|Hazama|label=Hazama}}<br />
<br />
{{Character Label|BBCF|Valkenhayn_R._Hellsing|label=Valkenhayn R. Hellsing}}<br />
<br />
{{Character Label|BBCF|Platinum_the_Trinity|label=Platinum the Trinity}}<br />
<br />
{{Character Label|BBCF|Relius_Clover|label=Relius Clover}}<br />
<br />
{{Character Label|BBCF|Kagura_Mutsuki|label=Kagura Mutsuki}}<br />
<br />
{{Character Label|BBCF|Yuuki_Terumi|label=Yuuki Terumi}}*(Must be staggered)<br />
<br />
{{Character Label|BBCF|Nine_the_Phantom|label=Nine the Phantom}}<br />
<br />
{{Character Label|BBCF|Jubei|label=Jubei}}<br />
|{{Character Label|BBCF|Ragna_the_Bloodedge|label=Ragna the Bloodedge}}<br />
<br />
{{Character Label|BBCF|Rachel_Alucard|label=Rachel Alucard}}<br />
<br />
{{Character Label|BBCF|Taokaka|label=Taokaka}}<br />
<br />
{{Character Label|BBCF|Arakune|label=Arakune}}<br />
<br />
{{Character Label|BBCF|Bang_Shishigami|label=Bang Shishigami}}<br />
<br />
{{Character Label|BBCF|Nu|label=Nu-13}}<br />
<br />
{{Character Label|BBCF|Tsubaki_Yayoi|label=Tsubaki Yayoi}}<br />
<br />
{{Character Label|BBCF|Mu|label=Mu-12}}<br />
<br />
{{Character Label|BBCF|Makoto_Nanaya|label=Makoto Nanaya}}<br />
<br />
{{Character Label|BBCF|Amane_Nishiki|label=Amane Nishiki}}<br />
<br />
{{Character Label|BBCF|Lambda-11|label=Lambda-11}}<br />
<br />
{{Character Label|BBCF|Susano'o|label=Susano'o}}<br />
|{{Character Label|BBCF|Jin_Kisaragi|label=Jin Kisaragi}}<br />
<br />
{{Character Label|BBCF|Noel_Vermillion|label=Noel Vermillion}}<br />
<br />
{{Character Label|BBCF|Litchi_Faye_Ling|label=Litchi Faye Ling}}<br />
<br />
{{Character Label|BBCF|Izayoi|label=Izayoi}}<br />
<br />
{{Character Label|BBCF|Bullet|label=Bullet}}<br />
<br />
{{Character Label|BBCF|Azrael|label=Azrael}}<br />
<br />
{{Character Label|BBCF|Kokonoe|label=Kokonoe}}<br />
<br />
{{Character Label|BBCF|Celica_A._Mercury|label=Celica A. Mercury}}<br />
<br />
{{Character Label|BBCF|Hibiki_Kohaku|label=Hibiki_Kohaku}}<br />
<br />
{{Character Label|BBCF|Naoto_Kurogane|label=Naoto Kurogane}}<br />
<br />
{{Character Label|BBCF|Izanami|label=Izanami}}<br />
<br />
{{Character Label|BBCF|Es|label=ES}}<br />
<br />
{{Character Label|BBCF|Mai_Natsume|label=Mai Natsume}}<br />
<br />
|-<br />
|}<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_6B.png |Great reward.<br />
</gallery>|-|Hitboxes =<gallery widths="210px" heights="210px" mode="nolines"><br />
Lambda_5B_Hitbox.png |Watch out for low profiles.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
One of her best starters. This easily nets 4.0k to 4.7k on any gravity confirm and still hurts without it. It's okay for stagger. {{clr|B|5B}} isn't as safe from ODR as {{clr|B|2B}}, however, so it's not as great for meaty-ing.<br />
<br />
*Jump-cancelable on hit or block.<br />
<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_5C.png |<small>"Go Away"</small><br>This is not a poke. Don't attempt to poke with this.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Another great starter. The range on this is good and disjointed but it's only used in pressure and combos because startup is slow and the recovery long. It's relatively safe from ODR, but if they OD before the first sword hits then being punished is unavoidable.<br />
<br />
*Counts as a projectile.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_2A.png |{{clr|A|5A}} but shorter<br />
</gallery>|-|Hitboxes =<gallery widths="210px" heights="210px" mode="nolines"><br />
Lambda 2A Hitbox 7.png |Frames 7-7.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
Lambda 2A Hitbox 8-10.png |Frames 8-10.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A crouching jab used for poking out of pressure and setting up TRMs. It's slightly disjointed but a weak stagger tool because of its unusual minus frames for a jab. It can low profile some air normals.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_2B.png |Your main low. <br />
</gallery>|-|Hitboxes =<gallery widths="210px" heights="210px" mode="nolines"><br />
Lambda_2B_Hitbox.png |Your main low.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A good poke that's her best low starter. It can be a strong stagger tool and reverse beats with {{clr|A|6A}} so it's a staple in pressure. The reward off this button is very high with Gravity scoring 4.2k from midscreen. Gravity-less routes are weaker but it's still possible to get over 3k while carrying them to the corner with IAD routes. <br />
<br />
The low recovery on whiff makes it nice for catching rolls and staying safe from ODR.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_2C.png |Can hit crossup.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
Slower, less rewarding Anti-Air than {{clr|A|6A}}, the trade-off being more head invul and better hitbox, although her hurtbox rises a bit before invul.<br />
<br />
Being the only C normal that's jump cancellable on block makes it a good option in pressure, but it's the worst button to get OD'd through, as it gives your opponent a crouch confirm.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_6A.png |Good Anti-Air.<br />
</gallery>|-|Hitboxes =<gallery widths="210px" heights="210px" mode="nolines"><br />
Lambda_6A_Hitbox.PNG |But not the best of hitboxes.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Your main close range Anti-Air. Early invul and fast startup, on top of granting amazing reward on hit, makes it a great reactionary button, the fast recovery means being less vulnerable to baits. <br />
<br />
However, {{clr|A|6A}} has poor vertical reach that makes it easier to clash with or be beaten by disjointed jump-ins, it's also easier to get crossed up in some situations, especially in the corner.<br />
<br />
{{clr|A|6A}} is a good pressure tool as its reverse beats with {{clr|B|5B/2B}} and ability to jump-cancel gives Lambda more options in pressure.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_4B2.png | This is an overhead and it makes you angry. <br />
</gallery>|-|Hitboxes =<gallery widths="210px" heights="210px" mode="nolines"><br />
Lambda_6B_Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
One of Lambda's two overhead normals. It's quicker than {{clr|D|4D}}, but has no gatlings left if it's blocked. While not great damage, IAD routes are consistent and converting with {{clr|D|tk.214D}} routes nets more reward. It's used in crouch confirms to launch when the opponent is too far for gravity, as {{clr|C|5C}} {{clr|B|6B}} always works except from short starters like {{clr|A|5A}}/{{clr|A|2A}}.<br />
<br />
{{clr|B|6B}} can go over low-hitting buttons like {{Character Label|BBCF|Bang_Shishigami|label=Bang's}} {{MiniMoveCard|game=BBCF|chara=Bang Shishigami|input=3C|label=3C}}, but this isn't the main purpose of the move as it has no Foot invul. Despite what the animation suggests, Lambda is not considered airborne and thus can be thrown. <br />
<br />
*Untechable on CH.<br />
*110% Bonus Proration.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_6C.png |Sets up 214D and not much else.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Purely combo filler. The long startup, recovery, and few gatlings left on block make this a weak button for neutral and pressure. There's no true blockstrings into {{clr|C|6C}} except if {{clr|C|5C}} were Barrier Blocked, so it can frametrap on occasion.<br />
<br />
*Fatal Counter.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_3C.png |Low sweep. <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Sweep. It's a multi-hit low with great horizontal range, but limited gatlings on block. In pressure, {{clr|C|3C}} > {{clr|B|236B}} has a gap that can be reversal'd — Cancelling {{clr|C|3C}} into {{clr|A|214A}} or {{clr|D|22D}} will beat most reversals.<br />
<br />
*Only the first 3 hits are lows.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_jA.png |Air jab.<br />
</gallery>|-|Hitboxes =<gallery widths="210px" heights="210px" mode="nolines"><br />
Lambda_jA_Hitbox.png |Air jab.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Air jab. Mostly used by gatling into from a different air attack to keep Lambda's opponent in blockstun or to set up air TRMs as it's self-cancellable.<br />
<br />
*Not jump-cancellable.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_jB.png |Overhead<br />
</gallery>|-|Hitboxes =<gallery widths="210px" heights="210px" mode="nolines"><br />
Lambda jB Hurtbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
This is can be used for jumping in and when the opponent is locked down by {{clr|D|236D}}. It reverse beats {{clr|A|j.A}} which can be nice for pressuing opponents as they land. It's used for safejump setups after a Tri KD; {{clr|B|236B}} > 66 > falling {{clr|B|jB}} will beat even 7f reversals.<br />
<br />
Except on shorter characters like {{Character Label|BBCF|Es|label=ES}}, it's possible to set up fuzzy jumps with this if you have 50 meter for RC.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_jC.png | Cross-ups.<br />
</gallery>|-|Hitboxes =<gallery widths="210px" heights="210px" mode="nolines"><br />
Lambda_jC_Hitbox_9-10.png |Frames 9-10.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
Lambda_jC_Hitbox_13-14.png |Frames 13-14.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
Lambda_jC_Hitbox_15-16.png |Frames 15-16.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
Lambda_jC_Hitbox_19-20.png |Frames 19-20.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
{{clr|C|j.C}} is a cecent air-to-air, but isn't as disjointed as {{clr|B|j.B}}. It can act as a mixup tool in conjuction with {{clr|C|j.2C(w)}} and {{clr|D|j.214D}}, noted more below. <br />
<br />
*Hitbox doesn't extend until frame 11.<br />
*Last 3 hits can land as cross-ups. <br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_j2C.png |There's no hitbox behind Lambda, despite the animation.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
{{clr|C|j.2C}} has a decent hitbox, but it's on the slow side, so {{clr|B|j.B}} is used more for air-to-airs and jump-ins, although {{clr|C|j.2C}} is great for jailing opponents to the ground as it makes Lambda fall faster while having decent blockstun. This "fast-fall" is also good for mixups as {{clr|C|j.C}}(1) {{clr|C|j.2C}}(whiff) {{clr|B|2B}} is a true blockstring while and 50/50 when used with {{clr|B|j.B}} {{clr|C|j.C}}(1) > {{clr|D|j.214D}}. <br />
<br />
The untech time on air CH is long, so Lambda can land back on the ground and convert with normals to land them into the corner.<br />
<br />
*Only the first hit of the move is an overhead, not the first hit to connect. It's possible to jump in with just mids.<br />
{{CloseCard}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
*All Drives will followup into the second hit unless RC'd or whiffed.<br />
*All Drives except {{clr|D|4D}} are Projectile Level 2 and decrease to Projectile Level 1 after a set amount of active frames.<br />
**Always Projectile Level 2 in OD.<br />
*All Drives are Attack Level 4 and become Attack Level 5 in OD.<br />
*All Drives have a deadzone in front of her where they have no hitbox.<br />
*Air Drives will launch the opponent on CH or OD.<br />
*None of them can be jump-cancelled on block.<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_5D.png |Horizontal sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
The most common summon. Used to stop the opponent running at Lambda and to punish things from fullscreen. {{clr|D|5D}} into {{clr|B|236B}} is a true blockstring when not too far, and becomes a frametrap when further out or delayed. <br />
In OD, it can link into Cavalier; on CH, {{clr|D|5D}} > {{clr|A|236A}} > {{clr|C|5C}} is possible.<br />
<br />
Also in OD, {{clr|D|5D}} becomes +2 on block, so going into {{clr|D|4D}} becomes gapless and safe from reversals, but it's not generally enough to get resets from considering the distance.<br />
<br />
*Projectile Level 2 for the first 6 active frames; always Projectile Level 2 in OD.<br />
*Crumple stuns on CH but not on OD CH.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_2D.png |70º angle sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D" or input="2D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
This summon goes steeply upwards and is a good Anti-Air against characters who like to go high above Lambda, like {{Character Label|BBCF|Mu|label=Mu}} and {{Character Label|BBCF|Rachel_Alucard|label=Rachel}}. This can be followed up with either {{clr|B|236B~}}{{clr|C|6C}} or IAD {{clr|B|j.B}} {{clr|C|j.C}} {{clr|A|6A}} routes to land them in the corner. <br />
<br />
The second hit pushes the opponent downwards, making it possible score a soft KD from it at the end of combos.<br />
<br />
*Projectile Level 2 for the first 5 active frames; always Projectile Level 2 in OD.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_6D.png |30° angle sword. The pinnacle of Lambda's range.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6D" or input="6D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Lambda's furthest reaching summon. It's a long-range anti-air and good at catching people trying to jump out of pressure. It can hit tall characters like {{Character Label|BBCF|Iron_Tager|label=Tager}} while they are standing. <br />
<br />
Long range confirms can be converted with either other swords like {{clr|D|4D}} or Cavalier. <br />
<br />
*Projectile Level 2 for the first 2 active frames; always Projectile Level 2 in OD.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_4D.png |Make nerds complain about "off screen overheads"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="4D" or input="4D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
A summon that tracks the opponent and appears behind them. This overhead is slower than {{clr|B|6B}}, but Lambda can still pressure if it's blocked. In the corner, {{clr|D|4D}} becomes 'invisible', making it nasty if the opponent isn't paying attention to Lambda's pose — But it is still reactable at 27f startup. The opponent can even react with a dash straight towards Lambda if done raw.<br />
<br />
Be careful, as {{clr|D|5D}} > {{clr|D|4D}} has a gap that's vulnerable against fullscreen supers like {{MiniMoveCard|game=BBCF|chara=Ragna The Bloodedge|input=632146D|label=Carnage Scissors}} — OD {{clr|D|5D}} > {{clr|D|4D}} is gapless on normal block, however.<br />
<br />
*Forces crouching on hit.<br />
*110% Bonus Proration.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_jD.png |Aerial 30° angle sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D" or input="j.D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
One of Lambda's furthest reaching drives, going almost fullscreen and more distance than {{clr|D|5D}}. It covers a decent angle and pre-emptively catches opponents trying to air dash. But it can't be converted from at long range and can't be jump-cancelled, so this button is medium risk for low reward as Lambda only get a soft KD at most.<br />
<br />
*Projectile Level 2 for the first 2 active frames; always Projectile Level 2 in OD.<br />
*Plus on block when done low to the ground.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|D|j.2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_j2D.png |Aerial -30° angle sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.2D" or input="j.2D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Probably the least used summon. The angle is weak compared to other Drives and the launch on CH can be difficult to convert, so it's restricted to combo filler. Can sometimes be used to bait Anti-Airs.<br />
<br />
*Projectile Level 2 for the first 2 active frames; always Projectile Level 2 in OD.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|D|j.6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_j6D.png |Aerial -15° angle sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.6D" or input="j.6D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
An air-to-ground sword, but it's not great on block and can't be converted on normal hit without OD. On CH, the second hit vacuums the opponent, so it's easy to convert with {{clr|B|665B}}. Good for catching people running at you after an IAD/Jump back.<br />
<br />
*Projectile Level 2 for the first 2 active frames; always Projectile Level 2 in OD.<br />
{{CloseCard}}<br />
<br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|B|5B}}+{{clr|C|C}}'''</span> <span class="input-badge">'''{{clr|B|4B}}+{{clr|C|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_throw.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Lambda grabs the opponent and impales them with her swords. Launches the opponent allowing for a follow up combo.<br />
<br />
Back Throw, aside from switching sides, is virtually identical to her normal Throw.<br />
<br />
*100% minimum damage.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|B|j.B}}+{{clr|C|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_AThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Lambda grabs the opponent and crushes them with her knees. Causes the opponent to bounce into the air upon making contact with the ground, allowing for a combo.<br />
<br />
*100% minimum damage.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|A|6A}}+{{clr|B|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_6B.png|This WILL whiff <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Triggers the {{clr|B|5B}} animation. It is invincible, but can easily be low-profiled or out-ranged. Try to use this sparingly as it's really easy to bait.<br />
<br />
*Invul on frames 1-20.*180F Heat Gauge cooldown.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|A|5A}}+{{clr|B|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_CT.png|"Barrier Smash"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Breaks the opponent's Guard on normal block, leading to a pretty decent reward when charged. For combos, it can be done off {{clr|C|3C}} to corner carry when gravity's not available.<br />
<br />
*Can be charged.<br />
{{CloseCard}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Spike Chaser</big>===<br />
<span class="input-badge">'''{{clr|D|214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_SpikeChaser.png|<small>"Systems Activate"</small><br>Great corner okizeme.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
The main tool for okizeme, Spike Chaser can be used in combos and taking up space in neutral too. It's only minus on the first spike, becoming increasingly plus the further out it's blocked — When spaced, buttons after will be true blockstrings and catch fuzzy jumps, so the opponent has to sit still and guess the incoming mixup. <br />
<br />
Spike Chaser covers every wakeup option (forward rolls; reversals; no tech; quick rise etc...) while being very plus and completely unpunishable if spaced right, making it a pretty insane oki option. Always go for this whenever possible. It can be 'looped' by doing combos that end in this one after another, usually by sacrificing some damage in the process.<br />
<br />
There is a very small window to delay tech through, but this is risky as {{clr|D|214D}} is active forever, is a big damage starter (even without Gravity available), and can be beaten by the Lambda player varying their input timing. Lambda is also still safe and can retreat to neutral on successful delay tech.<br />
<br />
*Travels the entire screen in OD.<br />
*Safe from every reversal in the game if spaced correctly.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Sickle Storm</big>===<br />
<span class="input-badge">'''{{clr|D|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_SickleStorm.png |<small>"Opening Rift."</small><br>Pizza Cutter. Does everything.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Besides combo filler, {{clr|D|236D}} is used to lockdown the opponent as it's very plus on block, netting Lambda a mixup. CAs can be baited with dash break due to multi-hits and it's active until it disappears from the screen, so it can catch poorly timed bursts and ODs. The chip damage from this move builds up to a decent amount if blocked repeatedly. <br />
<br />
With that said, chaining into this move is never a true blockstring; thus, it can be jumped or fullscreen super'd on reaction. The opponent can try delay teching it on wakeup, but if they get pedictable, run up {{clr|B|2B}} could be used instead for a blue beat OTG. <br />
<br />
*Lambda summons two wheels in OD.<br />
*Hits four times.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Crescent Saber</big>===<br />
<span class="input-badge">'''{{clr|D|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_CrescentSaber.png |<small>"Altering State"</small><br><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Crescent Saber's main function is to score knockdowns from air combos. It's also used mid-combo for optimal {{clr|A|6A}} and {{clr|B|6B}} confirms. For mixups, it's Lambda's second fastest overhead and has quite good reward with meter to RC. It's active for a long time and hits behind Lambda, so it can cross up.<br />
<br />
To pickup on non-OD hits, an RC {{clr|C|j.2C}} will be needed if high in the air, or just {{clr|B|2B}} / {{clr|C|3C}} if TK'd properly.<br />
<br />
*OD version bounces which allows for easier pickups.<br />
*Hits crouchers on frame 17. If TK'd, Crescent Saber is a 22f overhead that's -13 on block.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Gravity Seed</big>===<br />
<span class="input-badge">'''{{clr|A|214A}}/{{clr|B|B}}/{{clr|C|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_GravitySeed.png |<small>"Curbing Time-Space"</small><br> Your most important tool.<br />
</gallery>|-|Hitboxes =<gallery widths="210px" heights="210px" mode="nolines"><br />
Lambda Gravity Seed Hitbox.png |<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
This move summons a field which launches the opponent on hit and drags them towards it. The field still appears on whiff and reduces the opponent's movement to 30% of their normal speed — This includes momentum from specials and teleport dashes like {{Character Label|BBCF|Azrael|label=Azrael}}, {{Character Label|BBCF|Nine|label=Nine}} and {{Character Label|BBCF|Arakune|label=Arakune's}}. It does not slow down projectiles nor Ignis / Nirvana, however. <br />
<br />
It has a cooldown but only takes up a 1/3 of the gauge on whiff.<br />
<br />
*Fatal Counter.<br />
*Recharge becomes faster in OD.<br />
<br />
----<br />
'''{{clr|A|214A}}''' <br />
<br />
This summons the field next to Lambda. It's used for corner combos and okizeme after a {{clr|C|6C}} KD, as the spacing cripples their mobility while keeping Lambda outside the range of reversals. This is very strong against characters without a normal dash. <br />
<br />
----<br />
'''{{clr|B|214B}}'''<br />
<br />
This version summons the field in the middle of the screen and is used most in neutral. It creates a wall so characters can't run at Lambda for free, making it safer to throw out Swords in neutral. But this move really shines when used in combos, as it gives access to high damage routes with its high P2 while doing great corner carry. The recharge flows back uninterruped during {{clr|C|5C}}, {{clr|D|236D}} and {{clr|D|214D}}, so it's always worth spending this if possible. <br />
<br />
----<br />
'''{{clr|C|214C}}''' <br />
<br />
This version summons the field at the opposite end of the screen and is used only in combos. It pulls the opponent much further out than the other two, so it's used for corner-to-corners where {{clr|B|214B}} wouldn't travel enough. This can also be used midscreen to ensure they'll wallsplat after {{clr|C|236C}}.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Act Parcer Zwei</big>===<br />
<span class="input-badge">'''{{clr|A|236A}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
Lambda_236A.png |<small>"Shift"</small><br><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A really fast command dash. Zwei doesn't have invul but it can pass through moves with proximity hitboxes and wakeup reversals, as Lambda phases through them before they become active — It can then cancel into {{clr|B|236B}} to attempt to start pressure or into {{clr|C|236C}} for a Fatal Counter if used as a bait. <br />
<br />
{{clr|A|236A}} can be done at almost any point on her pressure for jumpscare Throws, not safe for pressure resets, but can be made conditionable through {{clr|D|22D}} to bait any button attempt and {{clr|B|236B}} to catch jump startup.<br />
<br />
Once conditioned, it's possible to go for pressure resets and tick throws with {{clr|A|236A}} > 2A > Throw or {{clr|A|236A}} > 9 jump > Throw if they begin to jump out, etc...<br />
<br />
*Shares almost the same animation as {{clr|B|236B}} between frames 1-11<br />
*Passes through the opponent during frames 8-13.<br />
*Cancellable into Throw, {{clr|B|236B}}, {{clr|C|236C}} and {{clr|D|22D}}<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Act Parcer Tri</big>===<br />
<span class="input-badge">'''{{clr|B|236B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
Lambda_236B.png |<small>"Rapid"</small><br><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Tri is the first part of the rekka. It travels a good distance and is a true blockstring if done close range after a Drive like {{clr|D|5D}}. In pressure, it can be canceled into either Blade or Sparda for a high-low mixup. The cancel window is very long, so the followups can be delayed to frametrap, and then once the opponent becomes afraid press buttons, you can pressure reset by going into normals. This is suceptible to the same problems as other Rekkas, however, so don't get predictable. <br />
<br />
Tri being able to whiff cancel makes it very safe against ODR, going into {{clr|D|22D}} will outright beat EAs and buttons pressed after the flash, and for quite high reward.<br />
<br />
*Shares almost the same animation as {{clr|A|236A}} between frames 1-11<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Act Parcer Tri: Sparda</big>===<br />
<span class="input-badge">'''{{clr|A|6A}} (during {{clr|B|236B}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_ActParserSpada.png |<small>"Hazard."</small><br><br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236B 6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Sparda is Lambda's fastest overhead, clocking at 21f, and it's the most rewarding one when used with Gravity — Getting roughly 4k or over plus a Spike Chaser setup. Generally, a CH or RC will be needed midscreen, but it's possible to instantly cancel Tri into this to get the spacing for meterless conversions. In the corner, it's easy to convert with double side-swap routes which are stable.<br />
<br />
It's good to throw this out to add to the opponent's mental stack and help enforce the threat of Blade in mixups. As with most things in this game, don't get too carried away as it is punishable on block.<br />
<br />
Lambda's hurtbox goes high in the air, giving the move the ability to low crush butttons; there's no Foot invul, however, so it can occasionally trade with some characters' {{clr|A|2A}}s.<br />
<br />
*Hard-coded not to hit crossup on standing opponents (it can hit crossup on crouching ones).<br />
*Lambda side-switches on both hit and block.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Act Parcer Tri: Blade</big>===<br />
<span class="input-badge">'''{{clr|B|6B}} (during {{clr|B|236B}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_ActParserB.png |<small>"Light."</small><br> Fullscreen low.<br />
</gallery>|-|Hitboxes =<gallery widths="210px" heights="210px" mode="nolines"><br />
Lambda_Blade_Hitbox_11-13.png |Frames 11-13.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
Lambda_Blade_Hitbox_14-16.png |Frames 14-16.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236B 6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Low option from Tri. It's a pretty fast sweep that's good at catching people who expect {{clr|D|4D}}. Lambda slightly low-profiles while having quite a disjointed hitbox, so this can be a decent thing to throw out in neutral from time to time. It is safe on normal block, but can be punished on IB, so adjusting the timing and ending pressure in {{clr|D|22D}} as well are important.<br />
<br />
At midscreen, Blade should be RC'd as the reward is high, but in the corner or inside Gravity Seed it can be converted without meter. <br />
<br />
*The range of Blade varies with the time {{clr|B|236B}} was cancelled from; max range is fullscreen.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Act Parcer Tri: Cavalier</big>===<br />
<span class="input-badge">'''{{clr|C|236C}} (or {{clr|C|6C}} during {{clr|B|236B}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_ActParserC.png |<small>"Mirror."</small><br>Corner carries from Miami to Japan<br />
</gallery>|-|Hitboxes =<gallery widths="210px" heights="210px" mode="nolines"><br />
Lambda_Cavalier_Cavalier_30-31.png |Frames 30-31.<br />
Lambda Cavalier Hitbox 32-33.png |Frames 32-33.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Cavalier is a staple in combos and what makes Lambda's corner carry strong as it has massive blowback while wallbouncing in midscreen loops. The high base damage and Fatal property make it her strongest starter as well.<br />
<br />
The vertical hitbox goes much higher than what the animation suggests, so it can be used as a hard read anti-air for great reward. It's not used in either pressure nor frameteraps, but it is safe on normal block.<br />
<br />
*Fatal Counter.<br />
*Wallbounces midscreen.<br />
*Wallsticks in the corner.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Exiga Nail</big>===<br />
<span class="input-badge">'''{{clr|D|22D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_Exiga_Nail.png|<small>"Fading."</small><br>Situational reversal<br />
BBCP_Lambda_Exiga_Nail_2.png|Also good for baits<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="22D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Lamba's meterless reversal. It can be hard-to-use as its invincibility ends before becoming active; if timed right, however, Exiga Nail can beat anything shorter than 8 active frames. It also works if Lambda moves out of an attack's hitbox in time, such as those of many crouching buttons. <br />
<br />
It's very susceptible to meaties with long active frames, but leads to great reward on CH as it crumple stuns for easy conversions. It's safe on block and even IB, so this can be used instead of Blade for a safe pressure ender. It's also good for baiting other reversals and OD/CA when used mid-pressure. Be wary of using this to escape the corner, as it can whiff on everyone point blank except {{Character Label|BBCF|Iron_Tager|label=Tager}} and {{Character Label|BBCF|Valkenhayn|label=Valkenhayn}} in wolf form.<br />
<br />
*Frame advantage is for ground block. It's -3 at the closest possible distance, but goes up to 0 at max spacing.<br />
*Reduced recovery in OD — Lambda can perform actions midair.<br />
*Needs CH or air hit to convert without meter.<br />
{{CloseCard}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
===<big>Legacy Edge</big>===<br />
<span class="input-badge">'''{{clr|D|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_LegacyEdge.png |<small>"Annihilate."</small><br>If you really need to win neutral. <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A super that can be used as a fullscreen punish and and winning neutral against some characters for the pricey cost of 50 meter. If they get stuck blocking this on the ground and Lambda is close enough, this enables a variety of mixups: empty jump {{clr|B|2B}}, late airdash {{clr|B|jB}}, IAD {{clr|C|jC}} for a crossup, etc... <br />
<br />
The downsides are that if Lambda is hit during the 9 frames after the superflash, the meter will be spent but the swords won't appear; the opponent can chicken block and mash 4 to IB all the projectiles — giving them a lot of meter while being safe from mixups; not all of the projectiles will land if they are crouching; and, against opponents on the other side of the screen, Lambda get less time to capitalize on the frame advantage. Furthermore, while all the projectiles are level 2, the complete lack of invul means Legacy Edge can't be used as an anti-zoning tool in situations where it would be useful (such as using it against {{MiniMoveCard|game=BBCF|chara=Iron Tager|input=41236D|label=Sparkbolt}} or {{MiniMoveCard|game=BBCF|chara=Hazama|input=632146C|label=Eternal Coils}}).<br />
<br />
For what it's worth, it's a pretty good starter for combos (particularly the OD version). It's also neat for specific MU interactions like blowing up {{Character Label|BBCF|Izanami|label=Izanami's}} {{MiniMoveCard|game=BBCF|chara=Izanami|input=623B|label=Shield of Dreams}}.<br />
<br />
*Summons a portal that shoots forth 19 projectiles and 29 projectiles in OD.<br />
*Minimum damage: 32*19 (OD: 32*29).<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Calamity Sword</big>===<br />
<span class="input-badge">'''{{clr|D|632146D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_CalamitySword.png|<small>"Thunder of Heaven."</small><br>Reversal and combo ender<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="632146D" or input="j.632146D")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Metered reversal. It hits overhead and is a good combo ender for the minimal damage. It can combo off CH (which it will usually be), leading to big damage and corner-to-corner combos. In OD, Calamity Sword becomes very threatening in neutral, as it can be used for fullscreen punishes if the opponent does anything committal.<br />
<br />
*Tracks the opponent fullscreen in OD.<br />
*Minimum damage: 960 (OD: 1260).<br />
{{CloseCard}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Duo Cultus</big>===<br />
<span class="input-badge">'''{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Lambda_Duo_Cultus.png|<br />
BBCF_Lambda_Duo_Cultus_2.png|Putting Nu's Supra Rage to shame<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
This is used either as a reversal in OD or as a combo ender. The KD from Duo Cultus doesn't allow for much more than setting up Gravity Seed midscreen, so it's essentially a reset to neutral which may or may not be a good thing depending on the MU.<br />
<br />
*[[BBCF/Offense#Exceed_Accel|Behaves the same as every other Exceed Accel.]]<br />
*Minimum Damage: 303 (AF: 641).<br />
{{CloseCard}}<br />
<br />
<br />
==Astral Heat==<br />
===<big>Sword of Destruction</big>===<br />
<span class="input-badge">'''{{clr|D|214214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_SOD.png|Hug.exe<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Lambda grabs the opponent and plunges a mighty sword down upon them. It's pretty easy to combo into from {{clr|C|5C}} and {{clr|C|3C}} on ground hit, {{clr|A|6A}} and {{clr|D|5D}} on air hit, and {{clr|C|236C}} after a wallsplat. <br />
<br />
It has no startup invul, so it can't be used as a reversal unlike most Astrals.<br />
<br style="clear:both;"/><br />
{{CloseCard}}<br />
<br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Lambda}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://docs.google.com/document/d/18rJ79Zg3IhX897JNR0PY68XOW8ZqbujISYasHazsx6c Kasha's Guide to Lambda]<br />
*[https://www.evernote.com/shard/s404/client/snv?noteGuid=8691603a-b338-4223-a94f-98b266eb32c6&noteKey=520fb19052024af44428d83ddfacc89c&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs404%2Fsh%2F8691603a-b338-4223-a94f-98b266eb32c6%2F520fb19052024af44428d83ddfacc89c&title=Lambda%2BCF%2BNotes Notes by Taihenna]<br />
*Japanese Name: ラムダ·イレブン<br />
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=rm&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Lambda-11/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Lambda-11|42px|BBCF_Lambda_Icon.png|Λ-No.11-}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/Nu-13&diff=279661BBCF/Nu-132022-05-31T04:12:00Z<p>GunBlaze: </p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Nu-13 (stylized as ν-No.13-) is BlazBlue's original '''zoner'''. She uses her Drive and specials for keepaway and mixups, even from a distance. On offense, although Nu's confirms deal below average damage, many of them are naturally Burst-safe. With specials like Gravity Seed and Luminous Slave, Nu also has solid options to '''reduce mobility and start setplay'''. Nu's Drive attacks have notable recovery, so she often has to make quick reactions and respond appropriately or risk a counter hit. Due to poor defensive options and low health, Nu must '''avoid dangerous situations with her movement options''', such as her great backdash and unique command dash. Unfortunately, Nu must make large adjustments to her gameplan depending on the matchup due to unstable win conditions; even with this, however, she still sees use at high levels of play. Nu requires good understanding of matchups, defensive mechanics and neutral to use her tools to the fullest.<br />
|quote= Hahahahaha! Ragnaaaaa! Ragna! Ragna! It's impossible, Ragna! Nothing will change! You can't change anything! Hahahahahaha!<br />
|lore= Nu-13 is the 13th Prime Field Device or Murakumo Unit, a series of clones or "Dolls" intended to be mindlessly obedient weapons. As with her earlier sister units [[BBCF/Mu-12|Mu-12]] and [[BBCF/Lambda-11|Lambda-11]], she is a clone of [[BBCF/Ragna_the_Bloodedge|Ragna's]] sister Saya. While she speaks only robotically much of the time, the presence of Ragna brings her true personality out: one of pure obsession with Ragna and fusing with him to create another Black Beast, with herself serving as its heart. She and Ragna also have a "Life Link" which renders them effectively immortal unless both are killed at once.<br />
|voice_actor= Kanako Kondō<br />
|summary= is a zoner who reacts to her opponent's movement and controls space with her Drive.<br />
|pros=<br />
*'''Screen Control''': Nu's projectiles are fast, go full screen, have high/low mixup, and can track. This gives her a good neutral that's difficult for some characters to navigate through.<br />
*'''Strong Anti-Airs''': All of Nu's anti-airs have either great reward ({{clr|A|6A}}), invulnerability ({{clr|C|623C}}), or range ({{clr|D|6D}}/{{clr|D|2D}}) which makes her good at stopping aerial approaches.<br />
*'''Act Parcer''': A 'teleport' dash with a lot of utility. It's used for corner carries, crossups, low profiling pokes, and retreating back to neutral quickly.<br />
*'''Burst-Safe''': Many of Nu's combos are Burst-safe allowing her go for kills despite the opponent having it.<br />
*'''Great Backdash''': Fast speed and travel distance makes it nice for retreating at midscreen.<br />
<br />
|cons=<br />
* '''Health''': Nu is tied for the lowest health in the game.<br />
* '''Poor Defense''': Nu's only reversal requires OD ''and'' 50 meter, making it both situational and expensive. Her Counter Assault is easily low-profiled by crouching buttons too.<br />
*'''Drive Recovery''': Nu's projectiles leave her vulnerable on whiff due to their long recovery — Many characters can punish her on reaction to Drives once they have meter.<br />
*'''Low Average Damage''': Drive starters prorate heavily and don't have long combo time so Nu needs to win more interactions than others to score rounds.<br />
*'''Uneven Matchups''': The polarized nature of Nu's toolset causes her to have some of the worst matchups in the game, particularly against very mobile characters.<br />
|unique_mechanic1_name= Drive: Sword Summoner<br />
|unique_mechanic1=<br />
Nu manifests sword-like projectiles which she can shoot at different angles with the D button. All Drive moves have a follow-up attack initiated by pressing D shortly after the attack connects. All of them can be canceled into her 44 or 66 Act Parcer.<br />
|unique_mechanic2_name= Overdrive: Unlimited Drive<br />
|unique_mechanic2=<br />
Powers up her Drive with the following effects:<br />
*All Drive moves, including their follow-ups, summon two swords instead of one.<br />
*{{clr|D|4D}}'s minimum distance requirement is removed.<br />
*Drive Swords deal chip damage.<br />
*Gravity Seed recharges faster.<br />
*All versions of Sickle Storm can cancel into Act Parcer on hit, block or whiff.<br />
*Crescent Saber groundbounces, has a larger hitbox and all versions can be canceled into Act Parcer on hit, block or whiff.<br />
*Luminous Slave fires two swords instead of one.<br />
*Legacy Edge lasts longer and fires more projectiles.<br />
*Calamity Sword summons 4 swords in a line instead of just one.<br />
<br />
As a result, all of Nu's Drive-related attacks become much stronger. See each move's section for details.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_5A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Good anti-air due to its lengthy active frames.<br />
*Useful for poking out of pressure<br />
*Whiffs on most crouching opponents.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_5B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Good for stagger pressure and tick setups<br />
*Hits OTG for combos<br />
*Press B again to cancel into {{clr|B|6B}}. This is possible on hit, block, and whiff<br />
</div><br />
</div><br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_5C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Is considered a projectile<br />
*Mainly used as combo filler<br />
</div><br />
</div><br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_2A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Mostly the same as {{clr|A|5A}}<br />
*Used to poke out of pressure or set up tick throws/TRM setups<br />
</div><br />
</div><br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_2B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Great poke with great range for its start-up and recovery<br />
*Can be used to low profile pokes (ex. Tsubaki's {{clr|B|5B}})<br />
*Can be used to punish rolls<br />
</div><br />
</div><br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Decent AA<br />
*The head invul comes out late (11F-17F) so it is difficult to time properly<br />
*Best used when the opponent is directly above you since the vertical hitbox is big<br />
*Can hit characters behind Nu<br />
*Used in blockstrings to make a quick escape back to neutral (Jump-cancellable)<br />
</div><br />
</div><br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Invul on frame 5 but it ends on the first active frame unlike other Anti-Airs.<br />
*Can jump-cancel and gatling into most normals on block so you can jail opponent to the ground if they air block this.<br />
*It has the worst range of any Anti-Air in the game and can lose to certain jump ins, jump arcs, IAD, etc... Using her other anti-airs can be preferable. <br />
*It's your most rewarding Anti Air by far — It can get near to 4k midscreen. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*One of the best combo starters and the main punish move.<br />
*Decent for pressure.<br />
*Jump-cancellable. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Mainly used as combo filler<br />
*Can be used to push people away and cancel into 214X to start the Drive pressure<br />
*Fatal Counter<br />
*Cancels into Act Parcer<br />
</div><br />
</div><br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_3C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Great range<br />
*Can be used to low profile pokes (ex. Hakumen's {{clr|C|4C}})<br />
*Avoid in close range as its cancel options are poor and can be punished<br />
</div><br />
</div><br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_jA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fastest air to air move Nu has<br />
*Can set up TRM situations against air opponents<br />
</div><br />
</div><br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_jB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Decent air to air or jump-in<br />
*The area from Nu's knee to the tip of her foot has no hurtbox<br />
*Can clash or beat out certain AAs if spaced properly (ex. Rachel's {{clr|A|6A}})<br />
</div><br />
</div><br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_jC.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Good horizontal range<br />
*Hits behind Nu<br />
*Not a good jump-in due to short vertical range<br />
</div><br />
</div><br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_j2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Big vertical hitbox<br />
*Horizontal hitbox is small <br />
*Easy to hitconfirm<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
*All Drives had a deadzone in front of Nu where they have no hitbox.<br />
*All Drives except {{clr|D|4D}} start at Projectile Level 2 and decrease to Projectile Level 1 after a set amount of active frames.<br />
**Always Projectile Level 2 in OD.<br />
*Nu's Drive moves only deal chip damage in Overdrive.<br />
*None of Nu's Drive moves can be jump-cancelled on block.<br />
*Ground Drive moves ({{clr|D|5D}}, {{clr|D|6D}}, {{clr|D|2D}} and {{clr|D|4D}}) can be chained up to 3 in a row (for example: {{clr|D|6DD}} > {{clr|D|5DD}} > {{clr|D|4DD}} works fine but {{clr|D|6DD}} > {{clr|D|5DD}} > {{clr|D|4DD}} > {{clr|D|5DD}} would not).<br />
**This includes Gravity Seed cancels, so while {{clr|D|4DD}} > {{clr|D|5DD}} > {{clr|D|4DD}} works, {{clr|D|4DD}} > {{clr|B|214B}} > {{clr|D|4DD}} > {{clr|D|5DD}} > {{clr|D|4DD}} will not.<br />
*The air Drive moves ({{clr|D|j.D}}, {{clr|D|j.6D}} and {{clr|D|j.2D}}) can be chained up to 3 in a row.<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu-13_5D_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 6 active frames; always Projectile Level 2 in OD.<br />
<br />
Great zoning tool since it goes nearly fullscreen. It's used to prevent the opponent running straight at Nu and to whiff punish things from the otherside of the screen. As with all Drives, it has very long recovery so beware of the spacing between you and the opponent when throwing this out. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_2D.png | Goes at a 70 degree angle<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu-13_2D_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D" or input="2DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 5 active frames; always Projectile Level 2 in OD.<br />
<br />
A great Anti-Air to punish opponents who are high above Nu.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6D.png | Goes at a 30 degree angle<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu-13_6D_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6D" or input="6DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 3 active frames; always Projectile Level 2 in OD.<br />
<br />
A great anti air for stopping IAD approaches and opponents at a lower height than what {{clr|D|2D}} would catch. It can hit some characters like Azrael and Tager while standing but will whiff on most characters.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_4D.png|Fanservice overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu-13_4D_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="4D" or input="4DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Forces crouching on hit<br />
*110% bonus proration<br />
*Distance restriction is removed in OD<br />
<br />
Nu's only standing overhead. It tracks the opponent's location and appears behind them, but has a distance restriction and can't be gatling'd into from her non-Drive normals. In the corner, {{clr|D|4D}} will become 'invisible' which make it so it can be nasty if the opponent isn't looking at Nu's pose, but it is still reactable at 27f startup. <br />
<br />
Be careful autopiloting against characters with meter, as {{clr|D|5D.D}} → {{clr|D|4D}} has a gap which makes it vulnerable against fullscreen supers like {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=41236C|label=Gleaming Fang}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_jD.png | Goes at a 30 degree angle<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D" or input="j.DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 2 active frames; always Projectile Level 2 in OD.<br />
<br />
Decent move at stopping people from air dashing towards you if you are in the air. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|D|j.2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_j2D.png | Goes at a -45 degree angle<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.2D" or input="j.2DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 2 active frames; always Projectile Level 2 in OD.<br />
<br />
Goes steeply below Nu so it can be used to bait Anti-Airs but beware of its recovery. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|D|j.6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_j6D.png | Goes at a -15 degree angle<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.6D" or input="j.6DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 2 active frames; always Projectile Level 2 in OD.<br />
<br />
A Decent air-to-ground drive that's good at stopping people running at you and also low air approaches if done far enough.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|B|5B}}+{{clr|C|C}}'''</span> <span class="input-badge">'''{{clr|B|4B}}+{{clr|C|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Minimum 100% damage<br />
*Ground throw launches opponent upwards and slightly sideways depending on the direction of the throw<br />
*Ground throw wall bounds in the corner<br />
*Ground throws are special-cancellable<br />
</div><br />
</div><br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|B|j.B}}+{{clr|C|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_AThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Minimum 100% damage<br />
*Air version drops both players to the floor before dealing damage, ensuring consistent followup combos from any starting height.<br />
</div><br />
</div><br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|A|6A}}+{{clr|B|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hitbox is the same as her {{clr|B|6B}}<br />
*Opponents can low profile it<br />
*Opponent air techs on normal hit and can emergency tech on CH<br />
</div><br />
</div><br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|A|5A}}+{{clr|B|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_CT.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Breaks guard like other CTs<br />
*Plus on block with decent pushback<br />
*Wallbounces airborne opponents, wall sticks in the corner<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Luminous Slave</big>===<br />
<span class="input-badge">'''{{clr|D|214D}}(~{{clr|C|C}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu_LuminousSlave.png|Steins Gunner counterfeit<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214D" or input="214D~C" or input="214[D]")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*D version summons a cloud above her that tracks the opponent's location and fires a sword after a small period of time. If she is hit during the animation of the move before the sword fires, the cloud will dissapear.<br />
*The C version fires the sword almost immediately, used for corner combos.<br />
*The [D] version summons a cloud that will not fire until roughly 4 in-game seconds have passed or if you press the D button again, used for setplay and other types of situations.<br />
</div><br />
</div><br />
<br />
===<big>Sickle Storm</big>===<br />
<span class="input-badge">'''{{clr|D|236D}}(~{{clr|C|C}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_SickleStormDia.png |Combo tool<br />
BBCP_Nu_SickleStormLuna.png |Charged version is a Fatal Counter<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236D" or input="236D~C" or input="236[D]")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Low<br />
*Cancellable into Gravity Seed on block and on hit<br />
*Travels fullscreen<br />
*Used for Nu's fullscreen mix-up<br />
*If C is pressed during startup, will appear from behind opponent and travel towards Nu<br />
*Can be charged by holding D. If charged, becomes plus on block and causes groundslide at midscreen and wallbounds in the corner.<br />
*{{clr|D|236[D]}} is a Fatal Counter<br />
*Each version has its own SMP<br />
</div><br />
</div><br />
<br />
===<big>Crescent Saber</big>===<br />
<span class="input-badge">'''{{clr|D|j.214D}}(~{{clr|C|C}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_CrescentSaber.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.214D" or input="j.214D~C" or input="j.214[D]")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Overhead<br />
*Has a deadzone in front of Nu<br />
*Is a projectile<br />
*Can be charged by holding D. If charged, it comes out slower and is plus on block<br />
*Nu is in recovery until landing for both charged and uncharged version<br />
*If C is pressed during startup, she cancels the sword and recovers faster<br />
**Nu is actionable after this version. It also cancels into Act Parcer<br />
</div><br />
</div><br />
<br />
===<big>Act Parcer</big>===<br />
<span class="input-badge">'''66/44 after certain moves (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_ActParser.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="D > 66" or input="D > 44" or input="j.D > 66" or input="j.D > 44")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Teleport dash move that can be performed after any normal drive move.<br />
*Nu's hurtbox low-profiles during 4f-20f and will go under a fair amount of buttons.<br />
*Can pass through opponent.<br />
*Forward Parcer is useful for escaping the corner as well as cross up and throw mix ups<br />
*Back ground Parcer puts Nu in the air<br />
*Air version costs an air action, so Nu cannot double jump > {{clr|D|j.2D}} > 44, for example.<br />
</div><br />
</div><br />
<br />
===<big>Gravity Seed</big>===<br />
<span class="input-badge">'''{{clr|A|214A}}/{{clr|B|B}}/{{clr|C|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_GravitySeed.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*A, B, and C versions place field in front of Nu, at midscreen, and at fullscreen respectively.<br />
*Staple move for pressure, combos and zoning<br />
*Can be cancelled into from any normal or Drive on hit or block for pressure and zoning<br />
*Can be cancelled into from any special on hit for easy mode combo confirms<br />
*Cancels into any ground normal or special. This includes Act Parcer.<br />
Creates a field to limit horizontal movement. Opponent's horizontal speed is reduced to 30% while in the field. This affects move that alter a character's speed, e.g Ragna's {{clr|A|214A}}. As such, the movement from that attack is also reduced. Gravity Seed allows Nu to reset Drive pressure while locking down the opponent's movement<br />
<br />
</div><br />
</div><br />
<br />
===<big>Supra Rage</big>===<br />
<span class="input-badge">'''{{clr|C|623C}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_SupraRage.png | Forbidden Zoner DP<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="623C" or input="j.623C")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Head invuln starts early on frame 5 and lasts until the move is already active, making it a very strong Anti Air.<br />
*The hitbox is large and goes a decent amount behind Nu. <br />
*The landing recovery can cancel into Gravity Seed on hit<br />
*Can easily combo from with CH or Gravity Seed cancel.<br />
*The ground and air versions are considered different moves and so not affected by SMP.<br />
<br />
One of the best Anti-Airs in the game in terms of range and invul. Despite being a short starter, the high base damage is enough to get decent reward. However, it is much more unsafe on block than your other options. <br />
</div><br />
</div><br />
<br />
==Distortion Drives==<br />
===<big>Legacy Edge</big>===<br />
<span class="input-badge">'''{{clr|D|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_LegacyEdge.png |"It is time for disciplining... Gate of Babylon!”<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*On activation, creates a portal in front of Nu, out of which a large number of swords emerge travelling horizontally at various heights, each one causing strong knockback and wallstick.<br />
*Overdrive increases the number of swords spawned, thus increasing the overall time and advantage<br />
*The projectiles go full screen, but the portal itself is created with a gap in front of Nu, leaving a dead zone where it won't hit.<br />
*Massively plus on hit or block, with plenty of time to perform whatever mixup you want if they block<br />
*Has lengthy invul on startup so it can be used as an anti-zoning tool.<br />
*It wll invul through Body-Projectile attacks and Nine's normals.<br />
*If it hits, you can dash towards the opponent to force them into the corner and end with a combo<br />
*Can be used to cancel out other projectile supers such as Rachel's Tempest Dahlia or Tsubaki's Requiem Maledictus<br />
*Minimum damage: 13*24 OD: 13*37<br />
</div><br />
</div><br />
<br />
===<big>Calamity Sword</big>===<br />
<span class="input-badge">'''{{clr|D|632146D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_CalamitySword.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="632146D" or input="j.632146D")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Creates a projectile a small distance in front of Nu that strikes downwards and floor bounces.<br />
*Overdrive version creates 4 such swords (With lower damage than the single one), each progressively further away than the last, and will combo into each other easily<br />
*Looks like an overhead attack, but isn't.<br />
*Main use is at the end of air combos to add damage (adds 1K minimum)<br />
*Has a deadzone in front of Nu, shouldn't be used as a reversal. Overdrive version removes the deadzone.<br />
*Minimum damage: 960 OD: 1288<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>True Impreza</big>===<br />
<span class="input-badge">'''{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu_TrueImpreza.png | Jump or Block. Just hope you didn't press a button when this is thrown out.<br />
BBCF_Nu_TrueImpreza2.png |'''"AHHHHHHHH!!! RAIN OF SWORDS!"'''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*The only EA in the game that is projectile property.<br />
*Unusually negative for an EA, but moves Nu backwards if there is space.<br />
*[[BBCF/Offense#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]]<br />
*288/606 Minimum Damage<br />
<br />
Nu's Exceed Excel is quite unique compared to other characters. Rather than a close range attack, Nu fires a sword that travels almost fullscreen. Puts Nu in Active Flow if she hasn't already been in it. Has full invul but is not safe on block at point blank and cannot be rapid-canceled.<br />
<br />
There is enough time afterwards to set a Gravity Seed or Luminous Slave before the opponent techs.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Sword of Destruction</big>===<br />
<span class="input-badge">'''{{clr|D|214214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_SwordofDestruction.png|hug.exe<br />
BBCP_Nu_SwordofDestruction2.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*A very short ranged hitgrab that's easy to combo into. <br />
*If you have the space to do an Act Parcer combo, you can confirm into astral off of most grounded fullscreen hits. <br />
*Pushes the opponent far on block, but this is reduced drastically if they Instant Block.<br />
<br />
'''Combos From...'''<br />
*{{clr|C|5C}} <br />
*{{clr|C|2C}}<br />
*{{clr|C|3C}}<br />
*{{clr|A|6A}} (on air hit).<br />
*{{clr|A|5A}} (on air hit, counter-hit only).<br />
*{{clr|B|5B}} (counter-hit only).<br />
*{{clr|B|6B}} (counter-hit only).<br />
*{{clr|D|214D}} (you need to hit them close to Nu for this to combo, also applies to {{clr|D|214[D]}} remote fires.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Nu}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://docs.google.com/document/d/1k4fkDmwNF6ulTCGVdanZRgYhUKq6w0G9GZBmcGyYMYU/edit Combo Doc]<br />
*[https://murakumo13.wordpress.com/intro/ Old site with Nu-13 tech and guides]<br />
*[https://www.youtube.com/playlist?list=PLiW_XwHnKG5sKuOQRPQuxinvtsb4sGGXP&disable_polymer=true Compilation of Nu-13 matches/sets]<br />
*Japanese Name: ニュー·サーティーン<br />
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=ny&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Nu-13/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Nu-13|42px|BBCF_Nu_Icon.png|ν-No.13-}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/Lambda-11&diff=275648BBCF/Lambda-112022-05-12T06:59:55Z<p>GunBlaze: </p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Lambda-11 (stylized as <big>ᴧ</big>-No.11-) is a '''jack-of-all-trades''' character with tools split between rushdown, zoning and light setplay while having '''some of the best corner carry in the game'''. Lambda's main goal is to carry her opponent to the corner and force them into '''strong okizeme setups''' — She achieves this through Gravity Seed and Act Parcer Tri: Cavalier, which allow her to do corner-to-corners with ease while achieving consistently strong damage. Lambda's neutral is versatile: she can either play a more passive zoning style or commit more to a rushdown approach. Her Drive has '''high recovery''' on whiff, however, and players will need to be aware of how far they are from the corner at all times to adjust their routes on the fly. A flexible mindset and good understanding of match flow will take any Lambda player a long way.<br />
<br />
|quote= Target acquired, moving to annihilate.<br />
|lore= Lambda-11 is an imitation Murakumo Unit found, experimented on and controlled by Kokonoe. Lambda once sacrificed herself for the sake of Ragna, who was about to be dealt a death blow. Before fading away, she transferred her remaining power and the Idea Engine to Ragna, which allowed him to use the Ars Magus to its maximum, giving him the power to defeat Terumi and rescue Noel. Having been reborn within the Embryo, Lambda still serves under Kokonoe, but would defy even her commands in order to meet Ragna again.<br />
|voice_actor= Kanako Kondō<br />
|summary= uses a combination of zoning and rushdown tools to set up strong oki<br />
|pros=<br />
* '''Good Neutral''': Lambda's projectiles are fast, span nearly fullscreen, and can be converted into close range pressure. This leads to a neutral that's difficult for some characters to challenge.<br />
* '''Strong Backdash''': Fast speed and long travel distance makes it a good tool for escaping pressure and avoiding pokes. <br />
* '''Very High Damage with Resources''': Gravity Seed routes break over 4k from common starters like 2B, and many CH starters can score near to or over 5k without meter.<br />
* '''Great Corner Carry''': Her specials enable corner-to-corners even off short starters like 2A. Landing a confirm at all usually means the opponent's going in the corner. <br />
* '''Strong Corner Okizeme''': Spike Chaser is a safe, difficult to contest okizeme that covers nearly every wakeup option while leaving Lambda plus. Gravity Seed also prevents the opponent from being able to jump or dash out.<br />
|cons=<br />
* '''Below Average Health''': Cannot afford to take hits as much as other characters.<br />
* '''Pressure Can Be Unsafe''': Besides 2C, all C and D normals are multi-hit and not jump-cancellable on block, so it's easy to disrespect them with OD and CAs. <br />
* '''Drive Recovery''': Her projectiles can leave her vulnerable on whiff as they have very long recovery — Many characters can punish Lambda's Drives on reaction once they have meter.<br />
|unique_mechanic1_name= Drive: Sword Summoner EX<br />
|unique_mechanic1=<br />
Sword Summoner EX allows Lambda to manifest sword-like projectiles which she can shoot off at different angles. When a sword comes in contact with an opponent, Lambda will perform an additional hit automatically.<br />
<br />
Additionally, Lambda can gatling her D normals up to four times before she has to jump-cancel to get another sword out (Ex: 2D > 4D > 5D > 6D); however, Lambda cannot reuse any sword during a blockstring, and swords cannot be jump-cancelled on block. While Sword Summoner EX makes for a good combo tool, it is also a key part of her zoning abilities, which makes utilizing her Drives a very important part in learning to play her.<br />
|unique_mechanic2_name= Overdrive: Elysium<br />
|unique_mechanic2=<br />
Lambda's swords grow larger in size, and the second attack of each Drive normal deals double damage, in addition to becoming a Level 5 attack (increasing all forms of stun slightly). Additionally, aerial swords launch grounded opponents.<br />
<br />
Her special moves also gain new properties:<br />
<br />
*Gravity Seed recharges at a quicker rate.<br />
*Sickle Storm summons two wheels that travel in opposite directions.<br />
*Spike Chaser travels the entire stage.<br />
*Crescent Saber bounces.<br />
*Exiga Nail has its recovery reduced, to the point that Lambda recovers in midair.<br />
*Legacy Edge fires more projectiles.<br />
*Calamity Sword tracks the opponent.<br />
<br />
This results in Lambda's Drive-related moves becoming much stronger. See each move section for more details.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_5A.png |Quick poke, not much range<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Quick disjointed jab, good as a quick AA and for pressure. Interacts with everyone's crouching hitboxes differently, whiffing on some characters while catching others, and also changing with whether the opponent is already in blockstun or not (against Jin, for example, chaining {{clr|1|5A 5A}} will make the second {{clr|1|5A}} whiff because Jin's crouching hurtbox shrinks while in blockstun). Less committal anti-air tool than {{clr|1|6A}} in exchange for less reward and no head invul. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_6B.png |Kick that can be jump-cancelled <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump-cancelable on hit or block.<br />
Her best non-counterhit punish, easily netting 4.0k to 4.7k meterless on any gravity confirm and most non-gravity confirms. Decent stagger tool, though it has limited range. Is not as safe from ODR as {{clr|2|2B}}, however, making it not a great meaty. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_5C.png |This is not a poke. Don't attempt to poke with this.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Projectile.<br />
*All hits can special-cancel; last hit can cancel into C and D normals.<br />
<br />
One of Lambda's best punish tools. Good range and disjointed, but given its start-up and recovery, it shouldn't be used as a poke. Manly used for combo filler, frame traps, and punishes. Is relatively safe from ODR but an opponent ODing before at least the first sword connects means eating an EA.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_2A.png |{{clr|1|5A}} but shorter<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A crouching jab. Used for poking out of the opponent's pressure, and to set up TRMs. Slightly disjointed. Its not a particularly strong stagger tool on account of its poor frame advantage and is more effective for abare or resetting pressure from a different normal. Can low profile some air normals.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_2B.png |Toe shank<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A good-range poke that's also her best low normal starter. It can be a strong stagger tool and has very good reward. Low recovery on whiff makes it nice for catching rolls and staying safe from ODR.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_2C.png |Can hit behind you<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*All hits can special-cancel; hit 8 can cancel into C and D normals.<br />
*Hits 4-8 can jump-cancel on hit/block.<br />
<br />
Lambda's other anti-air with invul. It kicks in later than {{clr|1|6A}} and the reward is worse on normal hit, but the vertical range is better and can tag people landing behind Lambda. The reward on CH is equal with {{clr|1|6A}} and is pretty neat. It's also Lambda's only jump-cancellable C normal, which can allow for some gimmicks should the opponent be conditioned. It can frametrap with {{clr|3|2C > 5C}} as well for high damage, too. <br />
<br />
As with other C normals, this button is vulnerable to ODR and gives the opponent a crouching punish.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_6A.png |Great anti-air<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump-cancellable on hit or block.<br />
<br />
A very strong Anti-Air as it has fast head invul, relatively low recovery, great reward and retains almost all options on block. It's a decent pressure tool as it reverse beats with {{clr|2|2B}}, but it's more susceptible to ODR than {{clr|2|5B}}.<br />
<br />
Its untech time makes it a staple in many routes. It's good at jailing opponents as they fall due to the gatlings on block. However, {{clr|1|6A}} can lose to IADs and IAD crossups due to its poor vertical range, it's better to do {{clr|1|5A}} in such situations.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_4B2.png | This is an overhead and it makes you angry <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Untechable launch on CH.<br />
*110% Bonus Proration.<br />
<!-- Does this low crush?--><br />
<br />
One of Lambda's two overhead normals. It's quicker than {{clr|4|4D}}, but has no gatlings left if it's blocked. While not great damage, IAD routes are consistent and converting with {{clr|4|tk.214D}} routes nets more reward. It's used in crouch confirms to launch when the opponent is too far for gravity, as {{clr|3|5C}} {{clr|2|6B}} always works except from short starters like {{clr|1|5A}}/{{clr|1|2A}}.<br />
<br />
{{clr|2|6B}} can go over low-hitting buttons like {{Character Label|BBCF|Bang_Shishigami|label=Bang's}} {{MiniMoveCard|game=BBCF|chara=Bang Shishigami|input=3C|label=3C}}, but this isn't the main purpose of the move as it has no Foot invul. Despite what the animation suggests, Lambda is not considered airborne and thus can be thrown. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_6C.png |Sets up 214D and not much else.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*All hits can special-cancel; last hit can cancel into D normals.<br />
*Fatal Counter.<br />
<br />
Purely combo filler. The long startup, recovery, and few gatlings left on block make this a weak button for neutral and pressure. There's no true blockstrings into {{clr|3|6C}} except if {{clr|3|5C}} were Barrier Blocked, so it can frametrap on paper, but it's more likely Lambda will get reversal'd for pressing this.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_3C.png |Low sweep <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*All hits are special-cancellable.<br />
*Only the first 3 hits are lows.<br />
<br />
Sweep. It's a multi-hit low with great horizontal range, but limited gatlings on block. In pressure, {{clr|3|3C}} > {{clr|2|236B}} has a gap that can be reversal'd — Cancelling {{clr|3|3C}} into {{clr|4|22D}} will beat most reversals, excluding some like {{Character Label|BBCF|Azrael|label=Azrael's}} {{MiniMoveCard|game=BBCF|chara=Azrael|input=623B|label=Panzer Strike}}. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_jA.png |Bad range air-to-air<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Only air normal that is not jump-cancellable.<br />
*Gatlings into itself.<br />
<br />
Air jab. Mostly used by gatling into from a different air attack to keep Lambda's opponent in blockstun or to set up air TRMs.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_jB.png |Overhead<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Reverse-beats with {{clr|1|j.A}}.<br />
<br />
An air kick. Useful for jumping in and when the opponent is locked down by {{clr|4|236D}}. This is used for safejump setups after a Tri KD; {{clr|2|236B}} > 66 > falling {{clr|2|jB}} will beat even 7f reversals.<br />
<br />
Except on shorter characters like {{Character Label|BBCF|Es|label=ES}}, it's possible to set up fuzzy jumps with this button and 50 meter for RC.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_jC.png |Backwards hitbox<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*All hits are overheads.<br />
*The last 3 hits can hit as crossups.<br />
*Can cancel into {{clr|3|j.2C}} on any hit.<br />
<br />
Decent air-to-air, but a terrible ground-to-air button. It can act as a mixup tool in conjuction with {{clr|3|j.2C(w)}} and {{clr|4|j.214D}}, though the opponent needs to be conditioned with {{clr|2|j.B}}/{{clr|3|j.2C}} first.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_j2C.png |There's no hitbox behind Lambda, despite the animation.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Only the first hit of the move is an overhead, not the first hit to connect. It's possible to jump in with just mids.<br />
<br />
Combo filler. It has a decent hitbox, but it's on the slow side, so {{clr|2|j.B}} is used more for air-to-airs and jump-ins. Can be whiffed after other air buttons to touch the ground faster, which is useful for mixups like {{clr|3|j.C}}(1) {{clr|3|j.2C}}(whiff) {{clr|2|2B}}.<br />
<br />
The untech time on air CH is pretty long, so Lambda can land back on the ground and convert with normals to land them into the corner.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
*All Drives will followup into the second hit unless RC'd or whiffed.<br />
*All Drives except {{clr|4|4D}} are Projectile Level 2 and decrease to Projectile Level 1 after a set amount of active frames.<br />
**Always Projectile Level 2 in OD.<br />
*All Drives are Attack Level 4 and become Attack Level 5 in OD.<br />
*All Drives have a deadzone in front of her where they have no hitbox.<br />
*Air Drives will launch the opponent on CH or OD.<br />
*None of them can be jump-cancelled on block.<br />
<br />
===<big>{{clr|4|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_5D.png |Horizontal sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 6 active frames; always Projectile Level 2 in OD.<br />
*Crumple stuns on CH but not on OD CH.<br />
<br />
The most common summon. Used to stop the opponent running at Lambda and to punish things from fullscreen. {{clr|4|5D}} into {{clr|2|236B}} is a true blockstring when not too far, and becomes a frametrap when further out or if delayed. On OD, it can link into Cavalier; on CH, there is enough time to go into {{clr|3|3C}} and even {{clr|3|5C}} if close enough.<br />
<br />
In OD, {{clr|4|5D}} becomes +2 on block, so going into {{clr|4|4D}} becomes gapless and safe from reversals, but it's not generally enough to get resets from considering the distance.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_2D.png |70º angle sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D" or input="2D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 5 active frames; always Projectile Level 2 in OD.<br />
<br />
This summon goes steeply upwards and is a good Anti-Air against characters who like to go high above Lambda, like {{Character Label|BBCF|Mu|label=Mu}} and {{Character Label|BBCF|Rachel_Alucard|label=Rachel}}. This can be followed up with either {{clr|2|236B~}}{{clr|3|6C}} or IAD {{clr|2|j.B}} {{clr|3|j.C}} {{clr|1|6A}} routes to land them in the corner. <br />
<br />
The second hit pushes the opponent downwards, making it possible score a soft KD from it at the end of combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_6D.png |30° angle sword. The pinnacle of Lambda's range.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6D" or input="6D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 2 active frames; always Projectile Level 2 in OD.<br />
<br />
Lambda's furthest reaching summon. It's a long-range anti-air and good at catching people trying to jump out of pressure. It can hit tall characters like {{Character Label|BBCF|Iron_Tager|label=Tager}} while they are standing. <br />
<br />
Long range confirms can be converted with either other swords like {{clr|4|4D}} or Cavalier. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|4D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_4D.png |Make nerds complain about "off screen overheads"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="4D" or input="4D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Tracks the opponent.<br />
*Forces crouching on hit.<br />
*110% Bonus Proration.<br />
<br />
A summon that comes from behind the opponent. This overhead is slower than {{clr|2|6B}}, but Lambda can still pressure if it's blocked. In the corner, {{clr|4|4D}} becomes 'invisible', making it nasty if the opponent isn't paying attention to Lambda's pose — But it is still reactable at 27f startup. The opponent can even react with a dash straight towards Lambda if done raw.<br />
<br />
Be careful, as {{clr|4|5D}} > {{clr|4|4D}} has a gap that's vulnerable against fullscreen supers like {{MiniMoveCard|game=BBCF|chara=Ragna The Bloodedge|input=632146D|label=Carnage Scissors}} — OD {{clr|4|5D}} > {{clr|4|4D}} is gapless on normal block, however.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_jD.png |Aerial 30° angle sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D" or input="j.D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 2 active frames; always Projectile Level 2 in OD.<br />
*Plus on block when done low to the ground.<br />
<br />
One of Lambda's furthest reaching drives, going almost fullscreen and more distance than {{clr|4|5D}}. It covers a decent angle and pre-emptively catches opponents trying to air dash. But it can't be converted from at long range and can't be jump-cancelled, so this button is medium risk for low reward as Lambda only get a soft KD at most.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_j2D.png |Aerial -30° angle sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.2D" or input="j.2D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 2 active frames; always Projectile Level 2 in OD.<br />
<br />
Probably the least used summon. The angle is weak compared to other Drives and the launch on CH can be difficult to convert, so it's restricted to combo filler.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_j6D.png |Aerial -15° angle sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.6D" or input="j.6D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 2 active frames; always Projectile Level 2 in OD.<br />
<br />
An air-to-ground sword, but it's not great on block and can't be converted on normal hit without OD. On CH, the second hit vacuums the opponent, so it's easy to convert with {{clr|2|665B}}.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span> <span class="input-badge">'''{{clr|2|4B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_throw.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage.<br />
<br />
Lambda grabs the opponent and impales them with her swords. Launches the opponent allowing for a follow up combo.<br />
<br />
Back Throw, aside from switching sides, is virtually identical to her normal Throw.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|2|j.B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_AThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage.<br />
<br />
Lambda grabs the opponent and crushes them with her knees. Causes the opponent to bounce into the air upon making contact with the ground, allowing for a combo.<br />
</div><br />
</div><br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_6B.png|This WILL whiff <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Invul on frames 1-20.<br />
*180F Heat Gauge cooldown.<br />
<br />
Triggers the {{clr|2|5B}} animation. It is invincible, but most of the cast can easily low-profile by just doing crouching buttons — Really, the hitbox is ''that'' poor. Using other mechanics like ODR, Barrier Block, and IBB is much more effective than comitting to this. <br />
</div><br />
</div><br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_CT.png|"Barrier Smash"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be charged.<br />
<br />
Breaks the opponent's Guard on normal block. Geting a KD from Tri allows setting up 236D oki and do a charged CT with no gaps, granting a decent starter and/or force the opponent to deplete a huge amount of Barrier while being safe against reversals.<br />
<br />
For combos, it can be done off {{clr|3|3C}} to corner carry when gravity's not available.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Spike Chaser</big>===<br />
<span class="input-badge">'''{{clr|4|214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_SpikeChaser.png|Great corner okizeme<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Travels the entire screen in OD.<br />
*Safe from every reversal in the game if spaced correctly.<br />
<br />
The main tool for okizeme, Spike Chaser can be used in combos and taking up space in neutral too. It's only minus on the first spike, becoming increasingly plus the further out it's blocked — When spaced, buttons after will be true blockstrings and catch fuzzy jumps, so the opponent has to sit still and guess the incoming mixup. <br />
<br />
Spike Chaser covers every wakeup option (forward rolls; reversals; no tech; quick rise etc...) while being very plus and completely unpunishable if spaced right, making it a pretty insane oki option. Always go for this whenever possible. It can be 'looped' by doing combos that end in this one after another, usually by sacrificing some damage in the process.<br />
<br />
There is a very small window to delay tech through, but this is risky as {{clr|4|214D}} is active forever, is a big damage starter (even without Gravity available), and can be beaten by the Lambda player varying their input timing. Lambda is also still safe and can retreat to neutral on successful delay tech.<br />
</div><br />
</div><br />
<br />
===<big>Sickle Storm</big>===<br />
<span class="input-badge">'''{{clr|4|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_SickleStorm.png |Pizza Cutter. Does everything.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Lambda summons two wheels in OD.<br />
*Hits four times.<br />
<br />
Besides combo filler, {{clr|4|236D}} is used to lockdown the opponent as it's very plus on block, netting Lambda a mixup. CAs can be baited with dash break due to multi-hits and it's active until it disappears from the screen, so it can catch poorly timed bursts and ODs. The chip damage from this move builds up to a decent amount if blocked repeatedly. <br />
<br />
With that said, chaining into this move is never a true blockstring; thus, it can be jumped or fullscreen super'd on reaction. The opponent can try delay teching it on wakeup, but if they get pedictable, run up {{clr|2|2B}} could be used instead for a blue beat OTG. <br />
</div><br />
</div><br />
<br />
===<big>Crescent Saber</big>===<br />
<span class="input-badge">'''{{clr|4|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_CrescentSaber.png |How you get Air KDs.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*OD version bounces which allows for easier pickups.<br />
*Hits crouchers on frame 17. If TK'd, Crescent Saber is a 22f overhead that's -13 on block.<br />
<br />
Crescent Saber's main function is to score knockdowns from air combos. It's also used mid-combo for optimal {{clr|1|6A}} and {{clr|2|6B}} confirms. For mixups, it's Lambda's second fastest overhead and has quite good reward with meter to RC. It's active for a long time and hits behind Lambda, so it can cross up on paper.<br />
<br />
To pickup on non-OD hits, an RC {{clr|3|j.2C}} will be needed if high in the air, or just {{clr|2|2B}} / {{clr|3|3C}} if TK'd properly.<br />
</div><br />
</div><br />
<br />
===<big>Gravity Seed</big>===<br />
<span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}/{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_GravitySeed.png |Your most important tool.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter, but the P1 proration is poor.<br />
*Recharge becomes faster in OD.<br />
<br />
This move summons a field which launches the opponent on hit and drags them towards it. The field still appears on whiff and reduces the opponent's movement to 30% of their normal speed — This includes momentum from specials and teleport dashes like {{Character Label|BBCF|Azrael|label=Azrael}}, {{Character Label|BBCF|Nine|label=Nine}} and {{Character Label|BBCF|Arakune|label=Arakune's}}. It does not slow down projectiles nor Ignis / Nirvana, however. <br />
<br />
It has a cooldown but only takes up a 1/3 of the gauge on whiff.<br />
<br />
----<br />
<br />
{{clr|1|214A}} summons the field next to Lambda. It's used for corner combos and okizeme after a {{clr|3|6C}} KD, as the spacing cripples their mobility while keeping Lambda outside the range of reversals. This is very strong against characters without a normal dash. <br />
<br />
----<br />
<br />
{{clr|2|214B}} summons the field in the middle of the screen. This is the version with the most use. It creates a wall so characters can't run at Lambda for free, making it safer to throw out Swords in neutral. But this move really shines when used in combos, as it gives access to high damage routes with its high P2 while doing great corner carry. The recharge flows back uninterruped during {{clr|3|5C}}, {{clr|4|236D}} and {{clr|4|214D}}, so it's always worth spending this if possible. <br />
<br />
----<br />
<br />
{{clr|3|214C}} summons the field at the opposite end of the screen. It pulls the opponent much further out than the other two, so it's used for corner-to-corners where {{clr|2|214B}} wouldn't travel enough. This can also be used midscreen to ensure they'll wallsplat after {{clr|3|236C}}.<br />
</div><br />
</div><br />
<br />
===<big>Act Parcer Zwei</big>===<br />
<span class="input-badge">'''{{clr|1|236A}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_ActParserA.png |Make the opponent go "''Zwei would you do this?''". <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Shares almost the same animation as {{clr|2|236B}} between frames 1-11.<br />
*Passes through the opponent during frames 8-13.<br />
<br />
A command dash with incredibly fast speed. Zwei doesn't have invul but it can pass through moves with proximity hitboxes and wakeup reversals, as Lambda phases through them before they become active — It can then cancel into {{clr|2|236B}} to attempt to start pressure or into {{clr|3|236C}} for a free Fatal Counter, usually. <br />
<br />
{{clr|1|236A}} -> Throw can also be used, but this loses to Throw OS and Upbacking. <br />
<br />
{{clr|1|236A}} can be done by itself or from any of Lambda's normals except {{clr|2|6B}}. This gives it use as a risky pressure reset if the opponent is being too respectful or were expecting the dash to come at a different point in the blockstring.<br />
</div><br />
</div><br />
<br />
===<big>Act Parcer Tri</big>===<br />
<span class="input-badge">'''{{clr|2|236B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Lambda_ActParserTri.png |Your rekka.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can immediately whiff cancel into any of the 3 followups or {{clr|4|22D}}.<br />
*Has a long window to cancel into followups or Exiga on block. Good for frametraps and making it harder for the opponent to IB. <br />
<br />
Tri is the first part of the rekka. It travels a good distance and will move Lambda into close-range if done after a Drive like {{clr|4|5D}}. In pressure, it can be canceled into either Blade or Sparda for a high-low mixup. This is the go-to ender in combos where Spike Chaser okizeme isn't possible as it gets a hard KD. <br />
<br />
If the opponent sees Lambda coming and tries to OD this move, it can be whiff-canceled into {{clr|4|22D}} to stay safe and/or punish. {{clr|2|236B}} can also be a risky pressure reset if the opponent's been conditioned to respect it by previously frametrapping jabs with a delayed {{clr|2|~6B}} or {{clr|4|~22D}}.<br />
</div><br />
</div><br />
<br />
===<big>Act Parcer Tri: Sparda</big>===<br />
<span class="input-badge">'''{{clr|1|6A}} (during {{clr|2|236B}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_ActParserSpada.png | Fast overhead with good reward.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236B 6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hard-coded not to hit crossup on standing opponents (it can hit crossup on crouching ones). <br />
*Lambda side-switches on both hit and block.<br />
<br />
Sparda is Lambda's fastest overhead, clocking at 21f, and it's the most rewarding one when used with Gravity — Getting roughly 4k or over plus a Spike Chaser setup. Generally, a CH or RC will be needed midscreen, but it's possible to instantly cancel Tri into this to get the spacing for meterless conversions. In the corner, it's easy to convert with double side-swap routes which are stable.<br />
<br />
It's good to throw this out to add to the opponent's mental stack and help enforce the threat of Blade in mixups. As with most things in this game, don't get too carried away as it is punishable on block.<br />
<br />
Lambda's hurtbox goes high in the air, giving the move the ability to low crush butttons; there's no Foot invul, however, so it can occasionally trade with some characters' {{clr|1|2A}}s.<br />
</div><br />
</div><br />
<br />
===<big>Act Parcer Tri: Blade</big>===<br />
<span class="input-badge">'''{{clr|2|6B}} (during {{clr|2|236B}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_ActParserB.png | Fullscreen low.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236B 6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*The range of Blade varies with the time {{clr|2|236B}} was cancelled from; max range is fullscreen.<br />
*Slight low-profile with quite a disjointed hitbox. <br />
*Safe on normal block, but can be punished on IB. <br />
<br />
Low option from Tri. It's a pretty fast sweep that's good at catching people who expect {{clr|4|4D}}. In midscreen, RC Blade for the corner carry and damage, but in the corner or inside Gravity Seed, it can be converted without meter. <br />
</div><br />
</div><br />
<br />
===<big>Act Parcer Tri: Cavalier</big>===<br />
<span class="input-badge">'''{{clr|3|236C}} (or {{clr|3|6C}} during {{clr|2|236B}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_ActParserC.png |CHARGE<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter.<br />
*Deceptively large vertical hitbox.<br />
*Wallbounces midscreen.<br />
*Wallsticks in the corner.<br />
<br />
Cavalier functions as combo filler, though it's Lambda's strongest starter due to its Fatal Counter property. It's used in midscreen routes for corner carry and tacked on the end of corner routes for damage. Safe on normal block.<br />
</div><br />
</div><br />
<br />
===<big>Exiga Nail</big>===<br />
<span class="input-badge">'''{{clr|4|22D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_Exiga_Nail.png|Situational reversal<br />
BBCP_Lambda_Exiga_Nail_2.png|Also good for baits<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="22D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Frame advantage is for ground block. It's -3 at the closest possible distance, but goes up to 0 at max spacing.<br />
*Reduced recovery in OD — Lambda can perform actions midair.<br />
*Needs CH or air hit to convert without meter.<br />
<br />
A hard-to-use reversal, as its invincibility ends before becoming active; if timed right, however, Exiga Nail can beat anything shorter than 8 active frames. It also works if Lambda moves out of an attack's hitbox in time, such as those of many crouching buttons. <br />
<br />
It's very susceptible to meaties with long active frames, but leads to great reward on CH as it crumple stuns for easy conversions. It's safe on block and even IB, so this can be used instead of Blade for a safe pressure ender. It's also good for baiting other reversals and OD/CA when used mid-pressure. Be wary of using this to escape the corner, as it can whiff on everyone point blank except {{Character Label|BBCF|Iron_Tager|label=Tager}} and {{Character Label|BBCF|Valkenhayn|label=Valkenhayn}} in wolf form.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
===<big>Legacy Edge</big>===<br />
<span class="input-badge">'''{{clr|4|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_LegacyEdge.png|If you really need to win neutral. <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Summons a portal that shoots forth 19 projectiles and 29 projectiles in OD.<br />
*Minimum damage: 32*19 (OD: 32*29).<br />
<br />
A super that can be used as a fullscreen punish and and winning neutral against some characters for the pricey cost of 50 meter. If they get stuck blocking this on the ground and Lambda is close enough, this enables a variety of mixups: empty jump {{clr|2|2B}}, late airdash {{clr|2|jB}}, IAD {{clr|3|jC}} for a crossup, etc... <br />
<br />
The downsides are that if Lambda is hit during the 9 frames after the superflash, the meter will be spent but the swords won't appear; the opponent can chicken block and mash 4 to IB all the projectiles — giving them a lot of meter while being safe from mixups; not all of the projectiles will land if they are crouching; and, against opponents on the other side of the screen, Lambda get less time to capitalize on the frame advantage. Furthermore, while all the projectiles are level 2, the complete lack of invul means Legacy Edge can't be used as an anti-zoning tool in situations where it would be useful (such as using it against {{MiniMoveCard|game=BBCF|chara=Iron Tager|input=41236D|label=Sparkbolt}} or {{MiniMoveCard|game=BBCF|chara=Hazama|input=632146C|label=Eternal Coils}}).<br />
<br />
For what it's worth, it's a pretty good starter for combos (particularly the OD version). It's also neat for specific MU interactions like blowing up {{Character Label|BBCF|Izanami|label=Izanami's}} {{MiniMoveCard|game=BBCF|chara=Izanami|input=623B|label=Shield of Dreams}}.<br />
</div><br />
</div><br />
<br />
===<big>Calamity Sword</big>===<br />
<span class="input-badge">'''{{clr|4|632146D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_CalamitySword.png|Reversal and combo ender<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="632146D" or input="j.632146D")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Tracks the opponent fullscreen in OD.<br />
*Can combo off of it on CH.<br />
*Minimum damage: 960 (OD: 1260).<br />
<br />
Metered reversal. It hits overhead and is a good combo ender for the minimal damage. It will usually CH, leading to big damage and corner-to-corner or sideswap combos. In OD, Calamity Sword becomes very threatening in neutral, as it can be used for fullscreen punishes if the opponent does anything committal.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Duo Cultus</big>===<br />
<span class="input-badge">'''{{clr|1|A}}+{{clr|2|B}}+{{clr|3|C}}+{{clr|4|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Lambda_Duo_Cultus.png|<br />
BBCF_Lambda_Duo_Cultus_2.png|Putting Nu's Supra Rage to shame<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*[[BBCF/Offense#Exceed_Accel|Behaves the same as every other Exceed Accel.]]<br />
*Minimum Damage: 303 (AF: 641).<br />
<br />
This is used either as a reversal in OD or as a combo ender. The KD from Duo Cultus doesn't allow for much more than setting up Gravity Seed midscreen, so it's essentially a reset to neutral which may or may not be a good thing depending on the MU.<br />
</div><br />
</div><br />
<br />
==Astral Heat==<br />
===<big>Sword of Destruction</big>===<br />
<span class="input-badge">'''{{clr|4|214214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_SOD.png|Hug.exe<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*No startup invul, so it can't be used as a reversal unlike most Astrals.<br />
<br />
Lambda grabs the opponent and plunges a mighty sword down upon them. It's pretty easy to combo into from {{clr|3|5C}} and {{clr|3|3C}} on ground hit, {{clr|1|6A}} and {{clr|4|5D}} on air hit, and {{clr|3|236C}} after a wallsplat. <br />
<br style="clear:both;"/><br />
</div><br />
</div><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Lambda}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://docs.google.com/document/d/14AEjdLocttOsE40JQquq8bDWSzTjbhTg7wrju4V2scA/edit Lambda Combo Doc from Shinespark]<br />
*[https://docs.google.com/document/d/18rJ79Zg3IhX897JNR0PY68XOW8ZqbujISYasHazsx6c Kasha's Guide to Lambda]<br />
*[https://youtu.be/BnkZblk1coc Lambda Combo Tutorial]<br />
*[https://www.evernote.com/shard/s404/client/snv?noteGuid=8691603a-b338-4223-a94f-98b266eb32c6&noteKey=520fb19052024af44428d83ddfacc89c&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs404%2Fsh%2F8691603a-b338-4223-a94f-98b266eb32c6%2F520fb19052024af44428d83ddfacc89c&title=Lambda%2BCF%2BNotes Notes by Taihenna]<br />
*Japanese Name: ラムダ·イレブン<br />
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=rm&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Lambda-11/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Lambda-11|42px|BBCF_Lambda_Icon.png|Λ-No.11-}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/Nu-13&diff=275647BBCF/Nu-132022-05-12T06:57:36Z<p>GunBlaze: </p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Nu-13 (stylized as ν-No.13-) is BlazBlue's original '''zoner'''. She uses her Drive and specials for keepaway and mixups, even from a distance. On offense, although Nu's confirms deal below average damage, many of them are naturally Burst-safe. With specials like Gravity Seed and Luminous Slave, Nu also has solid options to '''reduce mobility and start setplay'''. Nu's Drive attacks have notable recovery, so she often has to make quick reactions and respond appropriately or risk a counter hit. Due to poor defensive options and low health, Nu must '''avoid dangerous situations with her movement options''', such as her great backdash and unique command dash. Unfortunately, Nu must make large adjustments to her gameplan depending on the matchup due to unstable win conditions; even with this, however, she still sees use at high levels of play. Nu requires good understanding of matchups, defensive mechanics and neutral to use her tools to the fullest.<br />
|quote= Hahahahaha! Ragnaaaaa! Ragna! Ragna! It's impossible, Ragna! Nothing will change! You can't change anything! Hahahahahaha!<br />
|lore= Nu-13 is the 13th and most recently created Prime Field Device or Murakumo Unit, a series of clones or "Dolls" intended to be mindlessly obedient weapons. As with her earlier sister units [[BBCF/Mu-12|Mu-12]] and [[BBCF/Lambda-11|Lambda-11]], she is a clone of [[BBCF/Ragna_the_Bloodedge|Ragna's]] sister Saya. While she speaks robotically to most, in the presence of Ragna her true personality reveals itself: one of pure obsession with Ragna and fusing with him to create another Black Beast, with herself serving as its heart. She and Ragna also have a "Life Link" which renders them effectively immortal unless both are killed at once. Following [[BBCF/Noel_Vermillion|Noel Vermillion]]'s interference and breaking of the timeloop in the true ending of ''Calamity Trigger'', she was thought to have perished in the Cauldron alone, only appearing in ''Continuum Shift'' indirectly through Lambda. Nu is later revived in ''Chrono Phantasma'' due to her life link with Ragna in a form referred to by [[BBCF/Hazama|Hazama]] as the “Sword of Izanami”, re-tuned to stand in Ragna’s way once again. In ''Central Fiction'', her goal remains unchanged but she begins showing more human traits, such as speaking non-robotically to people besides exclusively Ragna.<br />
|voice_actor= Kanako Kondō<br />
|summary= is a zoner who reacts to her opponent's movement and controls space with her Drive.<br />
|pros=<br />
*'''Strong Neutral''': Nu's projectiles are fast, go full screen, have high/low mixup, and can track. This gives her a strong neutral that can be very difficult for some characters to navigate through.<br />
*'''Strong Anti-Airs''': All of Nu's anti-airs have either great reward ({{clr|1|6A}}), invulnerability ({{clr|3|623C}}), or range ({{clr|4|6D}}/{{clr|4|2D}}) which makes for a good set of tools for stopping aerial approaches.<br />
*'''Great Backdash''': Fast speed and long travel distance makes it a good tool for escaping pressure and avoiding pokes.<br />
*'''Burst-Safe''': Many of Nu's combos are naturally Burst-safe, allowing her to pick up poorly-timed ones and go for kills in spite of the opponent having it.<br />
*'''Act Parcer''': A near-instantaneous command dash with a lot of utility. It can be used for corner carries, crossups, low profiling ground pokes, covering vast amounts of space quickly — It is great for retreating back to neutral, where Nu's ideal range is.<br />
<br />
|cons=<br />
* '''Abysmal Defense''': Nu's health is tied for the lowest in the game and her only reversal is locked behind OD plus 50 meter. Escaping pressure can be difficult and she dies in few hits.<br />
*'''Drive Recovery''': Nu's projectiles leave her vulnerable on whiff due to their long recovery — Many characters can punish her on reaction to Drives once they have meter.<br />
*'''Low Average Damage''': Drive starters prorate heavily and don't have long combo time. This can result in Nu needing to win more interactions than others to score rounds.<br />
*'''Very Uneven Matchup Spread''': The polarized nature of Nu's toolset causes her to have some of the worst matchups in the game, particularly against very mobile characters.<br />
|unique_mechanic1_name= Drive: Sword Summoner<br />
|unique_mechanic1=<br />
Nu manifests sword-like projectiles which she can shoot at different angles with the D button. All Drive moves have a follow-up attack initiated by pressing D shortly after the attack connects. All of them can be canceled into her 44 or 66 Act Parcer.<br />
|unique_mechanic2_name= Overdrive: Unlimited Drive<br />
|unique_mechanic2=<br />
Powers up her Drive with the following effects:<br />
*All Drive moves, including their follow-ups, summon two swords instead of one.<br />
*{{clr|4|4D}}'s minimum distance requirement is removed.<br />
*Drive Swords deal chip damage.<br />
*Gravity Seed recharges faster.<br />
*All versions of Sickle Storm can cancel into Act Parcer on hit, block or whiff.<br />
*Crescent Saber groundbounces, has a larger hitbox and all versions can be canceled into Act Parcer on hit, block or whiff.<br />
*Luminous Slave fires two swords instead of one.<br />
*Legacy Edge lasts longer and fires more projectiles.<br />
*Calamity Sword summons 4 swords in a line instead of just one.<br />
<br />
As a result, all of Nu's Drive-related attacks become much stronger. See each move's section for details.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_5A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Good anti-air due to its lengthy active frames.<br />
*Useful for poking out of pressure<br />
*Whiffs on most crouching opponents.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_5B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Good for stagger pressure and tick setups<br />
*Hits OTG for combos<br />
*Press B again to cancel into {{clr|2|6B}}. This is possible on hit, block, and whiff<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_5C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Is considered a projectile<br />
*Mainly used as combo filler<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_2A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Mostly the same as {{clr|1|5A}}<br />
*Used to poke out of pressure or set up tick throws/TRM setups<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_2B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Great poke with great range for its start-up and recovery<br />
*Can be used to low profile pokes (ex. Tsubaki's {{clr|2|5B}})<br />
*Can be used to punish rolls<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Decent AA<br />
*The head invul comes out late (11F-17F) so it is difficult to time properly<br />
*Best used when the opponent is directly above you since the vertical hitbox is big<br />
*Can hit characters behind Nu<br />
*Used in blockstrings to make a quick escape back to neutral (Jump-cancellable)<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6A.png |Great anti-air<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Early invul on frame 5<br />
*Retains all options on block such as gatlings, special- and jump-cancels. This makes it not just safe but strong for jailing opponents if they block this in the air. <br />
*It's your most rewarding Anti Air by far — it can get up to 4k midscreen.<br />
*The vertical range can be poor and loses to Empty IADs and IAD crossups. Using {{clr|1|5A}} is preferable here. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*One of the best combo starters and the main punish move.<br />
*Decent for pressure.<br />
*Jump-cancellable. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Mainly used as combo filler<br />
*Can be used to push people away and cancel into 214X to start the Drive pressure<br />
*Fatal Counter<br />
*Cancels into Act Parcer<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_3C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Great range<br />
*Can be used to low profile pokes (ex. Hakumen's {{clr|3|4C}})<br />
*Avoid in close range as its cancel options are poor and can be punished<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_jA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fastest air to air move Nu has<br />
*Can set up TRM situations against air opponents<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_jB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Decent air to air or jump-in<br />
*The area from Nu's knee to the tip of her foot has no hurtbox<br />
*Can clash or beat out certain AAs if spaced properly (ex. Rachel's {{clr|1|6A}})<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_jC.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Good horizontal range<br />
*Hits behind Nu<br />
*Not a good jump-in due to short vertical range<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_j2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Big vertical hitbox<br />
*Horizontal hitbox is small <br />
*Easy to hitconfirm<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
*All Drives had a deadzone in front of Nu where they have no hitbox.<br />
*All Drives except {{clr|4|4D}} start at Projectile Level 2 and decrease to Projectile Level 1 after a set amount of active frames.<br />
**Always Projectile Level 2 in OD.<br />
*Nu's Drive moves only deal chip damage in Overdrive.<br />
*None of Nu's Drive moves can be jump-cancelled on block.<br />
*Ground Drive moves ({{clr|4|5D}}, {{clr|4|6D}}, {{clr|4|2D}} and {{clr|4|4D}}) can be chained up to 3 in a row (for example: {{clr|4|6DD}} > {{clr|4|5DD}} > {{clr|4|4DD}} works fine but {{clr|4|6DD}} > {{clr|4|5DD}} > {{clr|4|4DD}} > {{clr|4|5DD}} would not).<br />
**This includes Gravity Seed cancels, so while {{clr|4|4DD}} > {{clr|4|5DD}} > {{clr|4|4DD}} works, {{clr|4|4DD}} > {{clr|2|214B}} > {{clr|4|4DD}} > {{clr|4|5DD}} > {{clr|4|4DD}} will not.<br />
*The air Drive moves ({{clr|4|j.D}}, {{clr|4|j.6D}} and {{clr|4|j.2D}}) can be chained up to 3 in a row.<br />
<br />
===<big>{{clr|4|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu-13_5D_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 6 active frames; always Projectile Level 2 in OD.<br />
<br />
Great zoning tool since it goes nearly fullscreen. It's used to prevent the opponent running straight at Nu and to whiff punish things from the otherside of the screen. As with all Drives, it has very long recovery so beware of the spacing between you and the opponent when throwing this out. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_2D.png | Goes at a 70 degree angle<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu-13_2D_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D" or input="2DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 5 active frames; always Projectile Level 2 in OD.<br />
<br />
A great Anti-Air to punish opponents who are high above Nu.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6D.png | Goes at a 30 degree angle<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu-13_6D_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6D" or input="6DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 3 active frames; always Projectile Level 2 in OD.<br />
<br />
A great anti air for stopping IAD approaches and opponents at a lower height than what {{clr|4|2D}} would catch. It can hit some characters like Azrael and Tager while standing but will whiff on most characters.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|4D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_4D.png|Fanservice overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu-13_4D_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="4D" or input="4DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Forces crouching on hit<br />
*110% bonus proration<br />
*Distance restriction is removed in OD<br />
<br />
Nu's only standing overhead. It tracks the opponent's location and appears behind them, but has a distance restriction and can't be gatling'd into from her non-Drive normals. In the corner, {{clr|4|4D}} will become 'invisible' which make it so it can be nasty if the opponent isn't looking at Nu's pose, but it is still reactable at 27f startup. <br />
<br />
Be careful autopiloting against characters with meter, as {{clr|4|5D.D}} → {{clr|4|4D}} has a gap which makes it vulnerable against fullscreen supers like {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=41236C|label=Gleaming Fang}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_jD.png | Goes at a 30 degree angle<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D" or input="j.DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 2 active frames; always Projectile Level 2 in OD.<br />
<br />
Decent move at stopping people from air dashing towards you if you are in the air. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_j2D.png | Goes at a -45 degree angle<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.2D" or input="j.2DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 2 active frames; always Projectile Level 2 in OD.<br />
<br />
Goes steeply below Nu so it can be used to bait Anti-Airs but beware of its recovery. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_j6D.png | Goes at a -15 degree angle<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.6D" or input="j.6DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 2 active frames; always Projectile Level 2 in OD.<br />
<br />
A Decent air-to-ground drive that's good at stopping people running at you and also low air approaches if done far enough.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span> <span class="input-badge">'''{{clr|2|4B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Minimum 100% damage<br />
*Ground throw launches opponent upwards and slightly sideways depending on the direction of the throw<br />
*Ground throw wall bounds in the corner<br />
*Ground throws are special-cancellable<br />
</div><br />
</div><br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|2|j.B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_AThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Minimum 100% damage<br />
*Air version drops both players to the floor before dealing damage, ensuring consistent followup combos from any starting height.<br />
</div><br />
</div><br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hitbox is the same as her {{clr|2|6B}}<br />
*Opponents can low profile it<br />
*Opponent air techs on normal hit and can emergency tech on CH<br />
</div><br />
</div><br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_CT.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Breaks guard like other CTs<br />
*Plus on block with decent pushback<br />
*Wallbounces airborne opponents, wall sticks in the corner<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Luminous Slave</big>===<br />
<span class="input-badge">'''{{clr|4|214D}}(~{{clr|3|C}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu_LuminousSlave.png|Steins Gunner counterfeit<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214D" or input="214D~C" or input="214[D]")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*D version summons a cloud above her that tracks the opponent's location and fires a sword after a small period of time. If she is hit during the animation of the move before the sword fires, the cloud will dissapear.<br />
*The C version fires the sword almost immediately, used for corner combos.<br />
*The [D] version summons a cloud that will not fire until roughly 4 in-game seconds have passed or if you press the D button again, used for setplay and other types of situations.<br />
</div><br />
</div><br />
<br />
===<big>Sickle Storm</big>===<br />
<span class="input-badge">'''{{clr|4|236D}}(~{{clr|3|C}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_SickleStormDia.png |Combo tool<br />
BBCP_Nu_SickleStormLuna.png |Charged version is a Fatal Counter<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236D" or input="236D~C" or input="236[D]")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Low<br />
*Cancellable into Gravity Seed on block and on hit<br />
*Travels fullscreen<br />
*Used for Nu's fullscreen mix-up<br />
*If C is pressed during startup, will appear from behind opponent and travel towards Nu<br />
*Can be charged by holding D. If charged, becomes plus on block and causes groundslide at midscreen and wallbounds in the corner.<br />
*{{clr|4|236[D]}} is a Fatal Counter<br />
*Each version has its own SMP<br />
</div><br />
</div><br />
<br />
===<big>Crescent Saber</big>===<br />
<span class="input-badge">'''{{clr|4|j.214D}}(~{{clr|3|C}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_CrescentSaber.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.214D" or input="j.214D~C" or input="j.214[D]")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Overhead<br />
*Has a deadzone in front of Nu<br />
*Is a projectile<br />
*Can be charged by holding D. If charged, it comes out slower and is plus on block<br />
*Nu is in recovery until landing for both charged and uncharged version<br />
*If C is pressed during startup, she cancels the sword and recovers faster<br />
**Nu is actionable after this version. It also cancels into Act Parcer<br />
</div><br />
</div><br />
<br />
===<big>Act Parcer</big>===<br />
<span class="input-badge">'''66/44 after certain moves (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_ActParser.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="D > 66" or input="D > 44" or input="j.D > 66" or input="j.D > 44")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Teleport dash move that can be performed after any normal drive move.<br />
*Nu's hurtbox low-profiles during 4f-20f and will go under a fair amount of buttons.<br />
*Can pass through opponent.<br />
*Forward Parcer is useful for escaping the corner as well as cross up and throw mix ups<br />
*Back ground Parcer puts Nu in the air<br />
*Air version costs an air action, so Nu cannot double jump > {{clr|4|j.2D}} > 44, for example.<br />
</div><br />
</div><br />
<br />
===<big>Gravity Seed</big>===<br />
<span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}/{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_GravitySeed.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*A, B, and C versions place field in front of Nu, at midscreen, and at fullscreen respectively.<br />
*Staple move for pressure, combos and zoning<br />
*Can be cancelled into from any normal or Drive on hit or block for pressure and zoning<br />
*Can be cancelled into from any special on hit for easy mode combo confirms<br />
*Cancels into any ground normal or special. This includes Act Parcer.<br />
Creates a field to limit horizontal movement. Opponent's horizontal speed is reduced to 30% while in the field. This affects move that alter a character's speed, e.g Ragna's {{clr|1|214A}}. As such, the movement from that attack is also reduced. Gravity Seed allows Nu to reset Drive pressure while locking down the opponent's movement<br />
<br />
</div><br />
</div><br />
<br />
===<big>Supra Rage</big>===<br />
<span class="input-badge">'''{{clr|3|623C}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_SupraRage.png | Forbidden Zoner DP<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="623C" or input="j.623C")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Head invuln starts early on frame 5 and lasts until the move is already active, making it a very strong Anti Air.<br />
*The hitbox is large and goes a decent amount behind Nu. <br />
*The landing recovery can cancel into Gravity Seed on hit<br />
*Can easily combo from with CH or Gravity Seed cancel.<br />
*The ground and air versions are considered different moves and so not affected by SMP.<br />
<br />
One of the best Anti-Airs in the game in terms of range and invul. Despite being a short starter, the high base damage is enough to get decent reward. However, it is much more unsafe on block than your other options. <br />
</div><br />
</div><br />
<br />
==Distortion Drives==<br />
===<big>Legacy Edge</big>===<br />
<span class="input-badge">'''{{clr|4|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_LegacyEdge.png |"It is time for disciplining... Gate of Babylon!”<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*On activation, creates a portal in front of Nu, out of which a large number of swords emerge travelling horizontally at various heights, each one causing strong knockback and wallstick.<br />
*Overdrive increases the number of swords spawned, thus increasing the overall time and advantage<br />
*The projectiles go full screen, but the portal itself is created with a gap in front of Nu, leaving a dead zone where it won't hit.<br />
*Massively plus on hit or block, with plenty of time to perform whatever mixup you want if they block<br />
*Has lengthy invul on startup so it can be used as an anti-zoning tool.<br />
*It wll invul through Body-Projectile attacks and Nine's normals.<br />
*If it hits, you can dash towards the opponent to force them into the corner and end with a combo<br />
*Can be used to cancel out other projectile supers such as Rachel's Tempest Dahlia or Tsubaki's Requiem Maledictus<br />
*Minimum damage: 13*24 OD: 13*37<br />
</div><br />
</div><br />
<br />
===<big>Calamity Sword</big>===<br />
<span class="input-badge">'''{{clr|4|632146D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_CalamitySword.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="632146D" or input="j.632146D")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Creates a projectile a small distance in front of Nu that strikes downwards and floor bounces.<br />
*Overdrive version creates 4 such swords (With lower damage than the single one), each progressively further away than the last, and will combo into each other easily<br />
*Looks like an overhead attack, but isn't.<br />
*Main use is at the end of air combos to add damage (adds 1K minimum)<br />
*Has a deadzone in front of Nu, shouldn't be used as a reversal. Overdrive version removes the deadzone.<br />
*Minimum damage: 960 OD: 1288<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>True Impreza</big>===<br />
<span class="input-badge">'''{{clr|1|A}}+{{clr|2|B}}+{{clr|3|C}}+{{clr|4|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu_TrueImpreza.png | Jump or Block. Just hope you didn't press a button when this is thrown out.<br />
BBCF_Nu_TrueImpreza2.png |'''"AHHHHHHHH!!! RAIN OF SWORDS!"'''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*The only EA in the game that is projectile property.<br />
*Unusually negative for an EA, but moves Nu backwards if there is space.<br />
*[[BBCF/Offense#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]]<br />
*288/606 Minimum Damage<br />
<br />
Nu's Exceed Excel is quite unique compared to other characters. Rather than a close range attack, Nu fires a sword that travels almost fullscreen. Puts Nu in Active Flow if she hasn't already been in it. Has full invul but is not safe on block at point blank and cannot be rapid-canceled.<br />
<br />
There is enough time afterwards to set a Gravity Seed or Luminous Slave before the opponent techs.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Sword of Destruction</big>===<br />
<span class="input-badge">'''{{clr|4|214214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_SwordofDestruction.png|hug.exe<br />
BBCP_Nu_SwordofDestruction2.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*A very short ranged hitgrab that's easy to combo into. <br />
*If you have the space to do an Act Parcer combo, you can confirm into astral off of most grounded fullscreen hits. <br />
*Pushes the opponent far on block, but this is reduced drastically if they Instant Block.<br />
<br />
'''Combos From...'''<br />
*{{clr|3|5C}} <br />
*{{clr|3|2C}}<br />
*{{clr|3|3C}}<br />
*{{clr|1|6A}} (on air hit).<br />
*{{clr|1|5A}} (on air hit, counter-hit only).<br />
*{{clr|2|5B}} (counter-hit only).<br />
*{{clr|2|6B}} (counter-hit only).<br />
*{{clr|4|214D}} (you need to hit them close to Nu for this to combo, also applies to {{clr|4|214[D]}} remote fires.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Nu}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://docs.google.com/document/d/1k4fkDmwNF6ulTCGVdanZRgYhUKq6w0G9GZBmcGyYMYU/edit Combo Doc]<br />
*[https://murakumo13.wordpress.com/intro/ Old site with Nu-13 tech and guides]<br />
*[https://www.youtube.com/playlist?list=PLiW_XwHnKG5sKuOQRPQuxinvtsb4sGGXP&disable_polymer=true Compilation of Nu-13 matches/sets]<br />
*Japanese Name: ニュー·サーティーン<br />
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=ny&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Nu-13/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Nu-13|42px|BBCF_Nu_Icon.png|ν-No.13-}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/Nu-13&diff=275146BBCF/Nu-132022-05-08T22:28:36Z<p>GunBlaze: </p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Nu-13 (stylized as ν-No.13-) is BlazBlue's original '''zoner'''. She uses her Drive and specials for keepaway and mixups, even from a distance. On offense, although Nu's confirms deal below average damage, many of them are naturally Burst-safe. With specials like Gravity Seed and Luminous Slave, Nu also has solid options to '''reduce mobility and start setplay'''. Nu's Drive attacks have notable recovery, so she often has to make quick reactions and respond appropriately or risk a counter hit. Due to poor defensive options and low health, Nu must '''avoid dangerous situations with her movement options''', such as her great backdash and unique command dash. Unfortunately, Nu must make large adjustments to her gameplan depending on the matchup due to unstable win conditions; even with this, however, she still sees use at high levels of play. Nu requires good understanding of matchups, defensive mechanics and neutral to use her tools to the fullest.<br />
|quote= Hahahahaha! Ragnaaaaa! Ragna! Ragna! It's impossible, Ragna! Nothing will change! You can't change anything! Hahahahahaha!<br />
|lore= Nu-13 is the 13th and most recently created Prime Field Device or Murakumo Unit, a series of clones or "Dolls" intended to be mindlessly obedient weapons. As with her earlier sister units [[BBCF/Mu-12|Mu-12]] and [[BBCF/Lambda-11|Lambda-11]], she is a clone of [[BBCF/Ragna_the_Bloodedge|Ragna's]] sister Saya. While she speaks robotically to most, in the presence of Ragna her true personality reveals itself: one of pure obsession with Ragna and fusing with him to create another black beast with herself serving as its heart. She and Ragna also have a "Life Link" which renders them effectively immortal unless both are killed at once. In ''Calamity Trigger'' she was the cause of the timeloop due to always succeeding in fusing with Ragna at the end, after which the Master Unit would start the loop over again. Following [[BBCF/Noel_Vermillion|Noel's]] interference in the true ending, she was thought to have perished in the Cauldron alone and appears in ''Continuum Shift'' only indirectly through Lambda. Nu is later revived in ''Chrono Phantasma'' due to her life link with Ragna in a form referred to by [[BBCF/Hazama|Hazama]] as the “Sword of Izanami”, re-tuned to stand in Ragna’s way once again. In ''Central Fiction'' her goal remains unchanged but she begins showing more human traits such as speaking non-robotically to people besides exclusively Ragna.<br />
|voice_actor= Kanako Kondō<br />
|summary= is a zoner who reacts to her opponent's movement and controls space with her Drive.<br />
|pros=<br />
*'''Strong Neutral''': Nu's projectiles are fast, go full screen, have high/low mixup, and can track. This gives her a strong neutral that can be very difficult for some characters to navigate through.<br />
*'''Strong Anti-Airs''': All of Nu's anti-airs have either great reward ({{clr|1|6A}}), invulnerability ({{clr|3|623C}}), or range ({{clr|4|6D}}/{{clr|4|2D}}) which makes for a good set of tools for stopping aerial approaches.<br />
*'''Great Backdash''': Fast speed and long travel distance makes it a good tool for escaping pressure and avoiding pokes.<br />
*'''Burst-Safe''': Many of Nu's combos are naturally Burst-safe, allowing her to pick up poorly-timed ones and go for kills in spite of the opponent having it.<br />
*'''Act Parcer''': A near-instantaneous command dash with a lot of utility. It can be used for corner carries, crossups, low profiling ground pokes, covering vast amounts of space quickly — It is great for retreating back to neutral, where Nu's ideal range is.<br />
<br />
|cons=<br />
* '''Abysmal Defense''': Nu's health is the lowest in the game and her only reversal is locked behind OD and 50 meter. Escaping pressure can be difficult and she dies in few hits.<br />
*'''Drive Recovery''': Nu's projectiles leave her vulnerable on whiff due to their long recovery — They are central to her gameplan but are high commitment.<br />
*'''Low Average Damage''': Drive starters prorate heavily and don't have long combo time. This can result in Nu needing to win more interactions than others to score rounds.<br />
*'''Very Uneven Matchup Spread''': The polarized nature of Nu's toolset causes her to have some of the worst matchups in the game, particularly against very mobile characters.<br />
|unique_mechanic1_name= Drive: Sword Summoner<br />
|unique_mechanic1=<br />
Nu manifests sword-like projectiles which she can shoot at different angles with the D button. All Drive moves have a follow-up attack initiated by pressing D shortly after the attack connects. All of them can be canceled into her 44 or 66 Act Parcer.<br />
|unique_mechanic2_name= Overdrive: Unlimited Drive<br />
|unique_mechanic2=<br />
Powers up her Drive with the following effects:<br />
*All Drive moves, including their follow-ups, summon two swords instead of one.<br />
*{{clr|4|4D}}'s minimum distance requirement is removed.<br />
*Drive Swords deal chip damage.<br />
*Gravity Seed recharges faster.<br />
*All versions of Sickle Storm can cancel into Act Parcer on hit, block or whiff.<br />
*Crescent Saber groundbounces, has a larger hitbox and all versions can be canceled into Act Parcer on hit, block or whiff.<br />
*Luminous Slave fires two swords instead of one.<br />
*Legacy Edge lasts longer and fires more projectiles.<br />
*Calamity Sword summons 4 swords in a line instead of just one.<br />
<br />
As a result, all of Nu's Drive-related attacks become much stronger. See each move's section for details.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_5A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Good anti-air due to its lengthy active frames.<br />
*Useful for poking out of pressure<br />
*Whiffs on most crouching opponents.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_5B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Good for stagger pressure and tick setups<br />
*Hits OTG for combos<br />
*Press B again to cancel into {{clr|2|6B}}. This is possible on hit, block, and whiff<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_5C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Is considered a projectile<br />
*Mainly used as combo filler<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_2A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Mostly the same as {{clr|1|5A}}<br />
*Used to poke out of pressure or set up tick throws/TRM setups<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_2B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Great poke with great range for its start-up and recovery<br />
*Can be used to low profile pokes (ex. Tsubaki's {{clr|2|5B}})<br />
*Can be used to punish rolls<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Decent AA<br />
*The head invul comes out late (11F-17F) so it is difficult to time properly<br />
*Best used when the opponent is directly above you since the vertical hitbox is big<br />
*Can hit characters behind Nu<br />
*Used in blockstrings to make a quick escape back to neutral (Jump-cancellable)<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6A.png |Great anti-air<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Early invul on frame 5<br />
*Retains all options on block such as gatlings, special- and jump-cancels. This makes it not just safe but strong for jailing opponents if they block this in the air. <br />
*It's your most rewarding Anti Air by far — it can get up to 4k midscreen.<br />
*The vertical range can be poor and loses to Empty IADs and IAD crossups. Using {{clr|1|5A}} is preferable here. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*One of the best combo starters and the main punish move.<br />
*Decent for pressure.<br />
*Jump-cancellable. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Mainly used as combo filler<br />
*Can be used to push people away and cancel into 214X to start the Drive pressure<br />
*Fatal Counter<br />
*Cancels into Act Parcer<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_3C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Great range<br />
*Can be used to low profile pokes (ex. Hakumen's {{clr|3|4C}})<br />
*Avoid in close range as its cancel options are poor and can be punished<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_jA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fastest air to air move Nu has<br />
*Can set up TRM situations against air opponents<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_jB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Decent air to air or jump-in<br />
*The area from Nu's knee to the tip of her foot has no hurtbox<br />
*Can clash or beat out certain AAs if spaced properly (ex. Rachel's {{clr|1|6A}})<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_jC.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Good horizontal range<br />
*Hits behind Nu<br />
*Not a good jump-in due to short vertical range<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_j2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Big vertical hitbox<br />
*Horizontal hitbox is small <br />
*Easy to hitconfirm<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
*All of Nu's Drive moves are projectiles.<br />
*All of Nu's Drive moves start at projectile level 2 and decrease to level 1 after a set amount of active frames.<br />
*All of Nu's Drive moves had a dead zone in front of Nu where they have no hitbox.<br />
*Nu's Drive moves only deal chip damage in Overdrive.<br />
*None of Nu's Drive moves can be jump-cancelled on block.<br />
*Ground Drive moves ({{clr|4|5D}}, {{clr|4|6D}}, {{clr|4|2D}} and {{clr|4|4D}}) can be chained up to 3 in a row (for example: {{clr|4|6DD}} > {{clr|4|5DD}} > {{clr|4|4DD}} works fine but {{clr|4|6DD}} > {{clr|4|5DD}} > {{clr|4|4DD}} > {{clr|4|5DD}} would not).<br />
**This includes Gravity Seed cancels, so while {{clr|4|4DD}} > {{clr|4|5DD}} > {{clr|4|4DD}} works, {{clr|4|4DD}} > {{clr|2|214B}} > {{clr|4|4DD}} > {{clr|4|5DD}} > {{clr|4|4DD}} will not.<br />
*The air Drive moves ({{clr|4|j.D}}, {{clr|4|j.6D}} and {{clr|4|j.2D}}) can be chained up to 3 in a row.<br />
<br />
===<big>{{clr|4|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu-13_5D_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Great ground poke and zoning tool since it goes nearly fullscreen<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_2D.png<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu-13_2D_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D" or input="2DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Goes at a 70 degree angle<br />
*Great AA to punish opponents not immediately in front of Nu, but in the air<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6D.png<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu-13_6D_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6D" or input="6DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Goes at a 30 degree angle<br />
*Great AA against opponents who IAD<br />
*Can hit taller characters like Azrael, Tager and Hakumen while they are standing, but will whiff on shorter characters<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|4D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_4D.png|Fanservice overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu-13_4D_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="4D" or input="4DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Nu's only standing overhead<br />
*Gatlings into {{clr|4|5D}}<br />
*Appears where ever the opponent horizontally was when you inputted in the command, but has a minimum distance from Nu.<br />
*Goes full screen, but there is a minimum distance requirement for it to hit (not in Overdrive)<br />
*Should your opponent be cornered, this will come from off screen, which is a very useful mixup tool.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_jD.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D" or input="j.DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Goes at a 30 degree angle<br />
*Decent move at stopping people from air dashing towards you if you are in the air<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_j2D.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.2D" or input="j.2DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Goes at a -45 degree angle<br />
*Decent move to prevent people from running towards you<br />
*Can be used to bait AAs, but be wary of its landing recovery<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_j6D.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.6D" or input="j.6DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Goes at a -15 degree angle<br />
*Decent move at stopping people from air dashing towards you if you are in the air<br />
*Decent at stopping people from dashing towards you at further ranges<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span> <span class="input-badge">'''{{clr|2|4B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Minimum 100% damage<br />
*Ground throw launches opponent upwards and slightly sideways depending on the direction of the throw<br />
*Ground throw wall bounds in the corner<br />
*Ground throws are special-cancellable<br />
</div><br />
</div><br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|2|j.B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_AThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Minimum 100% damage<br />
*Air version drops both players to the floor before dealing damage, ensuring consistent followup combos from any starting height.<br />
</div><br />
</div><br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hitbox is the same as her {{clr|2|6B}}<br />
*Opponents can low profile it<br />
*Opponent air techs on normal hit and can emergency tech on CH<br />
</div><br />
</div><br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_CT.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Breaks guard like other CTs<br />
*Plus on block with decent pushback<br />
*Wallbounces airborne opponents, wall sticks in the corner<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Luminous Slave</big>===<br />
<span class="input-badge">'''{{clr|4|214D}}(~{{clr|3|C}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu_LuminousSlave.png|Steins Gunner counterfeit<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214D" or input="214D~C" or input="214[D]")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*D version summons a cloud above her that tracks the opponent's location and fires a sword after a small period of time. If she is hit during the animation of the move before the sword fires, the cloud will dissapear.<br />
*The C version fires the sword almost immediately, used for corner combos.<br />
*The [D] version summons a cloud that will not fire until roughly 4 in-game seconds have passed or if you press the D button again, used for setplay and other types of situations.<br />
</div><br />
</div><br />
<br />
===<big>Sickle Storm</big>===<br />
<span class="input-badge">'''{{clr|4|236D}}(~{{clr|3|C}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_SickleStormDia.png |Combo tool<br />
BBCP_Nu_SickleStormLuna.png |Charged version is a Fatal Counter<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236D" or input="236D~C" or input="236[D]")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Low<br />
*Cancellable into Gravity Seed on block and on hit<br />
*Travels fullscreen<br />
*Used for Nu's fullscreen mix-up<br />
*If C is pressed during startup, will appear from behind opponent and travel towards Nu<br />
*Can be charged by holding D. If charged, becomes plus on block and causes groundslide at midscreen and wallbounds in the corner.<br />
*{{clr|4|236[D]}} is a Fatal Counter<br />
*Each version has its own SMP<br />
</div><br />
</div><br />
<br />
===<big>Crescent Saber</big>===<br />
<span class="input-badge">'''{{clr|4|j.214D}}(~{{clr|3|C}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_CrescentSaber.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.214D" or input="j.214D~C" or input="j.214[D]")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Overhead<br />
*Has a deadzone in front of Nu<br />
*Is a projectile<br />
*Can be charged by holding D. If charged, it comes out slower and is plus on block<br />
*Nu is in recovery until landing for both charged and uncharged version<br />
*If C is pressed during startup, she cancels the sword and recovers faster<br />
**Nu is actionable after this version. It also cancels into Act Parcer<br />
</div><br />
</div><br />
<br />
===<big>Act Parcer</big>===<br />
<span class="input-badge">'''66/44 after certain moves (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_ActParser.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="D > 66" or input="D > 44" or input="j.D > 66" or input="j.D > 44")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Teleport dash move that can be performed after any normal drive move.<br />
*Nu's hurtbox low-profiles during 4f-20f and will go under a fair amount of buttons.<br />
*Can pass through opponent.<br />
*Forward Parcer is useful for escaping the corner as well as cross up and throw mix ups<br />
*Back ground Parcer puts Nu in the air<br />
*Air version costs an air action, so Nu cannot double jump > {{clr|4|j.2D}} > 44, for example.<br />
</div><br />
</div><br />
<br />
===<big>Gravity Seed</big>===<br />
<span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}/{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_GravitySeed.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*A, B, and C versions place field in front of Nu, at midscreen, and at fullscreen respectively.<br />
*Staple move for pressure, combos and zoning<br />
*Can be cancelled into from any normal or Drive on hit or block for pressure and zoning<br />
*Can be cancelled into from any special on hit for easy mode combo confirms<br />
*Cancels into any ground normal or special. This includes Act Parcer.<br />
Creates a field to limit horizontal movement. Opponent's horizontal speed is reduced to 30% while in the field. This affects move that alter a character's speed, e.g Ragna's {{clr|1|214A}}. As such, the movement from that attack is also reduced. Gravity Seed allows Nu to reset Drive pressure while locking down the opponent's movement<br />
<br />
</div><br />
</div><br />
<br />
===<big>Supra Rage</big>===<br />
<span class="input-badge">'''{{clr|3|623C}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_SupraRage.png | Forbidden Zoner DP<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="623C" or input="j.623C")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Head invuln starts early on frame 5 and lasts until the move is already active, making it a very strong Anti Air.<br />
*The hitbox is large and goes a decent amount behind Nu. <br />
*The landing recovery can cancel into Gravity Seed on hit<br />
*Can easily combo from with CH or Gravity Seed cancel.<br />
*The ground and air versions are considered different moves and so not affected by SMP.<br />
<br />
One of the best Anti-Airs in the game in terms of range and invul. Despite being a short starter, the high base damage is enough to get decent reward. However, it is much more unsafe on block than your other options. <br />
</div><br />
</div><br />
<br />
==Distortion Drives==<br />
===<big>Legacy Edge</big>===<br />
<span class="input-badge">'''{{clr|4|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_LegacyEdge.png |"It is time for disciplining... Gate of Babylon!”<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*On activation, creates a portal in front of Nu, out of which a large number of swords emerge travelling horizontally at various heights, each one causing strong knockback and wallstick.<br />
*Overdrive increases the number of swords spawned, thus increasing the overall time and advantage<br />
*The projectiles go full screen, but the portal itself is created with a gap in front of Nu, leaving a dead zone where it won't hit.<br />
*Massively plus on hit or block, with plenty of time to perform whatever mixup you want if they block<br />
*Has lengthy invul on startup so it can be used as an anti-zoning tool.<br />
*It wll invul through Body-Projectile attacks and Nine's normals.<br />
*If it hits, you can dash towards the opponent to force them into the corner and end with a combo<br />
*Can be used to cancel out other projectile supers such as Rachel's Tempest Dahlia or Tsubaki's Requiem Maledictus<br />
*Minimum damage: 13*24 OD: 13*37<br />
</div><br />
</div><br />
<br />
===<big>Calamity Sword</big>===<br />
<span class="input-badge">'''{{clr|4|632146D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_CalamitySword.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="632146D" or input="j.632146D")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Creates a projectile a small distance in front of Nu that strikes downwards and floor bounces.<br />
*Overdrive version creates 4 such swords (With lower damage than the single one), each progressively further away than the last, and will combo into each other easily<br />
*Looks like an overhead attack, but isn't.<br />
*Main use is at the end of air combos to add damage (adds 1K minimum)<br />
*Has a deadzone in front of Nu, shouldn't be used as a reversal. Overdrive version removes the deadzone.<br />
*Minimum damage: 960 OD: 1288<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>True Impreza</big>===<br />
<span class="input-badge">'''{{clr|1|A}}+{{clr|2|B}}+{{clr|3|C}}+{{clr|4|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu_TrueImpreza.png | Jump or Block. Just hope you didn't press a button when this is thrown out.<br />
BBCF_Nu_TrueImpreza2.png |'''"AHHHHHHHH!!! RAIN OF SWORDS!"'''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*The only EA in the game that is projectile property.<br />
*Unusually negative for an EA, but moves Nu backwards if there is space.<br />
*[[BBCF/Offense#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]]<br />
*288/606 Minimum Damage<br />
<br />
Nu's Exceed Excel is quite unique compared to other characters. Rather than a close range attack, Nu fires a sword that travels almost fullscreen. Puts Nu in Active Flow if she hasn't already been in it. Has full invul but is not safe on block at point blank and cannot be rapid-canceled.<br />
<br />
There is enough time afterwards to set a Gravity Seed or Luminous Slave before the opponent techs.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Sword of Destruction</big>===<br />
<span class="input-badge">'''{{clr|4|214214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_SwordofDestruction.png|hug.exe<br />
BBCP_Nu_SwordofDestruction2.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*A very short ranged hitgrab that's easy to combo into. <br />
*If you have the space to do an Act Parcer combo, you can confirm into astral off of most grounded fullscreen hits. <br />
*Pushes the opponent far on block, but this is reduced drastically if they Instant Block.<br />
<br />
'''Combos From...'''<br />
*{{clr|3|5C}} <br />
*{{clr|3|2C}}<br />
*{{clr|3|3C}}<br />
*{{clr|1|6A}} (on air hit).<br />
*{{clr|1|5A}} (on air hit, counter-hit only).<br />
*{{clr|2|5B}} (counter-hit only).<br />
*{{clr|2|6B}} (counter-hit only).<br />
*{{clr|4|214D}} (you need to hit them close to Nu for this to combo, also applies to {{clr|4|214[D]}} remote fires.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Nu}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://docs.google.com/document/d/1k4fkDmwNF6ulTCGVdanZRgYhUKq6w0G9GZBmcGyYMYU/edit Combo Doc]<br />
*[https://murakumo13.wordpress.com/intro/ Old site with Nu-13 tech and guides]<br />
*[https://www.youtube.com/playlist?list=PLiW_XwHnKG5sKuOQRPQuxinvtsb4sGGXP&disable_polymer=true Compilation of Nu-13 matches/sets]<br />
*Japanese Name: ニュー·サーティーン<br />
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=ny&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Nu-13/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Nu-13|42px|BBCF_Nu_Icon.png|ν-No.13-}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/Lambda-11&diff=275145BBCF/Lambda-112022-05-08T22:28:31Z<p>GunBlaze: </p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Lambda-11 (stylized as <big>ᴧ</big>-No.11-) is a '''jack-of-all-trades''' character with tools split between rushdown, zoning and light setplay while having '''some of the best corner carry in the game'''. Lambda's main goal is to carry her opponent to the corner and force them into '''strong okizeme setups''' — She achieves this through Gravity Seed and Act Parcer Tri: Cavalier, which allow her to do corner-to-corners with ease while achieving consistently strong damage. Lambda's neutral is versatile: she can either play a more passive zoning style or commit more to a rushdown approach. Her Drive has '''high recovery''' on whiff, however, and players will need to be aware of how far they are from the corner at all times to adjust their routes on the fly. A flexible mindset and good understanding of match flow will take any Lambda player a long way.<br />
<br />
|quote= Target acquired, moving to annihilate.<br />
|lore= Lambda-11 is an imitation Murakumo Unit found, experimented on and controlled by Kokonoe. Lambda once sacrificed herself for the sake of Ragna, who was about to be dealt a death blow. Before fading away, she transferred her remaining power and the Idea Engine to Ragna, which allowed him to use the Ars Magus to its maximum, giving him the power to defeat Terumi and rescue Noel. Having been reborn within the Embryo, Lambda still serves under Kokonoe, but would defy even her commands in order to meet Ragna again.<br />
|voice_actor= Kanako Kondō<br />
|summary= uses a combination of zoning and rushdown tools to set up strong oki<br />
|pros=<br />
* '''Good Neutral''': Lambda's projectiles are fast, span nearly fullscreen, and can be converted into close range pressure. This leads to a neutral that's difficult for some characters to challenge.<br />
* '''Strong Backdash''': Fast speed and long travel distance makes it a good tool for escaping pressure and avoiding pokes. <br />
* '''Very High Damage with Resources''': Gravity Seed routes break over 4k from common starters like 2B, and many CH starters can score near to or over 5k without meter.<br />
* '''Great Corner Carry''': Her specials enable corner-to-corners even off short starters like 2A. Landing a confirm at all usually means the opponent's going in the corner. <br />
* '''Strong Corner Okizeme''': Spike Chaser is a safe, difficult to contest okizeme that covers nearly every wakeup option while leaving Lambda plus. Gravity Seed also prevents the opponent from being able to jump or dash out.<br />
|cons=<br />
* '''Pressure Can Be Unsafe''': Besides 2C, all C and D normals are multi-hit and not jump-cancellable on block, so it's easy to disrespect them with OD and CAs. <br />
* '''Drive Recovery''': Her projectiles can leave her vulnerable on whiff as they have very long recovery — They are high commitment options.<br />
|unique_mechanic1_name= Drive: Sword Summoner EX<br />
|unique_mechanic1=<br />
Sword Summoner EX allows Lambda to manifest sword-like projectiles which she can shoot off at different angles. When a sword comes in contact with an opponent, Lambda will perform an additional hit automatically.<br />
<br />
Additionally, Lambda can gatling her D normals up to four times before she has to jump-cancel to get another sword out (Ex: 2D > 4D > 5D > 6D); however, Lambda cannot reuse any sword during a blockstring, and swords cannot be jump-cancelled on block. While Sword Summoner EX makes for a good combo tool, it is also a key part of her zoning abilities, which makes utilizing her Drives a very important part in learning to play her.<br />
|unique_mechanic2_name= Overdrive: Elysium<br />
|unique_mechanic2=<br />
Lambda's swords grow larger in size, and the second attack of each Drive normal deals double damage, in addition to becoming a Level 5 attack (increasing all forms of stun slightly). Additionally, aerial swords launch grounded opponents.<br />
<br />
Her special moves also gain new properties:<br />
<br />
*Gravity Seed recharges at a quicker rate.<br />
*Sickle Storm summons two wheels that travel in opposite directions.<br />
*Spike Chaser travels the entire stage.<br />
*Crescent Saber bounces.<br />
*Exiga Nail has its recovery reduced, to the point that Lambda recovers in midair.<br />
*Legacy Edge fires more projectiles.<br />
*Calamity Sword tracks the opponent.<br />
<br />
This results in Lambda's Drive-related moves becoming much stronger. See each move section for more details.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_5A.png |Quick poke, not much range<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Quick disjointed jab, good as a quick AA and for pressure. Interacts with everyone's crouching hitboxes differently, whiffing on some characters while catching others, and also changing with whether the opponent is already in blockstun or not (against Jin, for example, chaining {{clr|1|5A 5A}} will make the second {{clr|1|5A}} whiff because Jin's crouching hurtbox shrinks while in blockstun). Less committal anti-air tool than {{clr|1|6A}} in exchange for less reward and no head invul. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_6B.png |Kick that can be jump-cancelled <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump-cancelable on hit or block.<br />
Her best non-counterhit punish, easily netting 4.0k to 4.7k meterless on any gravity confirm and most non-gravity confirms. Decent stagger tool, though it has limited range. Is not as safe from ODR as {{clr|2|2B}}, however, making it not a great meaty. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_5C.png |This is not a poke. Don't attempt to poke with this.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Projectile.<br />
*All hits can special-cancel; last hit can cancel into C and D normals.<br />
<br />
One of Lambda's best punish tools. Good range and disjointed, but given its start-up and recovery, it shouldn't be used as a poke. Manly used for combo filler, frame traps, and punishes. Is relatively safe from ODR but an opponent ODing before at least the first sword connects means eating an EA.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_2A.png |{{clr|1|5A}} but shorter<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A crouching jab. Used for poking out of the opponent's pressure, and to set up TRMs. Slightly disjointed. Its not a particularly strong stagger tool on account of its poor frame advantage and is more effective for abare or resetting pressure from a different normal. Can low profile some air normals.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_2B.png |Toe shank<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A good-range poke that's also her best low normal starter. It can be a strong stagger tool and has very good reward. Low recovery on whiff makes it nice for catching rolls and staying safe from ODR.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_2C.png |Can hit behind you<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*All hits can special-cancel; hit 8 can cancel into C and D normals.<br />
*Hits 4-8 can jump-cancel on hit/block.<br />
<br />
Lambda's other anti-air with invul. It kicks in later than {{clr|1|6A}} and the reward is worse on normal hit, but the vertical range is better and can tag people landing behind Lambda. The reward on CH is equal with {{clr|1|6A}} and is pretty neat. It's also Lambda's only jump-cancellable C normal, which can allow for some gimmicks should the opponent be conditioned. It can frametrap with {{clr|3|2C > 5C}} as well for high damage, too. <br />
<br />
As with other C normals, this button is vulnerable to ODR and gives the opponent a crouching punish.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_6A.png |Great anti-air<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump-cancellable on hit or block.<br />
<br />
A very strong Anti-Air as it has fast head invul, relatively low recovery, great reward and retains almost all options on block. It's a decent pressure tool as it reverse beats with {{clr|2|2B}}, but it's more susceptible to ODR than {{clr|2|5B}}.<br />
<br />
Its untech time makes it a staple in many routes. It's good at jailing opponents as they fall due to the gatlings on block. However, {{clr|1|6A}} can lose to IADs and IAD crossups due to its poor vertical range, it's better to do {{clr|1|5A}} in such situations.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_4B2.png | This is an overhead and it makes you angry <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Untechable launch on CH.<br />
*110% Bonus Proration.<br />
<!-- Does this low crush?--><br />
<br />
One of Lambda's two overhead normals. It's quicker than {{clr|4|4D}}, but has no gatlings left if it's blocked. While not great damage, IAD routes are consistent and converting with {{clr|4|tk.214D}} routes nets more reward. It's used in crouch confirms to launch when the opponent is too far for gravity, as {{clr|3|5C}} {{clr|2|6B}} always works except from short starters like {{clr|1|5A}}/{{clr|1|2A}}.<br />
<br />
{{clr|2|6B}} can go over low-hitting buttons like {{Character Label|BBCF|Bang_Shishigami|label=Bang's}} {{MiniMoveCard|game=BBCF|chara=Bang Shishigami|input=3C|label=3C}}, but this isn't the main purpose of the move as it has no Foot invul. Despite what the animation suggests, Lambda is not considered airborne and thus can be thrown. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_6C.png |Sets up 214D and not much else.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*All hits can special-cancel; last hit can cancel into D normals.<br />
*Fatal Counter.<br />
<br />
Purely combo filler. The long startup, recovery, and few gatlings left on block make this a weak button for neutral and pressure. There's no true blockstrings into {{clr|3|6C}} except if {{clr|3|5C}} were Barrier Blocked, so it can frametrap on paper, but it's more likely Lambda will get reversal'd for pressing this.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_3C.png |Low sweep <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*All hits are special-cancellable.<br />
*Only the first 3 hits are lows.<br />
<br />
Sweep. It's a multi-hit low with great horizontal range, but limited gatlings on block. In pressure, {{clr|3|3C}} > {{clr|2|236B}} has a gap that can be reversal'd — Cancelling {{clr|3|3C}} into {{clr|4|22D}} will beat most reversals, excluding some like {{Character Label|BBCF|Azrael|label=Azrael's}} {{MiniMoveCard|game=BBCF|chara=Azrael|input=623B|label=Panzer Strike}}. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_jA.png |Bad range air-to-air<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Only air normal that is not jump-cancellable.<br />
*Gatlings into itself.<br />
<br />
Air jab. Mostly used by gatling into from a different air attack to keep Lambda's opponent in blockstun or to set up air TRMs.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_jB.png |Overhead<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Reverse-beats with {{clr|1|j.A}}.<br />
<br />
An air kick. Useful for jumping in and when the opponent is locked down by {{clr|4|236D}}. This is used for safejump setups after a Tri KD; {{clr|2|236B}} > 66 > falling {{clr|2|jB}} will beat even 7f reversals.<br />
<br />
Except on shorter characters like {{Character Label|BBCF|Es|label=ES}}, it's possible to set up fuzzy jumps with this button and 50 meter for RC.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_jC.png |Backwards hitbox<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*All hits are overheads.<br />
*The last 3 hits can hit as crossups.<br />
*Can cancel into {{clr|3|j.2C}} on any hit.<br />
<br />
Decent air-to-air, but a terrible ground-to-air button. It can act as a mixup tool in conjuction with {{clr|3|j.2C(w)}} and {{clr|4|j.214D}}, though the opponent needs to be conditioned with {{clr|2|j.B}}/{{clr|3|j.2C}} first.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_j2C.png |There's no hitbox behind Lambda, despite the animation.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Only the first hit of the move is an overhead, not the first hit to connect. It's possible to jump in with just mids.<br />
<br />
Combo filler. It has a decent hitbox, but it's on the slow side, so {{clr|2|j.B}} is used more for air-to-airs and jump-ins. Can be whiffed after other air buttons to touch the ground faster, which is useful for mixups like {{clr|3|j.C}}(1) {{clr|3|j.2C}}(whiff) {{clr|2|2B}}.<br />
<br />
The untech time on air CH is pretty long, so Lambda can land back on the ground and convert with normals to land them into the corner.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
*All Drive normals will followup into the second hit unless RC'd or whiffed.<br />
*All Drive normals are Projectile Level 2 and decrease to Projectile Level 1 after a set amount of active frames.<br />
**Always Projectile Level 2 in OD.<br />
*All Drive normals are Attack Level 4 and become Attack Level 5 in OD.<br />
*All Drive normals have a deadzone in front of her where they have no hitbox.<br />
*Air Drives will launch the opponent on CH or OD.<br />
*None of them can be jump-cancelled on block.<br />
<br />
===<big>{{clr|4|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_5D.png |Horizontal sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 6 active frames; always Projectile Level 2 in OD.<br />
*Crumple stuns on CH but not on OD CH.<br />
<br />
The most common summon. Used to stop the opponent running at Lambda and to punish things from fullscreen. {{clr|4|5D}} into {{clr|2|236B}} is a true blockstring when not too far, and becomes a frametrap when further out or if delayed. On OD, it can link into Cavalier; on CH, there is enough time to go into {{clr|3|3C}} and even {{clr|3|5C}} if close enough.<br />
<br />
In OD, {{clr|4|5D}} becomes +2 on block, so going into {{clr|4|4D}} becomes gapless and safe from reversals, but it's not generally enough to get resets from considering the distance.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_2D.png |70º angle sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D" or input="2D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 5 active frames; always Projectile Level 2 in OD.<br />
<br />
This summon goes steeply upwards and is a good Anti-Air against characters who like to go high above Lambda, like {{Character Label|BBCF|Mu|label=Mu}} and {{Character Label|BBCF|Rachel_Alucard|label=Rachel}}. This can be followed up with either {{clr|2|236B~}}{{clr|3|6C}} or IAD {{clr|2|j.B}} {{clr|3|j.C}} {{clr|1|6A}} routes to land them in the corner. <br />
<br />
The second hit pushes the opponent downwards, making it possible score a soft KD from it at the end of combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_6D.png |30° angle sword. The pinnacle of Lambda's range.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6D" or input="6D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 2 active frames; always Projectile Level 2 in OD.<br />
<br />
Lambda's furthest reaching summon. It's a long-range anti-air and good at catching people trying to jump out of pressure. It can hit tall characters like {{Character Label|BBCF|Iron_Tager|label=Tager}} while they are standing. <br />
<br />
Long range confirms can be converted with either other swords like {{clr|4|4D}} or Cavalier. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|4D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_4D.png |Make nerds complain about "off screen overheads"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="4D" or input="4D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Tracks the opponent.<br />
*Forces crouching on hit.<br />
*110% Bonus Proration.<br />
<br />
A summon that comes from behind the opponent. This overhead is slower than {{clr|2|6B}}, but Lambda can still pressure if it's blocked. In the corner, {{clr|4|4D}} becomes 'invisible', making it nasty if the opponent isn't paying attention to Lambda's pose — But it is still reactable at 27f startup. The opponent can even react with a dash straight towards Lambda if done raw.<br />
<br />
Be careful, as {{clr|4|5D}} > {{clr|4|4D}} has a gap that's vulnerable against fullscreen supers like {{MiniMoveCard|game=BBCF|chara=Ragna The Bloodedge|input=632146D|label=Carnage Scissors}} — OD {{clr|4|5D}} > {{clr|4|4D}} is gapless on normal block, however.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_jD.png |Aerial 30° angle sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D" or input="j.D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 2 active frames; always Projectile Level 2 in OD.<br />
*Plus on block when done low to the ground.<br />
<br />
One of Lambda's furthest reaching drives, going almost fullscreen and more distance than {{clr|4|5D}}. It covers a decent angle and pre-emptively catches opponents trying to air dash. But it can't be converted from at long range and can't be jump-cancelled, so this button is medium risk for low reward as Lambda only get a soft KD at most.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_j2D.png |Aerial -30° angle sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.2D" or input="j.2D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 2 active frames; always Projectile Level 2 in OD.<br />
<br />
Probably the least used summon. The angle is weak compared to other Drives and the launch on CH can be difficult to convert, so it's restricted to combo filler.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_j6D.png |Aerial -15° angle sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.6D" or input="j.6D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 2 active frames; always Projectile Level 2 in OD.<br />
<br />
An air-to-ground sword, but it's not great on block and can't be converted on normal hit without OD. On CH, the second hit vacuums the opponent, so it's easy to convert with {{clr|2|665B}}.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span> <span class="input-badge">'''{{clr|2|4B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_throw.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage.<br />
<br />
Lambda grabs the opponent and impales them with her swords. Launches the opponent allowing for a follow up combo.<br />
<br />
Back Throw, aside from switching sides, is virtually identical to her normal Throw.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|2|j.B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_AThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage.<br />
<br />
Lambda grabs the opponent and crushes them with her knees. Causes the opponent to bounce into the air upon making contact with the ground, allowing for a combo.<br />
</div><br />
</div><br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_6B.png|This WILL whiff <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Invul on frames 1-20.<br />
*180F Heat Gauge cooldown.<br />
<br />
Triggers the {{clr|2|5B}} animation. It is invincible, but most of the cast can easily low-profile by just doing crouching buttons — Really, the hitbox is ''that'' poor. Using other mechanics like ODR, Barrier Block, and IBB is much more effective than comitting to this. <br />
</div><br />
</div><br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_CT.png|"Barrier Smash"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be charged.<br />
<br />
Breaks the opponent's Guard on normal block. Geting a KD from Tri allows setting up 236D oki and do a charged CT with no gaps, granting a decent starter and/or force the opponent to deplete a huge amount of Barrier while being safe against reversals.<br />
<br />
For combos, it can be done off {{clr|3|3C}} to corner carry when gravity's not available.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Spike Chaser</big>===<br />
<span class="input-badge">'''{{clr|4|214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_SpikeChaser.png|Great corner okizeme<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Travels the entire screen in OD.<br />
*Safe from every reversal in the game if spaced correctly.<br />
<br />
The main tool for okizeme, Spike Chaser can be used in combos and taking up space in neutral too. It's only minus on the first spike, becoming increasingly plus the further out it's blocked — When spaced, buttons after will be true blockstrings and catch fuzzy jumps, so the opponent has to sit still and guess the incoming mixup. <br />
<br />
Spike Chaser covers every wakeup option (forward rolls; reversals; no tech; quick rise etc...) while being very plus and completely unpunishable if spaced right, making it a pretty insane oki option. Always go for this whenever possible. It can be 'looped' by doing combos that end in this one after another, usually by sacrificing some damage in the process.<br />
<br />
There is a very small window to delay tech through, but this is risky as {{clr|4|214D}} is active forever, is a big damage starter (even without Gravity available), and can be beaten by the Lambda player varying their input timing. Lambda is also still safe and can retreat to neutral on successful delay tech.<br />
</div><br />
</div><br />
<br />
===<big>Sickle Storm</big>===<br />
<span class="input-badge">'''{{clr|4|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_SickleStorm.png |Pizza Cutter. Does everything.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Lambda summons two wheels in OD.<br />
*Hits four times.<br />
<br />
Besides combo filler, {{clr|4|236D}} is used to lockdown the opponent as it's very plus on block, netting Lambda a mixup. CAs can be baited with dash break due to multi-hits and it's active until it disappears from the screen, so it can catch poorly timed bursts and ODs. The chip damage from this move builds up to a decent amount if blocked repeatedly. <br />
<br />
With that said, chaining into this move is never a true blockstring; thus, it can be jumped or fullscreen super'd on reaction. The opponent can try delay teching it on wakeup, but if they get pedictable, run up {{clr|2|2B}} could be used instead for a blue beat OTG. <br />
</div><br />
</div><br />
<br />
===<big>Crescent Saber</big>===<br />
<span class="input-badge">'''{{clr|4|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_CrescentSaber.png |How you get Air KDs.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*OD version bounces which allows for easier pickups.<br />
*Hits crouchers on frame 17. If TK'd, Crescent Saber is a 22f overhead that's -13 on block.<br />
<br />
Crescent Saber's main function is to score knockdowns from air combos. It's also used mid-combo for optimal {{clr|1|6A}} and {{clr|2|6B}} confirms. For mixups, it's Lambda's second fastest overhead and has quite good reward with meter to RC. It's active for a long time and hits behind Lambda, so it can cross up on paper.<br />
<br />
To pickup on non-OD hits, an RC {{clr|3|j.2C}} will be needed if high in the air, or just {{clr|2|2B}} / {{clr|3|3C}} if TK'd properly.<br />
</div><br />
</div><br />
<br />
===<big>Gravity Seed</big>===<br />
<span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}/{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_GravitySeed.png |Your most important tool.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter, but the P1 proration is poor.<br />
*Recharge becomes faster in OD.<br />
<br />
This move summons a field which launches the opponent on hit and drags them towards it. The field still appears on whiff and reduces the opponent's movement to 30% of their normal speed — This includes momentum from specials and teleport dashes like {{Character Label|BBCF|Azrael|label=Azrael}}, {{Character Label|BBCF|Nine|label=Nine}} and {{Character Label|BBCF|Arakune|label=Arakune's}}. It does not slow down projectiles nor Ignis / Nirvana, however. <br />
<br />
It has a cooldown but only takes up a 1/3 of the gauge on whiff.<br />
<br />
----<br />
<br />
{{clr|1|214A}} summons the field next to Lambda. It's used for corner combos and okizeme after a {{clr|3|6C}} KD, as the spacing cripples their mobility while keeping Lambda outside the range of reversals. This is very strong against characters without a normal dash. <br />
<br />
----<br />
<br />
{{clr|2|214B}} summons the field in the middle of the screen. This is the version with the most use. It creates a wall so characters can't run at Lambda for free, making it safer to throw out Swords in neutral. But this move really shines when used in combos, as it gives access to high damage routes with its high P2 while doing great corner carry. The recharge flows back uninterruped during {{clr|3|5C}}, {{clr|4|236D}} and {{clr|4|214D}}, so it's always worth spending this if possible. <br />
<br />
----<br />
<br />
{{clr|3|214C}} summons the field at the opposite end of the screen. It pulls the opponent much further out than the other two, so it's used for corner-to-corners where {{clr|2|214B}} wouldn't travel enough. This can also be used midscreen to ensure they'll wallsplat after {{clr|3|236C}}.<br />
</div><br />
</div><br />
<br />
===<big>Act Parcer Zwei</big>===<br />
<span class="input-badge">'''{{clr|1|236A}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_ActParserA.png |Make the opponent go "''Zwei would you do this?''". <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Shares almost the same animation as {{clr|2|236B}} between frames 1-11.<br />
*Passes through the opponent during frames 8-13.<br />
<br />
A command dash with incredibly fast speed. Zwei doesn't have invul but it can pass through moves with proximity hitboxes and wakeup reversals, as Lambda phases through them before they become active — It can then cancel into {{clr|2|236B}} to attempt to start pressure or into {{clr|3|236C}} for a free Fatal Counter, usually. <br />
<br />
{{clr|1|236A}} -> Throw can also be used, but this loses to Throw OS and Upbacking. <br />
<br />
{{clr|1|236A}} can be done by itself or from any of Lambda's normals except {{clr|2|6B}}. This gives it use as a risky pressure reset if the opponent is being too respectful or were expecting the dash to come at a different point in the blockstring.<br />
</div><br />
</div><br />
<br />
===<big>Act Parcer Tri</big>===<br />
<span class="input-badge">'''{{clr|2|236B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Lambda_ActParserTri.png |Your rekka.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can immediately whiff cancel into any of the 3 followups or {{clr|4|22D}}.<br />
*Has a long window to cancel into followups or Exiga on block. Good for frametraps and making it harder for the opponent to IB. <br />
<br />
Tri is the first part of the rekka. It travels a good distance and will move Lambda into close-range if done after a Drive like {{clr|4|5D}}. In pressure, it can be canceled into either Blade or Sparda for a high-low mixup. This is the go-to ender in combos where Spike Chaser okizeme isn't possible as it gets a hard KD. <br />
<br />
If the opponent sees Lambda coming and tries to OD this move, it can be whiff-canceled into {{clr|4|22D}} to stay safe and/or punish. {{clr|2|236B}} can also be a risky pressure reset if the opponent's been conditioned to respect it by previously frametrapping jabs with a delayed {{clr|2|~6B}} or {{clr|4|~22D}}.<br />
</div><br />
</div><br />
<br />
===<big>Act Parcer Tri: Sparda</big>===<br />
<span class="input-badge">'''{{clr|1|6A}} (during {{clr|2|236B}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_ActParserSpada.png | Fast overhead with good reward.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236B 6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hard-coded not to hit crossup on standing opponents (it can hit crossup on crouching ones). <br />
*Lambda side-switches on both hit and block.<br />
<br />
Sparda is Lambda's fastest overhead, clocking at 21f, and it's the most rewarding one when used with Gravity — Getting roughly 4k or over plus a Spike Chaser setup. Generally, a CH or RC will be needed midscreen, but it's possible to instantly cancel Tri into this to get the spacing for meterless conversions. In the corner, it's easy to convert with double side-swap routes which are stable.<br />
<br />
It's good to throw this out to add to the opponent's mental stack and help enforce the threat of Blade in mixups. As with most things in this game, don't get too carried away as it is punishable on block.<br />
<br />
Lambda's hurtbox goes high in the air, giving the move the ability to low crush butttons; there's no Foot invul, however, so it can occasionally trade with some characters' {{clr|1|2A}}s.<br />
</div><br />
</div><br />
<br />
===<big>Act Parcer Tri: Blade</big>===<br />
<span class="input-badge">'''{{clr|2|6B}} (during {{clr|2|236B}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_ActParserB.png | Fullscreen low.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236B 6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*The range of Blade varies with the time {{clr|2|236B}} was cancelled from; max range is fullscreen.<br />
*Slight low-profile with quite a disjointed hitbox. <br />
*Safe on normal block, but can be punished on IB. <br />
<br />
Low option from Tri. It's a pretty fast sweep that's good at catching people who expect {{clr|4|4D}}. In midscreen, RC Blade for the corner carry and damage, but in the corner or inside Gravity Seed, it can be converted without meter. <br />
</div><br />
</div><br />
<br />
===<big>Act Parcer Tri: Cavalier</big>===<br />
<span class="input-badge">'''{{clr|3|236C}} (or {{clr|3|6C}} during {{clr|2|236B}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_ActParserC.png |CHARGE<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter.<br />
*Deceptively large vertical hitbox.<br />
*Wallbounces midscreen.<br />
*Wallsticks in the corner.<br />
<br />
Cavalier functions as combo filler, though it's Lambda's strongest starter due to its Fatal Counter property. It's used in midscreen routes for corner carry and tacked on the end of corner routes for damage. Safe on normal block.<br />
</div><br />
</div><br />
<br />
===<big>Exiga Nail</big>===<br />
<span class="input-badge">'''{{clr|4|22D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_Exiga_Nail.png|Situational reversal<br />
BBCP_Lambda_Exiga_Nail_2.png|Also good for baits<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="22D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Frame advantage is for ground block. It's -3 at the closest possible distance, but goes up to 0 at max spacing.<br />
*Reduced recovery in OD — Lambda can perform actions midair.<br />
*Needs CH or air hit to convert without meter.<br />
<br />
A hard-to-use reversal, as its invincibility ends before becoming active; if timed right, however, Exiga Nail can beat anything shorter than 8 active frames. It also works if Lambda moves out of an attack's hitbox in time, such as those of many crouching buttons. <br />
<br />
It's very susceptible to meaties with long active frames, but leads to great reward on CH as it crumple stuns for easy conversions. It's safe on block and even IB, so this can be used instead of Blade for a safe pressure ender. It's also good for baiting other reversals and OD/CA when used mid-pressure. Be wary of using this to escape the corner, as it can whiff on everyone point blank except {{Character Label|BBCF|Iron_Tager|label=Tager}} and {{Character Label|BBCF|Valkenhayn|label=Valkenhayn}} in wolf form.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
===<big>Legacy Edge</big>===<br />
<span class="input-badge">'''{{clr|4|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_LegacyEdge.png|If you really need to win neutral. <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Summons a portal that shoots forth 19 projectiles and 29 projectiles in OD.<br />
*Minimum damage: 32*19 (OD: 32*29).<br />
<br />
A super that can be used as a fullscreen punish and and winning neutral against some characters for the pricey cost of 50 meter. If they get stuck blocking this on the ground and Lambda is close enough, this enables a variety of mixups: empty jump {{clr|2|2B}}, late airdash {{clr|2|jB}}, IAD {{clr|3|jC}} for a crossup, etc... <br />
<br />
The downsides are that if Lambda is hit during the 9 frames after the superflash, the meter will be spent but the swords won't appear; the opponent can chicken block and mash 4 to IB all the projectiles — giving them a lot of meter while being safe from mixups; not all of the projectiles will land if they are crouching; and, against opponents on the other side of the screen, Lambda get less time to capitalize on the frame advantage. Furthermore, while all the projectiles are level 2, the complete lack of invul means Legacy Edge can't be used as an anti-zoning tool in situations where it would be useful (such as using it against {{MiniMoveCard|game=BBCF|chara=Iron Tager|input=41236D|label=Sparkbolt}} or {{MiniMoveCard|game=BBCF|chara=Hazama|input=632146C|label=Eternal Coils}}).<br />
<br />
For what it's worth, it's a pretty good starter for combos (particularly the OD version). It's also neat for specific MU interactions like blowing up {{Character Label|BBCF|Izanami|label=Izanami's}} {{MiniMoveCard|game=BBCF|chara=Izanami|input=623B|label=Shield of Dreams}}.<br />
</div><br />
</div><br />
<br />
===<big>Calamity Sword</big>===<br />
<span class="input-badge">'''{{clr|4|632146D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_CalamitySword.png|Reversal and combo ender<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="632146D" or input="j.632146D")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Tracks the opponent fullscreen in OD.<br />
*Can combo off of it on CH.<br />
*Minimum damage: 960 (OD: 1260).<br />
<br />
Metered reversal. It hits overhead and is a good combo ender for the minimal damage. It will usually CH, leading to big damage and corner-to-corner or sideswap combos. In OD, Calamity Sword becomes very threatening in neutral, as it can be used for fullscreen punishes if the opponent does anything committal.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Duo Cultus</big>===<br />
<span class="input-badge">'''{{clr|1|A}}+{{clr|2|B}}+{{clr|3|C}}+{{clr|4|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Lambda_Duo_Cultus.png|<br />
BBCF_Lambda_Duo_Cultus_2.png|Putting Nu's Supra Rage to shame<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*[[BBCF/Offense#Exceed_Accel|Behaves the same as every other Exceed Accel.]]<br />
*Minimum Damage: 303 (AF: 641).<br />
<br />
This is used either as a reversal in OD or as a combo ender. The KD from Duo Cultus doesn't allow for much more than setting up Gravity Seed midscreen, so it's essentially a reset to neutral which may or may not be a good thing depending on the MU.<br />
</div><br />
</div><br />
<br />
==Astral Heat==<br />
===<big>Sword of Destruction</big>===<br />
<span class="input-badge">'''{{clr|4|214214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_SOD.png|Hug.exe<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*No startup invul, so it can't be used as a reversal unlike most Astrals.<br />
<br />
Lambda grabs the opponent and plunges a mighty sword down upon them. It's pretty easy to combo into from {{clr|3|5C}} and {{clr|3|3C}} on ground hit, {{clr|1|6A}} and {{clr|4|5D}} on air hit, and {{clr|3|236C}} after a wallsplat. <br />
<br style="clear:both;"/><br />
</div><br />
</div><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Lambda}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://docs.google.com/document/d/14AEjdLocttOsE40JQquq8bDWSzTjbhTg7wrju4V2scA/edit Lambda Combo Doc from Shinespark]<br />
*[https://docs.google.com/document/d/18rJ79Zg3IhX897JNR0PY68XOW8ZqbujISYasHazsx6c Kasha's Guide to Lambda]<br />
*[https://youtu.be/BnkZblk1coc Lambda Combo Tutorial]<br />
*[https://www.evernote.com/shard/s404/client/snv?noteGuid=8691603a-b338-4223-a94f-98b266eb32c6&noteKey=520fb19052024af44428d83ddfacc89c&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs404%2Fsh%2F8691603a-b338-4223-a94f-98b266eb32c6%2F520fb19052024af44428d83ddfacc89c&title=Lambda%2BCF%2BNotes Notes by Taihenna]<br />
*Japanese Name: ラムダ·イレブン<br />
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=rm&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Lambda-11/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Lambda-11|42px|BBCF_Lambda_Icon.png|Λ-No.11-}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/Lambda-11&diff=274506BBCF/Lambda-112022-05-03T16:42:53Z<p>GunBlaze: </p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Lambda-11 (stylized as <big>ᴧ</big>-No.11-) is a '''jack-of-all-trades''' character with tools split between rushdown, zoning and light setplay while having '''some of the best corner carry in the game'''. Lambda's main goal is to carry her opponent to the corner and force them into '''strong okizeme setups''' — She achieves this through Gravity Seed and Act Parcer Tri: Cavalier, which allow her to do corner-to-corners with ease while achieving consistently strong damage. Lambda's neutral is versatile: she can either play a more passive zoning style or commit more to a rushdown approach. Her Drive has '''high recovery''' on whiff, however, and players will need to be aware of how far they are from the corner at all times to adjust their routes on the fly. A flexible mindset and good understanding of match flow will take any Lambda player a long way.<br />
<br />
|quote= Target acquired, moving to annihilate.<br />
|lore= Lambda-11 is an imitation Murakumo Unit found, experimented on and controlled by Kokonoe. Lambda once sacrificed herself for the sake of Ragna, who was about to be dealt a death blow. Before fading away, she transferred her remaining power and the Idea Engine to Ragna, which allowed him to use the Ars Magus to its maximum, giving him the power to defeat Terumi and rescue Noel. Having been reborn within the Embryo, Lambda still serves under Kokonoe, but would defy even her commands in order to meet Ragna again.<br />
|voice_actor= Kanako Kondō<br />
|summary= uses a combination of zoning and rushdown tools to set up strong oki<br />
|pros=<br />
* '''Good Neutral''': Lambda's projectiles are fast, span nearly fullscreen, and can be converted into close range pressure. This leads to a neutral that's difficult for some characters to challenge.<br />
* '''Strong Backdash''': Longer than average invul makes it a good tool for escaping pressure and avoiding pokes. <br />
* '''Very High Damage''': Gravity Seed routes break over 4k from common starters like 2B, and many CH starters can score near to or over 5k without meter.<br />
* '''Great Corner Carry''': Her specials enable corner-to-corners even off short starters like 2A. Landing a confirm at all usually means the opponent's going in the corner. <br />
* '''Strong Corner Okizeme''': Spike Chaser is a safe, difficult to contest okizeme that covers nearly every wakeup option while leaving Lambda plus. Gravity Seed also prevents the opponent from being able to jump or dash out. <br />
|cons=<br />
* '''Pressure Can Be Unsafe''': Besides 2C, all C and D normals are multi-hit and not jump-cancellable on block, so it's easy to disrespect them with OD and CAs. <br />
* '''Damage Or Okizeme''': Going for Spike Chaser typically loses a few hundred damage instead of other enders, which can add up if looping it for okizeme.<br />
* '''Drive Recovery''': Her projectiles can leave her vulnerable on whiff as they have very long recovery — They are high commitment options.<br />
|unique_mechanic1_name= Drive: Sword Summoner EX<br />
|unique_mechanic1=<br />
Sword Summoner EX allows Lambda to manifest sword-like projectiles which she can shoot off at different angles. When a sword comes in contact with an opponent, Lambda will perform an additional hit automatically.<br />
<br />
Additionally, Lambda can gatling her D normals up to four times before she has to jump-cancel to get another sword out (Ex: 2D > 4D > 5D > 6D); however, Lambda cannot reuse any sword during a blockstring, and swords cannot be jump-cancelled on block. While Sword Summoner EX makes for a good combo tool, it is also a key part of her zoning abilities, which makes utilizing her drives a very important part in learning to play her.<br />
|unique_mechanic2_name= Overdrive: Elysium<br />
|unique_mechanic2=<br />
Lambda's swords grow larger in size, and the second attack of each Drive normal deals double damage, in addition to becoming a Level 5 attack (increasing all forms of stun slightly). Additionally, aerial swords launch grounded opponents.<br />
<br />
Her special moves also gain new properties:<br />
<br />
*Gravity Seed recharges at a quicker rate.<br />
*Sickle Storm summons two wheels that travel in opposite directions.<br />
*Spike Chaser travels the entire stage.<br />
*Crescent Saber bounces.<br />
*Exiga Nail has its recovery reduced, to the point that Lambda recovers in midair.<br />
*Legacy Edge fires more projectiles.<br />
*Calamity Sword tracks the opponent.<br />
<br />
This results in Lambda's Drive-related moves becoming much stronger. See each move section for more details.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_5A.png |Quick poke, not much range<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Quick disjointed jab, good as a quick AA and for pressure. Interacts with everyone's crouching hitboxes differently, whiffing on some characters while catching others, and also changing with whether the opponent is already in blockstun or not (against Jin, for example, chaining {{clr|1|5A 5A}} will make the second {{clr|1|5A}} whiff because Jin's crouching hurtbox shrinks while in blockstun). Less committal anti-air tool than {{clr|1|6A}} in exchange for less reward and no head invul. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_6B.png |Kick that can be jump-cancelled <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump-cancelable on hit or block.<br />
Her best non-counterhit punish, easily netting 4.0k to 4.7k meterless on any gravity confirm and most non-gravity confirms. Decent stagger tool, though it has limited range. Is not as safe from ODR as {{clr|2|2B}}, however, making it not a great meaty. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_5C.png |This is not a poke. Don't attempt to poke with this.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Projectile.<br />
*All hits can special-cancel; last hit can cancel into C and D normals.<br />
<br />
One of Lambda's best punish tools. Good range and disjointed, but given its start-up and recovery, it shouldn't be used as a poke. Manly used for combo filler, frame traps, and punishes. Is relatively safe from ODR but an opponent ODing before at least the first sword connects means eating an EA.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_2A.png |{{clr|1|5A}} but shorter<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A crouching jab. Used for poking out of the opponent's pressure, and to set up TRMs. Slightly disjointed. Its not a particularly strong stagger tool on account of its poor frame advantage and is more effective for abare or resetting pressure from a different normal. Can low profile some air normals.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_2B.png |Toe shank<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A good-range poke that's also her best low normal starter. It can be a strong stagger tool and has very good reward. Low recovery on whiff makes it nice for catching rolls and staying safe from ODR.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_2C.png |Can hit behind you<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*All hits can special-cancel; hit 8 can cancel into C and D normals.<br />
*Hits 4-8 can jump-cancel on hit/block.<br />
<br />
Lambda's other anti-air with invul. It kicks in later than {{clr|1|6A}} and the reward is worse on normal hit, but the vertical range is better and can tag people landing behind Lambda. The reward on CH is equal with {{clr|1|6A}} and is pretty neat. It's also Lambda's only jump-cancellable C normal, which can allow for some gimmicks should the opponent be conditioned. It can frametrap with {{clr|3|2C > 5C}} as well for high damage, too. <br />
<br />
As with other C normals, this button is vulnerable to ODR and gives the opponent a crouching punish.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_6A.png |Great anti-air<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump-cancellable on hit or block.<br />
<br />
A very strong Anti-Air as it has fast head invul, relatively low recovery, great reward and retains almost all options on block. It's a decent pressure tool as it reverse beats with {{clr|2|2B}}, but it's more susceptible to ODR than {{clr|2|5B}}.<br />
<br />
Its untech time makes it a staple in many routes. It's good at jailing opponents as they fall due to the gatlings on block. However, {{clr|1|6A}} can lose to IADs and IAD crossups due to its poor vertical range, it's better to do {{clr|1|5A}} in such situations.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_4B2.png | This is an overhead and it makes you angry <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Untechable launch on CH.<br />
*110% Bonus Proration.<br />
<!-- Does this low crush?--><br />
<br />
One of Lambda's two overhead normals. It's quicker than {{clr|4|4D}}, but has no gatlings left if it's blocked. While not great damage, IAD routes are consistent and converting with {{clr|4|tk.214D}} routes nets more reward. It's used in crouch confirms to launch when the opponent is too far for gravity, as {{clr|3|5C}} {{clr|2|6B}} always works except from short starters like {{clr|1|5A}}/{{clr|1|2A}}.<br />
<br />
{{clr|2|6B}} can go over low-hitting buttons like {{Character Label|BBCF|Bang_Shishigami|label=Bang's}} {{MiniMoveCard|game=BBCF|chara=Bang Shishigami|input=3C|label=3C}}, but this isn't the main purpose of the move as it has no Foot invul. Despite what the animation suggests, Lambda is not considered airborne and thus can be thrown. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_6C.png |Sets up 214D and not much else.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*All hits can special-cancel; last hit can cancel into D normals.<br />
*Fatal Counter.<br />
<br />
Purely combo filler. The long startup, recovery, and few gatlings left on block make this a weak button for neutral and pressure. There's no true blockstrings into {{clr|3|6C}} except if {{clr|3|5C}} were Barrier Blocked, so it can frametrap on paper, but it's more likely Lambda will get reversal'd for pressing this.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_3C.png |Low sweep <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*All hits are special-cancellable.<br />
*Only the first 3 hits are lows.<br />
<br />
Sweep. It's a multi-hit low with great horizontal range, but limited gatlings on block. In pressure, {{clr|3|3C}} > {{clr|2|236B}} has a gap that can be reversal'd — Cancelling {{clr|3|3C}} into {{clr|4|22D}} will beat most reversals, excluding some like {{Character Label|BBCF|Azrael|label=Azrael's}} {{MiniMoveCard|game=BBCF|chara=Azrael|input=623B|label=Panzer Strike}}. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_jA.png |Bad range air-to-air<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Only air normal that is not jump-cancellable.<br />
*Gatlings into itself.<br />
<br />
Air jab. Mostly used by gatling into from a different air attack to keep Lambda's opponent in blockstun or to set up air TRMs.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_jB.png |Overhead<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Reverse-beats with {{clr|1|j.A}}.<br />
<br />
An air kick. Useful for jumping in and when the opponent is locked down by {{clr|4|236D}}. This is used for safejump setups after a Tri KD; {{clr|2|236B}} > 66 > falling {{clr|2|jB}} will beat even 7f reversals.<br />
<br />
Except on shorter characters like {{Character Label|BBCF|Es|label=ES}}, it's possible to set up fuzzy jumps with this button and 50 meter for RC.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_jC.png |Backwards hitbox<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*All hits are overheads.<br />
*The last 3 hits can hit as crossups.<br />
*Can cancel into {{clr|3|j.2C}} on any hit.<br />
<br />
Decent air-to-air, but a terrible ground-to-air button. It can act as a mixup tool in conjuction with {{clr|3|j.2C(w)}} and {{clr|4|j.214D}}, though the opponent needs to be conditioned with {{clr|2|j.B}}/{{clr|3|j.2C}} first.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_j2C.png |There's no hitbox behind Lambda, despite the animation.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Only the first hit of the move is an overhead, not the first hit to connect. It's possible to jump in with just mids.<br />
<br />
Combo filler. It has a decent hitbox, but it's on the slow side, so {{clr|2|j.B}} is used more for air-to-airs and jump-ins. Can be whiffed after other air buttons to touch the ground faster, which is useful for mixups like {{clr|3|j.C}}(1) {{clr|3|j.2C}}(whiff) {{clr|2|2B}}.<br />
<br />
The untech time on air CH is pretty long, so Lambda can land back on the ground and convert with normals to land them into the corner.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
*All Drive normals will followup into the second hit unless RC'd or whiffed.<br />
*All Drive normals are Projectile Level 2 and decrease to Projectile Level 1 after a set amount of active frames.<br />
**Always Projectile Level 2 in OD.<br />
*All Drive normals are Attack Level 4 and become Attack Level 5 in OD.<br />
*All Drive normals have a deadzone in front of her where they have no hitbox.<br />
*Air Drives will launch the opponent on CH or OD.<br />
*None of them can be jump-cancelled on block.<br />
<br />
===<big>{{clr|4|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_5D.png |Horizontal sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 6 active frames; always Projectile Level 2 in OD.<br />
*Crumple stuns on CH but not on OD CH.<br />
<br />
The most common summon. Used to stop the opponent running at Lambda and to punish things from fullscreen. {{clr|4|5D}} into {{clr|2|236B}} is a true blockstring when not too far, and becomes a frametrap when further out or if delayed. On OD, it can link into Cavalier; on CH, there is enough time to go into {{clr|3|3C}} and even {{clr|3|5C}} if close enough.<br />
<br />
In OD, {{clr|4|5D}} becomes +2 on block, so going into {{clr|4|4D}} becomes gapless and safe from reversals, but it's not generally enough to get resets from considering the distance.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_2D.png |70º angle sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D" or input="2D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 5 active frames; always Projectile Level 2 in OD.<br />
<br />
This summon goes steeply upwards and is a good Anti-Air against characters who like to go high above Lambda, like {{Character Label|BBCF|Mu|label=Mu}} and {{Character Label|BBCF|Rachel_Alucard|label=Rachel}}. This can be followed up with either {{clr|2|236B~}}{{clr|3|6C}} or IAD {{clr|2|j.B}} {{clr|3|j.C}} {{clr|1|6A}} routes to land them in the corner. <br />
<br />
The second hit pushes the opponent downwards, making it possible score a soft KD from it at the end of combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_6D.png |30° angle sword. The pinnacle of Lambda's range.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6D" or input="6D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 2 active frames; always Projectile Level 2 in OD.<br />
<br />
Lambda's furthest reaching summon. It's a long-range anti-air and good at catching people trying to jump out of pressure. It can hit tall characters like {{Character Label|BBCF|Iron_Tager|label=Tager}} while they are standing. <br />
<br />
Long range confirms can be converted with either other swords like {{clr|4|4D}} or Cavalier. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|4D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_4D.png |Make nerds complain about "off screen overheads"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="4D" or input="4D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Tracks the opponent.<br />
*Forces crouching on hit.<br />
*110% Bonus Proration.<br />
<br />
A summon that comes from behind the opponent. This overhead is slower than {{clr|2|6B}}, but Lambda can still pressure if it's blocked. In the corner, {{clr|4|4D}} becomes 'invisible', making it nasty if the opponent isn't paying attention to Lambda's pose — But it is still reactable at 27f startup. The opponent can even react with a dash straight towards Lambda if done raw.<br />
<br />
Be careful, as {{clr|4|5D}} > {{clr|4|4D}} has a gap that's vulnerable against fullscreen supers like {{MiniMoveCard|game=BBCF|chara=Ragna The Bloodedge|input=632146D|label=Carnage Scissors}} — OD {{clr|4|5D}} > {{clr|4|4D}} is gapless on normal block, however.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_jD.png |Aerial 30° angle sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D" or input="j.D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 2 active frames; always Projectile Level 2 in OD.<br />
*Plus on block when done low to the ground.<br />
<br />
One of Lambda's furthest reaching drives, going almost fullscreen and more distance than {{clr|4|5D}}. It covers a decent angle and pre-emptively catches opponents trying to air dash. But it can't be converted from at long range and can't be jump-cancelled, so this button is medium risk for low reward as Lambda only get a soft KD at most.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_j2D.png |Aerial -30° angle sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.2D" or input="j.2D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 2 active frames; always Projectile Level 2 in OD.<br />
<br />
Probably the least used summon. The angle is weak compared to other Drives and the launch on CH can be difficult to convert, so it's restricted to combo filler.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_j6D.png |Aerial -15° angle sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.6D" or input="j.6D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile Level 2 for the first 2 active frames; always Projectile Level 2 in OD.<br />
<br />
An air-to-ground sword, but it's not great on block and can't be converted on normal hit without OD. On CH, the second hit vacuums the opponent, so it's easy to convert with {{clr|2|665B}}.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span> <span class="input-badge">'''{{clr|2|4B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_throw.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage.<br />
<br />
Lambda grabs the opponent and impales them with her swords. Launches the opponent allowing for a follow up combo.<br />
<br />
Back Throw, aside from switching sides, is virtually identical to her normal Throw.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|2|j.B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_AThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage.<br />
<br />
Lambda grabs the opponent and crushes them with her knees. Causes the opponent to bounce into the air upon making contact with the ground, allowing for a combo.<br />
</div><br />
</div><br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_6B.png|This WILL whiff <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Invul on frames 1-20.<br />
*180F Heat Gauge cooldown.<br />
<br />
Triggers the {{clr|2|5B}} animation. It is invincible, but most of the cast can easily low-profile by just doing crouching buttons — Really, the hitbox is ''that'' poor. Using other mechanics like ODR, Barrier Block, and IBB is much more effective than comitting to this. <br />
</div><br />
</div><br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_CT.png|"Barrier Smash"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be charged.<br />
<br />
Breaks the opponent's Guard on normal block. Geting a KD from Tri allows setting up 236D oki and do a charged CT with no gaps, granting a decent starter and/or force the opponent to deplete a huge amount of Barrier while being safe against reversals.<br />
<br />
For combos, it can be done off {{clr|3|3C}} to corner carry when gravity's not available.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Spike Chaser</big>===<br />
<span class="input-badge">'''{{clr|4|214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_SpikeChaser.png|Great corner okizeme<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Travels the entire screen in OD.<br />
*Safe from every reversal in the game if spaced correctly.<br />
<br />
The main tool for okizeme, Spike Chaser can be used in combos and taking up space in neutral too. It's only minus on the first spike, becoming increasingly plus the further out it's blocked — When spaced, buttons after will be true blockstrings and catch fuzzy jumps, so the opponent has to sit still and guess the incoming mixup. <br />
<br />
Spike Chaser covers every wakeup option (forward rolls; reversals; no tech; quick rise etc...) while being very plus and completely unpunishable if spaced right, making it a pretty insane oki option. Always go for this whenever possible. It can be 'looped' by doing combos that end in this one after another, usually by sacrificing some damage in the process.<br />
<br />
There is a very small window to delay tech through, but this is risky as {{clr|4|214D}} is active forever, is a big damage starter (even without Gravity available), and can be beaten by the Lambda player varying their input timing. Lambda is also still safe and can retreat to neutral on successful delay tech.<br />
</div><br />
</div><br />
<br />
===<big>Sickle Storm</big>===<br />
<span class="input-badge">'''{{clr|4|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_SickleStorm.png |Pizza Cutter. Does everything.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Lambda summons two wheels in OD.<br />
*Hits four times.<br />
<br />
Besides combo filler, {{clr|4|236D}} is used to lockdown the opponent as it's very plus on block, netting Lambda a mixup. CAs can be baited with dash break due to multi-hits and it's active until it disappears from the screen, so it can catch poorly timed bursts and ODs. The chip damage from this move builds up to a decent amount if blocked repeatedly. <br />
<br />
With that said, chaining into this move is never a true blockstring; thus, it can be jumped or fullscreen super'd on reaction. The opponent can try delay teching it on wakeup, but if they get pedictable, run up {{clr|2|2B}} could be used instead for a blue beat OTG. <br />
</div><br />
</div><br />
<br />
===<big>Crescent Saber</big>===<br />
<span class="input-badge">'''{{clr|4|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_CrescentSaber.png |How you get Air KDs.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*OD version bounces which allows for easier pickups.<br />
*Hits crouchers on frame 17. If TK'd, Crescent Saber is a 22f overhead that's -13 on block.<br />
<br />
Crescent Saber's main function is to score knockdowns from air combos. It's also used mid-combo for optimal {{clr|1|6A}} and {{clr|2|6B}} confirms. For mixups, it's Lambda's second fastest overhead and has quite good reward with meter to RC. It's active for a long time and hits behind Lambda, so it can cross up on paper.<br />
<br />
To pickup on non-OD hits, an RC {{clr|3|j.2C}} will be needed if high in the air, or just {{clr|2|2B}} / {{clr|3|3C}} if TK'd properly.<br />
</div><br />
</div><br />
<br />
===<big>Gravity Seed</big>===<br />
<span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}/{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_GravitySeed.png |Your most important tool.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter, but the P1 proration is poor.<br />
*Recharge becomes faster in OD.<br />
<br />
This move summons a field which launches the opponent on hit and drags them towards it. The field still appears on whiff and reduces the opponent's movement to 30% of their normal speed — This includes momentum from specials and teleport dashes like {{Character Label|BBCF|Azrael|label=Azrael}}, {{Character Label|BBCF|Nine|label=Nine}} and {{Character Label|BBCF|Arakune|label=Arakune's}}. It does not slow down projectiles nor Ignis / Nirvana, however. <br />
<br />
It has a cooldown but only takes up a 1/3 of the gauge on whiff.<br />
<br />
----<br />
<br />
{{clr|1|214A}} summons the field next to Lambda. It's used for corner combos and okizeme after a {{clr|3|6C}} KD, as the spacing cripples their mobility while keeping Lambda outside the range of reversals. This is very strong against characters without a normal dash. <br />
<br />
----<br />
<br />
{{clr|2|214B}} summons the field in the middle of the screen. This is the version with the most use. It creates a wall so characters can't run at Lambda for free, making it safer to throw out Swords in neutral. But this move really shines when used in combos, as it gives access to high damage routes with its high P2 while doing great corner carry. The recharge flows back uninterruped during {{clr|3|5C}}, {{clr|4|236D}} and {{clr|4|214D}}, so it's always worth spending this if possible. <br />
<br />
----<br />
<br />
{{clr|3|214C}} summons the field at the opposite end of the screen. It pulls the opponent much further out than the other two, so it's used for corner-to-corners where {{clr|2|214B}} wouldn't travel enough. This can also be used midscreen to ensure they'll wallsplat after {{clr|3|236C}}.<br />
</div><br />
</div><br />
<br />
===<big>Act Parcer Zwei</big>===<br />
<span class="input-badge">'''{{clr|1|236A}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_ActParserA.png |Make the opponent go "''Zwei would you do this?''". <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Shares almost the same animation as {{clr|2|236B}} between frames 1-11.<br />
*Passes through the opponent during frames 8-13.<br />
<br />
A command dash with incredibly fast speed. Zwei doesn't have invul but it can pass through moves with proximity hitboxes and wakeup reversals, as Lambda phases through them before they become active — It can then cancel into {{clr|2|236B}} to attempt to start pressure or into {{clr|3|236C}} for a free Fatal Counter, usually. <br />
<br />
{{clr|1|236A}} -> Throw can also be used, but this loses to Throw OS and Upbacking. <br />
<br />
{{clr|1|236A}} can be done by itself or from any of Lambda's normals except {{clr|2|6B}}. This gives it use as a risky pressure reset if the opponent is being too respectful or were expecting the dash to come at a different point in the blockstring.<br />
</div><br />
</div><br />
<br />
===<big>Act Parcer Tri</big>===<br />
<span class="input-badge">'''{{clr|2|236B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Lambda_ActParserTri.png |Your rekka.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can immediately whiff cancel into any of the 3 followups or {{clr|4|22D}}.<br />
*Has a long window to cancel into followups or Exiga on block. Good for frametraps and making it harder for the opponent to IB. <br />
<br />
Tri is the first part of the rekka. It travels a good distance and will move Lambda into close-range if done after a Drive like {{clr|4|5D}}. In pressure, it can be canceled into either Blade or Sparda for a high-low mixup. This is the go-to ender in combos where Spike Chaser okizeme isn't possible as it gets a hard KD. <br />
<br />
If the opponent sees Lambda coming and tries to OD this move, it can be whiff-canceled into {{clr|4|22D}} to stay safe and/or punish. {{clr|2|236B}} can also be a risky pressure reset if the opponent's been conditioned to respect it by previously frametrapping jabs with a delayed {{clr|2|~6B}} or {{clr|4|~22D}}.<br />
</div><br />
</div><br />
<br />
===<big>Act Parcer Tri: Sparda</big>===<br />
<span class="input-badge">'''{{clr|1|6A}} (during {{clr|2|236B}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_ActParserSpada.png | Fast overhead with good reward.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236B 6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hard-coded not to hit crossup on standing opponents (it can hit crossup on crouching ones). <br />
*Lambda side-switches on both hit and block.<br />
<br />
Sparda is Lambda's fastest overhead, clocking at 21f, and it's the most rewarding one when used with Gravity — Getting roughly 4k or over plus a Spike Chaser setup. Generally, a CH or RC will be needed midscreen, but it's possible to instantly cancel Tri into this to get the spacing for meterless conversions. In the corner, it's easy to convert with double side-swap routes which are stable.<br />
<br />
It's good to throw this out to add to the opponent's mental stack and help enforce the threat of Blade in mixups. As with most things in this game, don't get too carried away as it is punishable on block.<br />
<br />
Lambda's hurtbox goes high in the air, giving the move the ability to low crush butttons; there's no Foot invul, however, so it can occasionally trade with some characters' {{clr|1|2A}}s.<br />
</div><br />
</div><br />
<br />
===<big>Act Parcer Tri: Blade</big>===<br />
<span class="input-badge">'''{{clr|2|6B}} (during {{clr|2|236B}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_ActParserB.png | Fullscreen low.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236B 6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*The range of Blade varies with the time {{clr|2|236B}} was cancelled from; max range is fullscreen.<br />
*Slight low-profile with quite a disjointed hitbox. <br />
*Safe on normal block, but can be punished on IB. <br />
<br />
Low option from Tri. It's a pretty fast sweep that's good at catching people who expect {{clr|4|4D}}. In midscreen, RC Blade for the corner carry and damage, but in the corner or inside Gravity Seed, it can be converted without meter. <br />
</div><br />
</div><br />
<br />
===<big>Act Parcer Tri: Cavalier</big>===<br />
<span class="input-badge">'''{{clr|3|236C}} (or {{clr|3|6C}} during {{clr|2|236B}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_ActParserC.png |CHARGE<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter.<br />
*Deceptively large vertical hitbox.<br />
*Wallbounces midscreen.<br />
*Wallsticks in the corner.<br />
<br />
Cavalier functions as combo filler, though it's Lambda's strongest starter due to its Fatal Counter property. It's used in midscreen routes for corner carry and tacked on the end of corner routes for damage. Safe on normal block.<br />
</div><br />
</div><br />
<br />
===<big>Exiga Nail</big>===<br />
<span class="input-badge">'''{{clr|4|22D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_Exiga_Nail.png|Situational reversal<br />
BBCP_Lambda_Exiga_Nail_2.png|Also good for baits<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="22D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Frame advantage is for ground block. It's -3 at the closest possible distance, but goes up to 0 at max spacing.<br />
*Reduced recovery in OD — Lambda can perform actions midair.<br />
*Needs CH or air hit to convert without meter.<br />
<br />
A hard-to-use reversal, as its invincibility ends before becoming active; if timed right, however, Exiga Nail can beat anything shorter than 8 active frames. It also works if Lambda moves out of an attack's hitbox in time, such as those of many crouching buttons. <br />
<br />
It's very susceptible to meaties with long active frames, but leads to great reward on CH as it crumple stuns for easy conversions. It's safe on block and even IB, so this can be used instead of Blade for a safe pressure ender. It's also good for baiting other reversals and OD/CA when used mid-pressure. Be wary of using this to escape the corner, as it can whiff on everyone point blank except {{Character Label|BBCF|Iron_Tager|label=Tager}} and {{Character Label|BBCF|Valkenhayn|label=Valkenhayn}} in wolf form.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
===<big>Legacy Edge</big>===<br />
<span class="input-badge">'''{{clr|4|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_LegacyEdge.png|If you really need to win neutral. <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Summons a portal that shoots forth 19 projectiles and 29 projectiles in OD.<br />
*Minimum damage: 32*19 (OD: 32*29).<br />
<br />
A super that can be used as a fullscreen punish and and winning neutral against some characters for the pricey cost of 50 meter. If they get stuck blocking this on the ground and Lambda is close enough, this enables a variety of mixups: empty jump {{clr|2|2B}}, late airdash {{clr|2|jB}}, IAD {{clr|3|jC}} for a crossup, etc... <br />
<br />
The downsides are that if Lambda is hit during the 9 frames after the superflash, the meter will be spent but the swords won't appear; the opponent can chicken block and mash 4 to IB all the projectiles — giving them a lot of meter while being safe from mixups; not all of the projectiles will land if they are crouching; and, against opponents on the other side of the screen, Lambda get less time to capitalize on the frame advantage. Furthermore, while all the projectiles are level 2, the complete lack of invul means Legacy Edge can't be used as an anti-zoning tool in situations where it would be useful (such as using it against {{MiniMoveCard|game=BBCF|chara=Iron Tager|input=41236D|label=Sparkbolt}} or {{MiniMoveCard|game=BBCF|chara=Hazama|input=632146C|label=Eternal Coils}}).<br />
<br />
For what it's worth, it's a pretty good starter for combos (particularly the OD version). It's also neat for specific MU interactions like blowing up {{Character Label|BBCF|Izanami|label=Izanami's}} {{MiniMoveCard|game=BBCF|chara=Izanami|input=623B|label=Shield of Dreams}}.<br />
</div><br />
</div><br />
<br />
===<big>Calamity Sword</big>===<br />
<span class="input-badge">'''{{clr|4|632146D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_CalamitySword.png|Reversal and combo ender<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="632146D" or input="j.632146D")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Tracks the opponent fullscreen in OD.<br />
*Can combo off of it on CH.<br />
*Minimum damage: 960 (OD: 1260).<br />
<br />
Metered reversal. It hits overhead and is a good combo ender for the minimal damage. It will usually CH, leading to big damage and corner-to-corner or sideswap combos. In OD, Calamity Sword becomes very threatening in neutral, as it can be used for fullscreen punishes if the opponent does anything committal.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Duo Cultus</big>===<br />
<span class="input-badge">'''{{clr|1|A}}+{{clr|2|B}}+{{clr|3|C}}+{{clr|4|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Lambda_Duo_Cultus.png|<br />
BBCF_Lambda_Duo_Cultus_2.png|Putting Nu's Supra Rage to shame<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*[[BBCF/Offense#Exceed_Accel|Behaves the same as every other Exceed Accel.]]<br />
*Minimum Damage: 303 (AF: 641).<br />
<br />
This is used either as a reversal in OD or as a combo ender. The KD from Duo Cultus doesn't allow for much more than setting up Gravity Seed midscreen, so it's essentially a reset to neutral which may or may not be a good thing depending on the MU.<br />
</div><br />
</div><br />
<br />
==Astral Heat==<br />
===<big>Sword of Destruction</big>===<br />
<span class="input-badge">'''{{clr|4|214214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_SOD.png|Hug.exe<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*No startup invul, so it can't be used as a reversal unlike most Astrals.<br />
<br />
Lambda grabs the opponent and plunges a mighty sword down upon them. It's pretty easy to combo into from {{clr|3|5C}} and {{clr|3|3C}} on ground hit, {{clr|1|6A}} and {{clr|4|5D}} on air hit, and {{clr|3|236C}} after a wallsplat. <br />
<br style="clear:both;"/><br />
</div><br />
</div><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Lambda}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://docs.google.com/document/d/14AEjdLocttOsE40JQquq8bDWSzTjbhTg7wrju4V2scA/edit Lambda Combo Doc from Shinespark]<br />
*[https://docs.google.com/document/d/18rJ79Zg3IhX897JNR0PY68XOW8ZqbujISYasHazsx6c Kasha's Guide to Lambda]<br />
*[https://youtu.be/BnkZblk1coc Lambda Combo Tutorial]<br />
*[https://www.evernote.com/shard/s404/client/snv?noteGuid=8691603a-b338-4223-a94f-98b266eb32c6&noteKey=520fb19052024af44428d83ddfacc89c&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs404%2Fsh%2F8691603a-b338-4223-a94f-98b266eb32c6%2F520fb19052024af44428d83ddfacc89c&title=Lambda%2BCF%2BNotes Notes by Taihenna]<br />
*Japanese Name: ラムダ·イレブン<br />
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=rm&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Lambda-11/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Lambda-11|42px|BBCF_Lambda_Icon.png|Λ-No.11-}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/Lambda-11&diff=274469BBCF/Lambda-112022-05-03T08:09:29Z<p>GunBlaze: Short lore change, typo corrections, standarizing words</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Lambda-11 (stylized as <big>ᴧ</big>-No.11-) is a '''jack-of-all-trades''' character with tools split between rushdown, zoning and light setplay while having '''some of the best corner carry in the game'''. Lambda's main goal is to carry her opponent to the corner and force them into '''strong okizeme''' setups — She achieves this through Gravity Seed and Act Parcer Tri: Cavalier, which allow her to do corner-to-corners with ease while achieving consistently strong damage. Lambda's neutral is versatile: she can either play a more passive zoning style or commit more to a rushdown approach. Her Drive has '''high recovery''' on whiff, however, and players will need to be aware of how far they are from the corner at all times to adjust their routes on the fly. A flexible mindset and good understanding of match flow will take any Lambda player a long way.<br />
<br />
|quote= Target acquired, moving to annihilate.<br />
|lore= Lambda-11 is an imitation Murakumo Unit found, experimented on and controlled by Kokonoe. Lambda once sacrificed herself for the sake of Ragna, who was about to be dealt a death blow. Before fading away, she transferred her remaining power and the Idea Engine to Ragna, which allowed him to use the Ars Magus to its maximum, giving him the power to defeat Terumi and rescue Noel. Having been reborn within the Embryo, Lambda still serves under Kokonoe, but would defy even her commands in order to meet Ragna again.<br />
|voice_actor= Kanako Kondō<br />
|summary= uses a combination of zoning and rushdown tools to set up strong oki<br />
|pros=<br />
* '''Good Neutral''': Lambda's projectiles are fast, span nearly fullscreen, and can be converted into close range pressure. This leads to a neutral that's difficult for some characters to challenge.<br />
* '''Strong Backdash''': Longer than average invul makes it a good tool for escaping pressure and avoiding pokes. <br />
* '''Very High Damage''': Gravity Seed routes break over 4k from common starters like 2B, and many CH starters can score near to or over 5k without meter.<br />
* '''Great Corner Carry''': Her specials enable corner-to-corners even off short starters like 2A. Landing a confirm at all usually means the opponent's going in the corner. <br />
* '''Strong Corner Okizeme''': Spike Chaser is a safe, difficult to contest okizeme that covers nearly every wakeup option while leaving Lambda plus. Gravity Seed also prevents the opponent from being able to jump or dash out. <br />
|cons=<br />
* '''Pressure Can Be Unsafe''': Besides 2C, all C and D normals are multi-hit and not jump-cancellable on block, so it's easy to disrespect them with OD and CAs. <br />
* '''Damage Or Okizeme''': Going for Spike Chaser typically loses a few hundred damage instead of other enders, which can add up if looping it for okizeme.<br />
* '''Drive Recovery''': Her projectiles can leave her vulnerable on whiff as they have very long recovery — They are high commitment options.<br />
|unique_mechanic1_name= Drive: Sword Summoner EX<br />
|unique_mechanic1=<br />
Sword Summoner EX allows Lambda to manifest sword-like projectiles which she can shoot off at different angles. When a sword comes in contact with an opponent, Lambda will perform an additional hit automatically.<br />
<br />
Additionally, Lambda can gatling her D normals up to four times before she has to jump-cancel to get another sword out (Ex: 2D > 4D > 5D > 6D); however, Lambda cannot reuse any sword during a blockstring, and swords cannot be jump-cancelled on block. While Sword Summoner EX makes for a good combo tool, it is also a key part of her zoning abilities, which makes utilizing her drives a very important part in learning to play her.<br />
|unique_mechanic2_name= Overdrive: Elysium<br />
|unique_mechanic2=<br />
Lambda's swords grow larger in size, and the second attack of each Drive normal deals double damage, in addition to becoming a Level 5 attack (increasing all forms of stun slightly). Additionally, aerial swords launch grounded opponents.<br />
<br />
Her special moves also gain new properties:<br />
<br />
*Gravity Seed recharges at a quicker rate.<br />
*Sickle Storm summons two wheels that travel in opposite directions.<br />
*Spike Chaser travels the entire stage.<br />
*Crescent Saber bounces.<br />
*Exiga Nail has its recovery reduced, to the point that Lambda recovers in midair.<br />
*Legacy Edge fires more projectiles.<br />
*Calamity Sword tracks the opponent.<br />
<br />
This results in Lambda's Drive-related moves becoming much stronger. See each move section for more details.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_5A.png |Quick poke, not much range<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Quick disjointed jab, good as a quick AA and for pressure. Interacts with everyone's crouching hitboxes differently, whiffing on some characters while catching others, and also changing with whether the opponent is already in blockstun or not (against Jin, for example, chaining {{clr|1|5A 5A}} will make the second {{clr|1|5A}} whiff because Jin's crouching hurtbox shrinks while in blockstun). Less committal anti-air tool than {{clr|1|6A}} in exchange for less reward and no head invul. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_6B.png |Kick that can be jump-cancelled <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump-cancelable on hit or block.<br />
Her best non-counterhit punish, easily netting 4.0k to 4.7k meterless on any gravity confirm and most non-gravity confirms. Decent stagger tool, though it has limited range. Is not as safe from ODR as {{clr|2|2B}}, however, making it not a great meaty. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_5C.png |This is not a poke. Don't attempt to poke with this.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Projectile.<br />
*All hits can special-cancel; last hit can cancel into C and D normals.<br />
<br />
One of Lambda's best punish tools. Good range and disjointed, but given its start-up and recovery, it shouldn't be used as a poke. Manly used for combo filler, frame traps, and punishes. Is relatively safe from ODR but an opponent ODing before at least the first sword connects means eating an EA.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_2A.png |{{clr|1|5A}} but shorter<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A crouching jab. Used for poking out of the opponent's pressure, and to set up TRMs. Slightly disjointed. Its not a particularly strong stagger tool on account of its poor frame advantage and is more effective for abare or resetting pressure from a different normal. Can low profile some air normals.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_2B.png |Toe shank<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A good-range poke that's also her best low normal starter. It can be a strong stagger tool and has very good reward. Low recovery on whiff makes it nice for catching rolls and staying safe from ODR.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_2C.png |Can hit behind you<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*All hits can special-cancel; hit 8 can cancel into C and D normals.<br />
*Hits 4-8 can jump-cancel on hit/block.<br />
<br />
Lambda's other anti-air with invul. It kicks in later than {{clr|1|6A}} and the reward is worse on normal hit, but the vertical range is better and can tag people landing behind Lambda. The reward on CH is equal with {{clr|1|6A}} and is pretty neat. It's also Lambda's only jump-cancellable C normal, which can allow for some gimmicks should the opponent be conditioned. It can frametrap with {{clr|3|2C > 5C}} as well for high damage, too. <br />
<br />
As with other C normals, this button is vulnerable to ODR and gives the opponent a crouching punish.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_6A.png |Great anti-air<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump-cancellable on hit or block.<br />
<br />
A very strong Anti-Air as it has fast head invul, relatively low recovery, great reward and retains almost all options on block. It's a decent pressure tool as it reverse beats with {{clr|2|2B}}, but it's more susceptible to ODR than {{clr|2|5B}}.<br />
<br />
Its untech time makes it a staple in many routes. It's good at jailing opponents as they fall due to the gatlings on block. However, {{clr|1|6A}} can lose to IADs and IAD crossups due to its poor vertical range, it's better to do {{clr|1|5A}} in such situations.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_4B2.png | This is an overhead and it makes you angry <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Untechable launch on CH.<br />
*110% Bonus Proration.<br />
<!-- Does this low crush?--><br />
<br />
One of Lambda's two overhead normals. It's quicker than {{clr|4|4D}}, but has no gatlings left if it's blocked. While not great damage, IAD routes are consistent and converting with {{clr|4|tk.214D}} routes nets more reward. It's used in crouch confirms to launch when the opponent is too far for gravity, as {{clr|3|5C}} {{clr|2|6B}} always works except from short starters like {{clr|1|5A}}/{{clr|1|2A}}.<br />
<br />
{{clr|2|6B}} can go over low-hitting buttons like {{Character Label|BBCF|Bang_Shishigami|label=Bang's}} {{MiniMoveCard|game=BBCF|chara=Bang Shishigami|input=3C|label=3C}}, but this isn't the main purpose of the move as it has no Foot invul. Despite what the animation suggests, Lambda is not considered airborne and thus can be thrown. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_6C.png |Sets up 214D and not much else.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*All hits can special-cancel; last hit can cancel into D normals.<br />
*Fatal Counter.<br />
<br />
Purely combo filler. The long startup, recovery, and few gatlings left on block make this a weak button for neutral and pressure. There's no true blockstrings into {{clr|3|6C}} except if {{clr|3|5C}} were Barrier Blocked, so it can frametrap on paper, but it's more likely Lambda will get reversal'd for pressing this.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_3C.png |Low sweep <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*All hits are special-cancellable.<br />
*Only the first 3 hits are lows.<br />
<br />
Sweep. It's a multi-hit low with great horizontal range, but limited gatlings on block. In pressure, {{clr|3|3C}} > {{clr|2|236B}} has a gap that can be reversal'd — Cancelling {{clr|3|3C}} into {{clr|4|22D}} will beat most reversals, excluding some like {{Character Label|BBCF|Azrael|label=Azrael's}} {{MiniMoveCard|game=BBCF|chara=Azrael|input=623B|label=Panzer Strike}}. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_jA.png |Bad range air-to-air<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Only air normal that is not jump-cancellable.<br />
*Gatlings into itself.<br />
<br />
Air jab. Mostly used by gatling into from a different air attack to keep Lambda's opponent in blockstun or to set up air TRMs.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_jB.png |Overhead<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Reverse-beats with {{clr|1|j.A}}.<br />
<br />
An air kick. Useful for jumping in and when the opponent is locked down by {{clr|4|236D}}. This is used for safejump setups after a Tri KD; {{clr|2|236B}} > 66 > falling {{clr|2|jB}} will beat even 7f reversals.<br />
<br />
Except on shorter characters like {{Character Label|BBCF|Es|label=ES}}, it's possible to set up fuzzy jumps with this button and 50 meter for RC.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_jC.png |Backwards hitbox<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*All hits are overheads.<br />
*The last 3 hits can hit as crossups.<br />
*Can cancel into {{clr|3|j.2C}} on any hit.<br />
<br />
Decent air-to-air, but a terrible ground-to-air button. It can act as a mixup tool in conjuction with {{clr|3|j.2C(w)}} and {{clr|4|j.214D}}, though the opponent needs to be conditioned with {{clr|2|j.B}}/{{clr|3|j.2C}} first.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_j2C.png |There's no hitbox behind Lambda, despite the animation.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Only the first hit of the move is an overhead, not the first hit to connect. It's possible to jump in with just mids.<br />
<br />
Combo filler. It has a decent hitbox, but it's on the slow side, so {{clr|2|j.B}} is used more for air-to-airs and jump-ins. Can be whiffed after other air buttons to touch the ground faster, which is useful for mixups like {{clr|3|j.C}}(1) {{clr|3|j.2C}}(whiff) {{clr|2|2B}}.<br />
<br />
The untech time on air CH is pretty long, so Lambda can land back on the ground and convert with normals to land them into the corner.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
*All Drive normals will followup into the second hit unless RC'd or whiffed.<br />
*All Drive normals are Projectile Level 2 and decrease to Level 1 after a set amount of active frames.<br />
**Always projectile Level 2 in OD.<br />
*All Drive normals are Attack Level 4 and become Attack Level 5 in OD.<br />
*All Drive normals have a deadzone in front of her where they have no hitbox.<br />
*Air drives will launch the opponent on CH or OD.<br />
*None of them can be jump-cancelled on block.<br />
<br />
===<big>{{clr|4|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_5D.png |Horizontal sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile level 2 for the first 6 active frames; always level 2 in OD.<br />
*Crumple stuns on CH but doesn't crumple stun on OD CH.<br />
<br />
The most common summon. Used to stop the opponent running at Lambda and to punish things from fullscreen. {{clr|4|5D}} into {{clr|2|236B}} is a true blockstring when not too far, and becomes a frametrap when further out or if delayed. On OD, it can link into Cavalier; on CH, there is enough time to go into {{clr|3|3C}} and even {{clr|3|5C}} if close enough.<br />
<br />
In OD, {{clr|4|5D}} becomes +2 on block, so going into {{clr|4|4D}} becomes gapless and safe from reversals, but it's not generally enough to get resets from considering the distance.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_2D.png |70º angle sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D" or input="2D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile level 2 for the first 5 active frames; always level 2 in OD.<br />
<br />
This summon goes steeply upwards and is a good Anti-Air against characters who like to go high above Lambda, like {{Character Label|BBCF|Mu|label=Mu}} and {{Character Label|BBCF|Rachel_Alucard|label=Rachel}}. This can be followed up with either {{clr|2|236B~}}{{clr|3|6C}} or IAD {{clr|2|j.B}} {{clr|3|j.C}} {{clr|1|6A}} routes to land them in the corner. <br />
<br />
The second hit pushes the opponent downwards, making it possible score a soft KD from it at the end of combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_6D.png |30° angle sword. The pinnacle of Lambda's range.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6D" or input="6D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile level 2 for the first 2 active frames; always level 2 in OD.<br />
<br />
Lambda's furthest reaching summon. It's a long-range anti-air and good at catching people trying to jump out of pressure. It can hit tall characters like {{Character Label|BBCF|Iron_Tager|label=Tager}} while they are standing. <br />
<br />
Long range confirms can be converted with either other swords like {{clr|4|4D}} or Cavalier. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|4D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_4D.png |Make nerds complain about "off screen overheads"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="4D" or input="4D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Tracks the opponent.<br />
*Forces crouching.<br />
*110% Bonus Proration.<br />
<br />
A summon that comes from behind the opponent. This overhead is slower than {{clr|2|6B}}, but Lambda can still pressure if it's blocked. In the corner, {{clr|4|4D}} becomes 'invisible' making it nasty if the opponent isn't paying attention to Lambda's pose — But it is still reactable at 27f startup. The opponent can even react with a dash straight toward Lambda if done raw.<br />
<br />
Be careful, as {{clr|4|5D}} > {{clr|4|4D}} has a gap that's vulnerable against fullscreen supers like {{MiniMoveCard|game=BBCF|chara=Ragna The Bloodedge|input=632146D|label=Carnage Scissors}} — OD {{clr|4|5D}} > {{clr|4|4D}} is gapless on normal block, however.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_jD.png |Aerial 30° angle sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D" or input="j.D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile level 2 for the first 2 active frames; always projectile level 2 in OD.<br />
*Plus on block when done low to the ground.<br />
<br />
One of Lambda's furthest reaching drives, going almost fullscreen and more distance than {{clr|4|5D}}. It covers a decent angle and pre-emptively catches opponents trying to air dash. But it can't be converted from at long range and can't be jump-cancelled, so this button is medium risk for low reward as Lambda only get a soft KD at most.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_j2D.png |Aerial -30° angle sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.2D" or input="j.2D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile level 2 for the first 2 active frames; always projectile level 2 in OD.<br />
<br />
Probably the least used summon. The angle is weak compared to other Drives and the launch on CH can be difficult to convert, so it's restricted to combo filler.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_j6D.png |Aerial -15° angle sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.6D" or input="j.6D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Projectile level 2 for the first 2 active frames; always projectile level 2 in OD.<br />
<br />
An air-to-ground sword, but it's not great on block and can't be converted on normal hit without OD. On CH, the second hit vacuums the opponent, so it's easy to convert with {{clr|2|665B}}.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span> <span class="input-badge">'''{{clr|2|4B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_throw.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage.<br />
<br />
Lambda grabs the opponent and impales them with her swords. Launches the opponent allowing for a follow up combo.<br />
<br />
Back Throw, aside from side switching, is virtually identical to her normal Throw.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|2|j.B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_AThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage.<br />
<br />
Lambda grabs the opponent and crushes them with her knees. Causes the opponent to bounce into the air upon making contact with the ground, allowing for a combo.<br />
</div><br />
</div><br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_6B.png|This WILL whiff <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Invul on frames 1-20.<br />
*180F Heat Gauge cooldown.<br />
<br />
Triggers the {{clr|2|5B}} animation. It is invincible, but most of the cast can easily low-profile by just doing crouching buttons — Really, the hitbox is ''that'' poor. Using other mechanics like ODR, Barrier Block, and IBB is much more effective than comitting to this. <br />
</div><br />
</div><br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_CT.png|"Barrier Smash"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be charged.<br />
<br />
Breaks the opponent's Guard on normal block. Geting a KD from Tri allows setting up 236D oki and do a charged CT with no gaps, granting a decent starter and/or force the opponent to deplete a huge amount of Barrier while being safe against reversals.<br />
<br />
For combos, it can be done off {{clr|3|3C}} to corner carry when gravity's not available.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Spike Chaser</big>===<br />
<span class="input-badge">'''{{clr|4|214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_SpikeChaser.png|Great corner okizeme<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Travels the entire screen in OD.<br />
*Safe from every reversal in the game if spaced correctly.<br />
<br />
The main tool for okizeme, Spike Chaser can be used in combos and taking up space in neutral too. It's only minus on the first spike, becoming increasingly plus the further out it's blocked — When spaced, buttons after will be true blockstrings and catch fuzzy jumps, so the opponent has to sit still and guess the incoming mixup. <br />
<br />
Spike Chaser covers every wakeup option (forward rolls; reversals; no tech; quick rise etc...) while being very plus and completely unpunishable if spaced right, making it a pretty insane oki option. Always go for this whenever possible. It can be 'looped' by doing combos that end in this one after another, usually by sacrificing some damage in the process.<br />
<br />
There is a very small window to delay tech through, but this is risky as {{clr|4|214D}} is active forever, is a big damage starter (even without Gravity availible), and can be beaten by the Lambda player varying their input time. Lambda is also still safe and can retreat to neutral on successful delay tech.<br />
</div><br />
</div><br />
<br />
===<big>Sickle Storm</big>===<br />
<span class="input-badge">'''{{clr|4|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_SickleStorm.png |Pizza Cutter. Does everything.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Lambda summons two wheels in OD.<br />
*Hits four times.<br />
<br />
Besides combo filler, {{clr|4|236D}} is used to lockdown the opponent as it's very plus on block, netting Lambda a mixup. CAs can be baited with dash break due to multi-hits and it's active until it disappears from the screen, so it can catch poorly timed bursts and ODs. The chip damage from this move builds up to a decent amount if blocked repeatedly too. <br />
<br />
With that said, it's never a true blockstring and can be jumped or fullscreen super'd on reaction. The opponent can try delay teching it on wakeup, but if they get pedictable, run up {{clr|2|2B}} could be used instead for a blue beat OTG. <br />
</div><br />
</div><br />
<br />
===<big>Crescent Saber</big>===<br />
<span class="input-badge">'''{{clr|4|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_CrescentSaber.png |How you get Air KDs.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*OD version bounces which allows for easier pickups.<br />
*Hits crouchers on frame 17. If TK'd, Crescent Saber is a 22f overhead that's -13 on block.<br />
<br />
Crescent Saber's main function is to score knockdowns from air combos. It's also used mid-combo for optimal {{clr|1|6A}} and {{clr|2|6B}} confirms. For mixups, it's Lambda's second fastest overhead and has quite good reward with meter to RC. It's active for a long time and hits behind Lambda, so it can cross up on paper.<br />
<br />
To pickup on non-OD hits an RC {{clr|3|j.2C}}, will be needed if high in the air, or just {{clr|2|2B}} / {{clr|3|3C}} if TK'd properly.<br />
</div><br />
</div><br />
<br />
===<big>Gravity Seed</big>===<br />
<span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}/{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_GravitySeed.png |Your most important tool.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter, but the P1 proration is poor.<br />
*Recharge becomes faster in OD.<br />
<br />
This move summons a field which launches the opponent on hit and drags them towards it. The field still appears on whiff and reduces the opponent's movement to 30% of their normal speed — This includes momentum from specials and teleport dashes like {{Character Label|BBCF|Azrael|label=Azrael}}, {{Character Label|BBCF|Nine|label=Nine}} and {{Character Label|BBCF|Arakune|label=Arakune's}}. It does not slow down projectiles nor Ignis / Nirvana, however. <br />
<br />
It has a cooldown but only takes up a 1/3 of the gauge on whiff.<br />
<br />
----<br />
<br />
{{clr|1|214A}} summons the field next to Lambda. It's used for corner combos and okizeme after a {{clr|3|6C}} KD, as the spacing cripples their mobility while keeping Lambda outside the range of reversals. This is very strong against characters without a normal dash. <br />
<br />
----<br />
<br />
{{clr|2|214B}} summons the field in the middle of the screen. This is the version with the most use. It creates a wall so characters can't run at Lambda for free, making it safer to throw out Swords in neutral. But this move really shines when used in combos, as it gives access to high damage routes with its high P2 while doing great corner carry. The recharge flows back uninterruped during {{clr|3|5C}}, {{clr|4|236D}} and {{clr|4|214D}}, so it's always worth spending this if possible. <br />
<br />
----<br />
<br />
{{clr|3|214C}} summons the field at the opposite end of the screen. It pulls the opponent much further out than the other two, so it's used for corner-to-corners where {{clr|2|214B}} wouldn't travel enough. This can also be used midscreen to ensure they'll wallsplat after {{clr|3|236C}}.<br />
</div><br />
</div><br />
<br />
===<big>Act Parcer Zwei</big>===<br />
<span class="input-badge">'''{{clr|1|236A}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_ActParserA.png |Make the opponent go "''Zwei would you do this?''". <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Shares almost the same animation as {{clr|2|236B}} between frames 1-11.<br />
*Passes through the opponent during frames 8-13.<br />
<br />
A command dash with incredibly fast speed. Zwei doesn't have invul but it can pass through moves with proximity hitboxes and wakeup reversals, as Lambda phases through them before they become active — It can then cancel into {{clr|2|236B}} to attempt to start pressure or into {{clr|3|236C}} for a free Fatal Counter, usually. <br />
<br />
{{clr|1|236A}} -> Throw can also be used, but this loses to Throw OS and Upbacking. <br />
<br />
{{clr|1|236A}} can be done by itself or from any of Lambda's normals except {{clr|2|6B}}. This gives it use as a risky pressure reset if the opponent is being too respectful or were expecting the dash to come at a different point in the blockstring.<br />
</div><br />
</div><br />
<br />
===<big>Act Parcer Tri</big>===<br />
<span class="input-badge">'''{{clr|2|236B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Lambda_ActParserTri.png |Your rekka.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can immediately whiff cancel into any of the 3 followups or {{clr|4|22D}}.<br />
*Has a long window to cancel into followups or Exiga on block. Good for frametraps and making it harder for the opponent to IB. <br />
<br />
Tri is the first part of the rekka. It travels a good distance and will move Lambda into close-range if done after a Drive like {{clr|4|5D}}. In pressure, it can be canceled into either Blade or Sparda for a high-low mixup. This is the go-to ender in combos where Spike Chaser okizeme isn't possible as it gets a hard KD. <br />
<br />
If the opponent sees Lambda coming and tries to OD this move, it can be whiff-canceled into {{clr|4|22D}} to stay safe and/or punish. {{clr|2|236B}} can also be a risky pressure reset if the opponent's been conditioned to respect it by previously frametrapping jabs with a delayed {{clr|2|~6B}} or {{clr|4|~22D}}.<br />
</div><br />
</div><br />
<br />
===<big>Act Parcer Tri: Sparda</big>===<br />
<span class="input-badge">'''{{clr|1|6A}} (during {{clr|2|236B}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_ActParserSpada.png | Fast overhead with good reward.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236B 6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hard-coded not to hit crossup on standing opponents (it can hit crossup on crouching ones). <br />
*Lambda side-switches on both hit and block.<br />
<br />
Sparda is Lambda's fastest overhead, clocking at 21f, and it's the most rewarding one when used with Gravity — Getting roughly 4k or over plus a Spike Chaser setup. Generally, a CH or RC will be needed midscreen, but it's possible to instantly cancel Tri into this to get the spacing for meterless conversions. In the corner, it's easy to convert with double side-swap routes which are stable.<br />
<br />
It's good to throw this out to add to the opponent's mental stack and help enforce the threat of Blade in mixups. As with most things in this game, don't get too carried away as it is punishable on block.<br />
<br />
Lambda's hurtbox goes high in the air, giving the move the ability to low crush butttons; there's no Foot invul, however, so it can occasionally trade with some characters' {{clr|1|2A}}s.<br />
</div><br />
</div><br />
<br />
===<big>Act Parcer Tri: Blade</big>===<br />
<span class="input-badge">'''{{clr|2|6B}} (during {{clr|2|236B}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_ActParserB.png | Fullscreen low.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236B 6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*The range of Blade varies with the time {{clr|2|236B}} was cancelled from; max range is fullscreen.<br />
*Slight low-profile with quite a disjointed hitbox. <br />
*Safe on normal block, but can be punished on IB. <br />
<br />
Low option from Tri. It's a pretty fast sweep that's good at catching people who expect {{clr|4|4D}}. In midscreen, RC Blade for the corner carry and damage, but in the corner or inside Gravity Seed, it can be converted without meter. <br />
</div><br />
</div><br />
<br />
===<big>Act Parcer Tri: Cavalier</big>===<br />
<span class="input-badge">'''{{clr|3|236C}} (or {{clr|3|6C}} during {{clr|2|236B}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_ActParserC.png |CHARGE<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter.<br />
*Deceptively large vertical hitbox.<br />
*Wallsplats.<br />
<br />
Cavalier functions as combo filler, though it's Lambda's strongest starter due to its Fatal Counter property. It's used in midscreen routes for corner carry and tacked on the end of corner routes for damage. Safe on normal block.<br />
</div><br />
</div><br />
<br />
===<big>Exiga Nail</big>===<br />
<span class="input-badge">'''{{clr|4|22D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_Exiga_Nail.png|Situational reversal<br />
BBCP_Lambda_Exiga_Nail_2.png|Also good for baits<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="22D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Frame advantage is for ground block. It's -3 at the closest possible distance, but goes up to 0 at max spacing.<br />
*Reduced recovery in OD — Lambda can perform actions midair.<br />
*Needs CH or air hit to convert without meter.<br />
<br />
A hard to use reversal, as its invincibility ends before becoming active; if timed right, however, Exiga Nail can beat anything shorter than 8 active frames. It also works if Lambda moves out of an attack's hitbox in time, such as those of many crouching buttons. <br />
<br />
It's very susceptible to meaties with long active frames, but leads to great reward on CH as it crumple stuns for easy conversions. It's safe on block and even IB, so this can be used instead of Blade for a safe pressure ender. It's also good for baiting other reversals and OD/CA when used mid-pressure. Be wary of using this to escape the corner, as it can whiff on everyone point blank except {{Character Label|BBCF|Iron_Tager|label=Tager}} and {{Character Label|BBCF|Valkenhayn|label=Valkenhayn}} in wolf form.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
===<big>Legacy Edge</big>===<br />
<span class="input-badge">'''{{clr|4|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_LegacyEdge.png|If you really need to win neutral. <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Summons a portal that shoots forth 19 projectiles and 29 projectiles in OD.<br />
*Minimum damage: 32*19 (OD: 32*29).<br />
<br />
A super that can be used as a fullscreen punish and and winning neutral against some characters for the pricey cost of 50 meter. If they get stuck blocking this on the ground and Lambda is close enough, this enables a variety of mixups such as empty jump {{clr|2|2B}}, late airdash {{clr|2|jB}}, IAD {{clr|3|jC}} for a crossup, etc... <br />
<br />
The downsides are that if Lambda is hit during the 9 frames after the superflash, the meter will be spent but the swords won't appear; the opponent can chicken block and mash 4 to IB all the projectiles — giving them a lot of meter while being safe from mixups; not all of the projectiles will land if they are crouching; and, against opponents on the other side of the screen, Lambda get less time to capitalize on the frame advantage. Furthermore, while all the projectiles are level 2, the complete lack of invul means Legacy Edge can't be used as an anti-zoning tool in situations where it would be useful (such as using it against {{MiniMoveCard|game=BBCF|chara=Iron Tager|input=41236D|label=Sparkbolt}} or {{MiniMoveCard|game=BBCF|chara=Hazama|input=632146C|label=Eternal Coils}}).<br />
<br />
For what it's worth, it's a pretty good starter for combos (particularly the OD version). It's also neat for specific MU interactions like blowing up {{Character Label|BBCF|Izanami|label=Izanami's}} {{MiniMoveCard|game=BBCF|chara=Izanami|input=623B|label=Shield of Dreams}}.<br />
</div><br />
</div><br />
<br />
===<big>Calamity Sword</big>===<br />
<span class="input-badge">'''{{clr|4|632146D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_CalamitySword.png|Reversal and combo ender<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="632146D" or input="j.632146D")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Tracks the opponent fullscreen in OD.<br />
*Can combo off of it on CH.<br />
*Minimum damage: 960 (OD: 1260).<br />
<br />
Metered reversal. It hits overhead and is a good combo ender for the minimal damage. It will usually CH, leading to big damage and corner-to-corner or sideswap combos. In OD, Calamity Sword becomes very threatening in neutral, as it can be used for fullscreen punishes if the opponent does anything committal.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Duo Cultus</big>===<br />
<span class="input-badge">'''{{clr|1|A}}+{{clr|2|B}}+{{clr|3|C}}+{{clr|4|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Lambda_Duo_Cultus.png|<br />
BBCF_Lambda_Duo_Cultus_2.png|Putting Nu's Supra Rage to shame<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*[[BBCF/Offense#Exceed_Accel|Behaves the same as every other Exceed Accel.]]<br />
*Minimum Damage: 303 (AF: 641).<br />
<br />
This is used either as a reversal in OD or as a combo ender. The KD from Duo Cultus doesn't allow for much more than setting up Gravity Seed midscreen, so it's essentially a reset to neutral which may or may not be a good thing depending on the MU.<br />
</div><br />
</div><br />
<br />
==Astral Heat==<br />
===<big>Sword of Destruction</big>===<br />
<span class="input-badge">'''{{clr|4|214214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_SOD.png|Hug.exe<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*No startup invul, so it can't be used as a reversal unlike most Astrals.<br />
<br />
Lambda grabs the opponent and plunges a mighty sword down upon them. It's pretty easy to combo into from {{clr|3|5C}} and {{clr|3|3C}} on ground hit, {{clr|1|6A}} and {{clr|4|5D}} on air hit, and {{clr|3|236C}} after a wallsplat. <br />
<br style="clear:both;"/><br />
</div><br />
</div><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Lambda}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://docs.google.com/document/d/14AEjdLocttOsE40JQquq8bDWSzTjbhTg7wrju4V2scA/edit Lambda Combo Doc from Shinespark]<br />
*[https://docs.google.com/document/d/18rJ79Zg3IhX897JNR0PY68XOW8ZqbujISYasHazsx6c Kasha's Guide to Lambda]<br />
*[https://youtu.be/BnkZblk1coc Lambda Combo Tutorial]<br />
*[https://www.evernote.com/shard/s404/client/snv?noteGuid=8691603a-b338-4223-a94f-98b266eb32c6&noteKey=520fb19052024af44428d83ddfacc89c&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs404%2Fsh%2F8691603a-b338-4223-a94f-98b266eb32c6%2F520fb19052024af44428d83ddfacc89c&title=Lambda%2BCF%2BNotes Notes by Taihenna]<br />
*Japanese Name: ラムダ·イレブン<br />
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=rm&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Lambda-11/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Lambda-11|42px|BBCF_Lambda_Icon.png|Λ-No.11-}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/Nu-13&diff=274463BBCF/Nu-132022-05-03T06:58:13Z<p>GunBlaze: </p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Nu-13 (stylized as ν-No.13-) is BlazBlue's original '''zoner'''. She uses her Drive and specials for keeapaway and mixups, even from a distance. On offense, although Nu's confirms deal below average damage, many of them are naturally Burst-safe. With specials like Gravity Seed and Luminous Slave, Nu also has solid options to '''reduce mobility and start setplay'''. Nu's Drive attacks have notable recovery, so she often has to make quick reactions and respond appropriately or risk a counter hit. Due to poor defensive options and low health, Nu must '''avoid dangerous situations with her movement options''', such as her great backdash and unique command dash. Unfortunately, Nu must make large adjustments to her gameplan depending on the matchup due to unstable win conditions; even with this, however, she still sees use at high levels of play. Nu requires good understanding of matchups, defensive mechanics and neutral to use her tools to the fullest.<br />
|quote= Hahahahaha! Ragnaaaaa! Ragna! Ragna! It's impossible, Ragna! Nothing will change! You can't change anything! Hahahahahaha!<br />
|lore= Nu-13 is the most recently created Prime Field Device or Murakumo Unit, a series of clone based weapons or "Dolls" intended to be mindlessly obedient killing machines. As with her earlier sister units [[BBCF/Mu-12|Mu-12]] and [[BBCF/Lambda-11|Lambda-11]], she is a clone of Ragna's sister Saya. After the events in Calamity Trigger following her battle with Ragna the Bloodedge, she was thought to have perished in the Cauldron alone. Nu is later revived by her own will to fuse with Ragna in a form referred to by Hazama as the “Sword of Hades”; she is re-tuned by Hazama to stand in Ragna’s way once again.<br />
|voice_actor= Kanako Kondō<br />
|summary= is a zoner who reacts to her opponent's movement and controls space with her Drive.<br />
|pros=<br />
*'''Strong Neutral''': Nu's projectiles are fast, go full screen, have high/low mixup, and can track. This gives her a strong neutral that can be very difficult for some characters to navigate through.<br />
*'''Strong Anti-Airs''': All of Nu's anti-airs have either great reward ({{clr|1|6A}}), invulnerability ({{clr|3|623C}}), or range ({{clr|4|6D}}/{{clr|4|2D}}) which makes for a good set of tools for stopping aerial approaches.<br />
*'''Great Backdash''': Nu's backdash has longer invul than average, allowing her to escape meaties and pressure. <br />
*'''Burst-Safe''': Many of Nu's combos are naturally Burst-safe, allowing her to pick up poorly-timed ones and go for kills in spite of the opponent having it.<br />
*'''Act Parcer''': A near-instantaneous command dash with a lot of utility. It can be used for corner carries, crossups, low profiling ground pokes, covering vast amounts of space quickly — It is great for retreating back to neutral, where Nu's ideal range is.<br />
<br />
|cons=<br />
* '''Abysmal Defense''': Nu's health is the lowest in the game and her only reversal is locked behind OD and 50 meter. Escaping pressure can be difficult and she dies in few hits.<br />
*'''Drive Recovery''': Nu's projectiles leave her vulnerable on whiff due to their long recovery — They are central to her gameplan but are high commitment.<br />
*'''Low Average Damage''': Drive starters prorate heavily and don't have long combo time. This can result in Nu needing to win more interactions than others to score rounds.<br />
*'''Very Uneven Matchup Spread''': The polarized nature of Nu's toolset causes her to have some of the worst matchups in the game, particularly against very mobile characters.<br />
|unique_mechanic1_name= Drive: Sword Summoner<br />
|unique_mechanic1=<br />
Nu manifests sword-like projectiles which she can shoot at different angles with the D button. All Drive moves have a follow-up attack initiated by pressing D shortly after the attack connects. All of them can be canceled into her 44 or 66 Act Parcer.<br />
|unique_mechanic2_name= Overdrive: Unlimited Drive<br />
|unique_mechanic2=<br />
Powers up her Drive with the following effects:<br />
*All Drive moves, including their follow-ups, summon two swords instead of one.<br />
*{{clr|4|4D}}'s minimum distance requirement is removed.<br />
*Drive Swords deal chip damage.<br />
*Gravity Seed recharges faster.<br />
*All versions of Sickle Storm can cancel into Act Parcer on hit, block or whiff.<br />
*Crescent Saber groundbounces, has a larger hitbox and all versions can be canceled into Act Parcer on hit, block or whiff.<br />
*Luminous Slave fires two swords instead of one.<br />
*Legacy Edge lasts longer and fires more projectiles.<br />
*Calamity Sword summons 4 swords in a line instead of just one.<br />
<br />
As a result, all of Nu's Drive-related attacks become much stronger. See each move's section for details.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_5A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Good anti-air due to its lengthy active frames.<br />
*Useful for poking out of pressure<br />
*Whiffs on most crouching opponents.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_5B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Good for stagger pressure and tick setups<br />
*Hits OTG for combos<br />
*Press B again to cancel into {{clr|2|6B}}. This is possible on hit, block, and whiff<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_5C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Is considered a projectile<br />
*Mainly used as combo filler<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_2A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Mostly the same as {{clr|1|5A}}<br />
*Used to poke out of pressure or set up tick throws/TRM setups<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_2B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Great poke with great range for its start-up and recovery<br />
*Can be used to low profile pokes (ex. Tsubaki's {{clr|2|5B}})<br />
*Can be used to punish rolls<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Decent AA<br />
*The head invul comes out late (11F-17F) so it is difficult to time properly<br />
*Best used when the opponent is directly above you since the vertical hitbox is big<br />
*Can hit characters behind Nu<br />
*Used in blockstrings to make a quick escape back to neutral (Jump-cancellable)<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6A.png |Great anti-air<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Early invul on frame 5<br />
*Retains all options on block such as gatlings, special- and jump-cancels. This makes it not just safe but strong for jailing opponents if they block this in the air. <br />
*It's your most rewarding Anti Air by far — it can get up to 4k midscreen.<br />
*The vertical range can be poor and loses to Empty IADs and IAD crossups. Using {{clr|1|5A}} is preferable here. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*One of the best combo starters and the main punish move.<br />
*Decent for pressure.<br />
*Jump-cancellable. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Mainly used as combo filler<br />
*Can be used to push people away and cancel into 214X to start the Drive pressure<br />
*Fatal Counter<br />
*Cancels into Act Parcer<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_3C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Great range<br />
*Can be used to low profile pokes (ex. Hakumen's {{clr|3|4C}})<br />
*Avoid in close range as its cancel options are poor and can be punished<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_jA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fastest air to air move Nu has<br />
*Can set up TRM situations against air opponents<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_jB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Decent air to air or jump-in<br />
*The area from Nu's knee to the tip of her foot has no hurtbox<br />
*Can clash or beat out certain AAs if spaced properly (ex. Rachel's {{clr|1|6A}})<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_jC.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Good horizontal range<br />
*Hits behind Nu<br />
*Not a good jump-in due to short vertical range<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_j2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Big vertical hitbox<br />
*Horizontal hitbox is small <br />
*Easy to hitconfirm<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
*All of Nu's Drive moves are projectiles.<br />
*All of Nu's Drive moves start at projectile level 2 and decrease to level 1 after a set amount of active frames.<br />
*All of Nu's Drive moves had a dead zone in front of Nu where they have no hitbox.<br />
*Nu's Drive moves only deal chip damage in Overdrive.<br />
*None of Nu's Drive moves can be jump-cancelled on block.<br />
*Ground Drive moves ({{clr|4|5D}}, {{clr|4|6D}}, {{clr|4|2D}} and {{clr|4|4D}}) can be chained up to 3 in a row (for example: {{clr|4|6DD}} > {{clr|4|5DD}} > {{clr|4|4DD}} works fine but {{clr|4|6DD}} > {{clr|4|5DD}} > {{clr|4|4DD}} > {{clr|4|5DD}} would not).<br />
**This includes Gravity Seed cancels, so while {{clr|4|4DD}} > {{clr|4|5DD}} > {{clr|4|4DD}} works, {{clr|4|4DD}} > {{clr|2|214B}} > {{clr|4|4DD}} > {{clr|4|5DD}} > {{clr|4|4DD}} will not.<br />
*The air Drive moves ({{clr|4|j.D}}, {{clr|4|j.6D}} and {{clr|4|j.2D}}) can be chained up to 3 in a row.<br />
<br />
===<big>{{clr|4|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_5D.png<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu-13_5D_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Great ground poke and zoning tool since it goes nearly fullscreen<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_2D.png<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu-13_2D_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D" or input="2DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Goes at a 70 degree angle<br />
*Great AA to punish opponents not immediately in front of Nu, but in the air<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6D.png<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu-13_6D_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6D" or input="6DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Goes at a 30 degree angle<br />
*Great AA against opponents who IAD<br />
*Can hit taller characters like Azrael, Tager and Hakumen while they are standing, but will whiff on shorter characters<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|4D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_4D.png|Fanservice overhead<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu-13_4D_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="4D" or input="4DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Nu's only standing overhead<br />
*Gatlings into {{clr|4|5D}}<br />
*Appears where ever the opponent horizontally was when you inputted in the command, but has a minimum distance from Nu.<br />
*Goes full screen, but there is a minimum distance requirement for it to hit (not in Overdrive)<br />
*Should your opponent be cornered, this will come from off screen, which is a very useful mixup tool.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_jD.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D" or input="j.DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Goes at a 30 degree angle<br />
*Decent move at stopping people from air dashing towards you if you are in the air<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_j2D.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.2D" or input="j.2DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Goes at a -45 degree angle<br />
*Decent move to prevent people from running towards you<br />
*Can be used to bait AAs, but be wary of its landing recovery<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_j6D.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.6D" or input="j.6DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Goes at a -15 degree angle<br />
*Decent move at stopping people from air dashing towards you if you are in the air<br />
*Decent at stopping people from dashing towards you at further ranges<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span> <span class="input-badge">'''{{clr|2|4B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Minimum 100% damage<br />
*Ground throw launches opponent upwards and slightly sideways depending on the direction of the throw<br />
*Ground throw wall bounds in the corner<br />
*Ground throws are special-cancellable<br />
</div><br />
</div><br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|2|j.B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_AThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Minimum 100% damage<br />
*Air version drops both players to the floor before dealing damage, ensuring consistent followup combos from any starting height.<br />
</div><br />
</div><br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hitbox is the same as her {{clr|2|6B}}<br />
*Opponents can low profile it<br />
*Opponent air techs on normal hit and can emergency tech on CH<br />
</div><br />
</div><br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_CT.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Breaks guard like other CTs<br />
*Plus on block with decent pushback<br />
*Wallbounces airborne opponents, wall sticks in the corner<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Luminous Slave</big>===<br />
<span class="input-badge">'''{{clr|4|214D}}(~{{clr|3|C}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu_LuminousSlave.png|Steins Gunner counterfeit<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214D" or input="214D~C" or input="214[D]")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*D version summons a cloud above her that tracks the opponent's location and fires a sword after a small period of time. If she is hit during the animation of the move before the sword fires, the cloud will dissapear.<br />
*The C version fires the sword almost immediately, used for corner combos.<br />
*The [D] version summons a cloud that will not fire until roughly 4 in-game seconds have passed or if you press the D button again, used for setplay and other types of situations.<br />
</div><br />
</div><br />
<br />
===<big>Sickle Storm</big>===<br />
<span class="input-badge">'''{{clr|4|236D}}(~{{clr|3|C}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_SickleStormDia.png |Combo tool<br />
BBCP_Nu_SickleStormLuna.png |Charged version is a Fatal Counter<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236D" or input="236D~C" or input="236[D]")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Low<br />
*Cancellable into Gravity Seed on block and on hit<br />
*Travels fullscreen<br />
*Used for Nu's fullscreen mix-up<br />
*If C is pressed during startup, will appear from behind opponent and travel towards Nu<br />
*Can be charged by holding D. If charged, becomes plus on block and causes groundslide at midscreen and wallbounds in the corner.<br />
*{{clr|4|236[D]}} is a Fatal Counter<br />
*Each version has its own SMP<br />
</div><br />
</div><br />
<br />
===<big>Crescent Saber</big>===<br />
<span class="input-badge">'''{{clr|4|j.214D}}(~{{clr|3|C}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_CrescentSaber.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.214D" or input="j.214D~C" or input="j.214[D]")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Overhead<br />
*Has a deadzone in front of Nu<br />
*Is a projectile<br />
*Can be charged by holding D. If charged, it comes out slower and is plus on block<br />
*Nu is in recovery until landing for both charged and uncharged version<br />
*If C is pressed during startup, she cancels the sword and recovers faster<br />
**Nu is actionable after this version. It also cancels into Act Parcer<br />
</div><br />
</div><br />
<br />
===<big>Act Parcer</big>===<br />
<span class="input-badge">'''66/44 after certain moves (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_ActParser.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="D > 66" or input="D > 44" or input="j.D > 66" or input="j.D > 44")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Teleport dash move that can be performed after any normal drive move.<br />
*Nu's hurtbox low-profiles during 4f-20f and will go under a fair amount of buttons.<br />
*Can pass through opponent.<br />
*Forward Parcer is useful for escaping the corner as well as cross up and throw mix ups<br />
*Back ground Parcer puts Nu in the air<br />
*Air version costs an air action, so Nu cannot double jump > {{clr|4|j.2D}} > 44, for example.<br />
</div><br />
</div><br />
<br />
===<big>Gravity Seed</big>===<br />
<span class="input-badge">'''{{clr|1|214A}}/{{clr|2|B}}/{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_GravitySeed.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*A, B, and C versions place field in front of Nu, at midscreen, and at fullscreen respectively.<br />
*Staple move for pressure, combos and zoning<br />
*Can be cancelled into from any normal or Drive on hit or block for pressure and zoning<br />
*Can be cancelled into from any special on hit for easy mode combo confirms<br />
*Cancels into any ground normal or special. This includes Act Parcer.<br />
Creates a field to limit horizontal movement. Opponent's horizontal speed is reduced to 30% while in the field. This affects move that alter a character's speed, e.g Ragna's {{clr|1|214A}}. As such, the movement from that attack is also reduced. Gravity Seed allows Nu to reset Drive pressure while locking down the opponent's movement<br />
<br />
</div><br />
</div><br />
<br />
===<big>Supra Rage</big>===<br />
<span class="input-badge">'''{{clr|3|623C}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_SupraRage.png | Forbidden Zoner DP<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="623C" or input="j.623C")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Head invuln starts early on frame 5 and lasts until the move is already active, making it a very strong Anti Air.<br />
*The hitbox is large and goes a decent amount behind Nu. <br />
*The landing recovery can cancel into Gravity Seed on hit<br />
*Can easily combo from with CH or Gravity Seed cancel.<br />
*The ground and air versions are considered different moves and so not affected by SMP.<br />
<br />
One of the best Anti-Airs in the game in terms of range and invul. Despite being a short starter, the high base damage is enough to get decent reward. However, it is much more unsafe on block than your other options. <br />
</div><br />
</div><br />
<br />
==Distortion Drives==<br />
===<big>Legacy Edge</big>===<br />
<span class="input-badge">'''{{clr|4|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_LegacyEdge.png |"It is time for disciplining... Gate of Babylon!”<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*On activation, creates a portal in front of Nu, out of which a large number of swords emerge travelling horizontally at various heights, each one causing strong knockback and wallstick.<br />
*Overdrive increases the number of swords spawned, thus increasing the overall time and advantage<br />
*The projectiles go full screen, but the portal itself is created with a gap in front of Nu, leaving a dead zone where it won't hit.<br />
*Massively plus on hit or block, with plenty of time to perform whatever mixup you want if they block<br />
*Has lengthy invul on startup so it can be used as an anti-zoning tool.<br />
*It wll invul through Body-Projectile attacks and Nine's normals.<br />
*If it hits, you can dash towards the opponent to force them into the corner and end with a combo<br />
*Can be used to cancel out other projectile supers such as Rachel's Tempest Dahlia or Tsubaki's Requiem Maledictus<br />
*Minimum damage: 13*24 OD: 13*37<br />
</div><br />
</div><br />
<br />
===<big>Calamity Sword</big>===<br />
<span class="input-badge">'''{{clr|4|632146D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_CalamitySword.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="632146D" or input="j.632146D")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Creates a projectile a small distance in front of Nu that strikes downwards and floor bounces.<br />
*Overdrive version creates 4 such swords (With lower damage than the single one), each progressively further away than the last, and will combo into each other easily<br />
*Looks like an overhead attack, but isn't.<br />
*Main use is at the end of air combos to add damage (adds 1K minimum)<br />
*Has a deadzone in front of Nu, shouldn't be used as a reversal. Overdrive version removes the deadzone.<br />
*Minimum damage: 960 OD: 1288<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>True Impreza</big>===<br />
<span class="input-badge">'''{{clr|1|A}}+{{clr|2|B}}+{{clr|3|C}}+{{clr|4|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu_TrueImpreza.png | Jump or Block. Just hope you didn't press a button when this is thrown out.<br />
BBCF_Nu_TrueImpreza2.png |'''"AHHHHHHHH!!! RAIN OF SWORDS!"'''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*The only EA in the game that is projectile property.<br />
*Unusually negative for an EA, but moves Nu backwards if there is space.<br />
*[[BBCF/Offense#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]]<br />
*288/606 Minimum Damage<br />
<br />
Nu's Exceed Excel is quite unique compared to other characters. Rather than a close range attack, Nu fires a sword that travels almost fullscreen. Puts Nu in Active Flow if she hasn't already been in it. Has full invul but is not safe on block at point blank and cannot be rapid-canceled.<br />
<br />
There is enough time afterwards to set a Gravity Seed or Luminous Slave before the opponent techs.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Sword of Destruction</big>===<br />
<span class="input-badge">'''{{clr|4|214214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_SwordofDestruction.png|hug.exe<br />
BBCP_Nu_SwordofDestruction2.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*A very short ranged hitgrab that's easy to combo into. <br />
*If you have the space to do an Act Parcer combo, you can confirm into astral off of most grounded fullscreen hits. <br />
*Pushes the opponent far on block, but this is reduced drastically if they Instant Block.<br />
<br />
'''Combos From...'''<br />
*{{clr|3|5C}} <br />
*{{clr|3|2C}}<br />
*{{clr|3|3C}}<br />
*{{clr|1|6A}} (on air hit).<br />
*{{clr|1|5A}} (on air hit, counter-hit only).<br />
*{{clr|2|5B}} (counter-hit only).<br />
*{{clr|2|6B}} (counter-hit only).<br />
*{{clr|4|214D}} (you need to hit them close to Nu for this to combo, also applies to {{clr|4|214[D]}} remote fires.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Nu}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://docs.google.com/document/d/1k4fkDmwNF6ulTCGVdanZRgYhUKq6w0G9GZBmcGyYMYU/edit Combo Doc]<br />
*[https://murakumo13.wordpress.com/intro/ Old site with Nu-13 tech and guides]<br />
*[https://www.youtube.com/playlist?list=PLiW_XwHnKG5sKuOQRPQuxinvtsb4sGGXP&disable_polymer=true Compilation of Nu-13 matches/sets]<br />
*Japanese Name: ニュー·サーティーン<br />
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=ny&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Nu-13/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Nu-13|42px|BBCF_Nu_Icon.png|ν-No.13-}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/Nine_the_Phantom&diff=273730BBCF/Nine the Phantom2022-04-29T04:12:47Z<p>GunBlaze: </p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview=Nine the Phantom focuses on '''mid-long range setplay and screen control'''. She has many unique twists on traditional characters including a teleport dash, unique gatlings, and Drive. Instead of a traditional dash and airdash, Nine's movement comes from teleports, letting her move across the screen in unique ways. On offense, Nine can uniquely gatling her standing/crouching normals into any other standing/crouching normal. This does not apply to command normals, however. This ties into her Drive, which lets Nine cast spells depending on normal attacks that were recently blocked or hit. These spells make up a '''diverse set of tools''' that add to Nine's strong setplay and okizeme. While she can stick to a simple gameplan, Nine rewards smart and creative play with her massive toolset.<br />
<br />
|lore= Konoe Ayatsuki Mercury, more commonly known as Nine, is a witch, one of the Six Heroes, and one of the Ten Sages. After finally breaking free from Hades Izanami's control as "Phantom", Nine seeks to destroy the "fake" world she perceives at any cost.<br />
|voice_actor= <br />
|quote= <br />
|summary= uses her large range and spells for setplay and space control.<br />
|pros=<br />
*'''Aggressive Neutral:''' Strong zoning game due to size of normals and spells, which lets her control space efficiently. <br />
*'''Easy Combo Game:''' Strong and consistent conversions off of normals and spells. Can combo anything if she has the right elements. <br />
*'''Frightening Pressure''': Many okizeme options from spells and her disjointed normals make Nine difficult to contest at close range. <br />
*'''Double Teleport Dash:''' Teleport dash is quite versatile: has invulnerability and can be used twice in any direction. Good for mixups and escaping pressure. <br />
<br />
|cons=<br />
*'''Sluggish Movement:''' Movement is very limited outside of teleport. Slow walking speed. Difficult to get in on defensive opponents. <br />
|unique_mechanic1_name= Ability: The Abyss Diver<br />
|unique_mechanic1=<br />
Unlike the other characters, Nine does not possess a Drive. Instead, her {{clr|4|D}} button works in tandem with her normal attacks.<br />
<br />
Nine's normal attacks are tuned to specific elements: {{clr|1|A}} for Water, {{clr|2|B}} for Wind, and {{clr|3|C}} for Fire. When her normal attacks hit/are blocked by her opponent, she gains mana for that element (Visualised by glowing coloured "ribbons" behind her). Press {{clr|4|D}} to cast a spell using all your mana.<br />
<br />
Nine can save up to three mana - getting a fourth will delete the oldest one. Different combinations of mana will give different spells (20 in total!). Each spell is determined by the amount of each mana, not the order they are gained.<br />
<br />
Nine has two slots: Active and Stock. The Active slot is where she stores her mana, and the Stock slot is a backup slot, where she can store mana from the Active Slot via [[#Seamoss Gate|Seamoss Gate]].<br />
|unique_mechanic2_name= Overdrive: Burning Red<br />
|unique_mechanic2=<br />
Nine's normals will gain mana even on whiff. She also receives an element buff when she uses a spell similar to [[#Flax Nurture|Flax Nurture]]'s buff.<br />
|unique_mechanic3_name= Unique Movement: 4-Way Teleport Dashes<br />
|unique_mechanic3=<br />
Nine's movement is unorthodox: instead of a run or air dashes, she has teleports that can be canceled into a second teleport. The second teleport can go up/down/left/right, giving her lots of unique opportunities to move around the opponent. Nine can use both teleports after her double jump. However, she cannot double jump after using a teleport, even if the first teleport was performed on the ground. Nine is in Counter Hit recovery during the second teleport.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|1|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_5A.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_the_Phantom_5A_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Possibly best ground poke<br />
*Cancels into itself once on block and on hit<br />
<br />
Nine fires a blast of water. Possibly Nine's best ground poke. While it doesn't have as much reach as {{clr|2|5B}} and {{clr|3|5C}}, it has enough reach to hit an opponent at round start and get a full combo off of it. It is easy to hit confirm and convert via {{clr|4|5D}} or followup normals into full combos. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_5B.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_the_Phantom_5B_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Longest reaching ground poke<br />
*Cancels into itself once on block and on hit<br />
<br />
Nine breathes an icy gust of wind. {{clr|2|5B}} has a lot of reach, making it a great ground. However, at max range, it doesn't really convert into much damage. Usually the most you can get is {{clr|2|5B}} > {{clr|2|5B}} > {{clr|1|214A}}. It's mostly best used as a poke that'll keep the opponent cautious of either trying to approach Nine recklessly or trying to jump out of pressure after you've been pushed out far. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_5C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_the_Phantom_5C_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cancels into itself once on block and on hit<br />
<br />
Nine sends out a blast of fire. Typically just combo or blockstring filler to help create the Kunzite or Amethyst spell, but also makes for a strong meaty for setups during okizeme due to its range and ability to be jump canceled on block.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_2A.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_the_Phantom_2A_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cancels into itself once on block and on hit<br />
<br />
Sends out a wave of water. All of Nine's 2X normals are lows but typically won't be used to open an opponent up. They're mostly used in blockstrings and combos to help create the spell you want and are fairly easy to swap between for use compared to her 5X, 6X and j.X normals. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_2B.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_the_Phantom_2B_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cancels into itself once on block and on hit<br />
<br />
Breathes a gust of wind. All of Nine's 2X normals are lows but typically won't be used to open an opponent up. They're mostly used in blockstrings and combos to help create the spell you want and are fairly easy to swap between for use compared to her 5X, 6X and j.X normals. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_2C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_the_Phantom_2C_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cancels into itself once on block and on hit<br />
<br />
Sends out a carpet of flame. All of Nine's 2X normals are lows but typically won't be used to open an opponent up. They're mostly used in blockstrings and combos to help create the spell you want and are fairly easy to swap between for use compared to her 5X, 6X and j.X normals. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_6A.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_the_Phantom_6A_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Great Anti-Air up close<br />
An upward wave of water. Nine's {{clr|1|6A}} doesn't have as much horizontal or vertical reach as {{clr|2|6B}} or {{clr|3|6C}} but it does hit in a wide arc, making it great for anti-airing opponents up close. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_6B.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_the_Phantom_6B_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
An upward gust of wind. Has the longest vertical reach of the 6X normals. It can be used to anti-air opponents high up above you up close. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_6C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_the_Phantom_6C_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Anti-air option for about round start distance <br />
* Good option to catch jump outs<br />
<br />
An upward blast of fire. {{clr|3|6C}} can be a good anti-air option to go for at round start or at the same distance in other situations in neutral. Typically, it's safer to do jump up {{clr|1|{{clr|1|j.A}}}} to catch opponents in these situations but CH {{clr|3|6C}} is a more damaging starter and can be worth going for in situations where you feel the risks are small. It's also pretty good at catching opponents trying to jump out of pressure.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|4A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_4A.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_the_Phantom_4A_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="4A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can delete projectiles<br />
*Grants Water Element upon deleting a projectile<br />
A downward splash of water. 4X normals have fast startup compared to Nine's other normals but not much reach. They're typically used to juggle falling opponents in combos where the timing is too tight for {{clr|1|5A}}. The {{clr|1|4A}} variant is typically used to help setup Tanzanite of Torment/[Wx3] in a combo. All of Nine's 4X normals can be used to erase certain projectiles, giving her an element as a result. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|4B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_4B.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_the_Phantom_4B_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="4B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can delete projectiles<br />
*Grants Wind Element upon deleting a projectile<br />
A downward gust of wind. {{clr|2|4B}} hits a lot lower to the ground than its other 4X counterparts. For this reason, it doesn't typically get much use compared to them since 4X normals are usually used to juggle airborne opponents in tighter spots. All of Nine's 4X normals can be used to erase single-hit projectiles, giving her an element as a result. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|4C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_4C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_the_Phantom_4C_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="4C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can delete projectiles<br />
*Grants Fire element upon deleting a projectile<br />
A small explosion of fire. 4X normals have fast startup compared to Nine's other normals but not much reach. They're typically used to juggle falling opponents in combos where the timing is too tight for {{clr|1|5A}}. In particular, {{clr|3|4C}} gets used to help create the Kunzite spell in more rare to see combo routes. All of Nine's 4X normals can be used to erase certain projectiles, giving her an element as a result. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_3C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_the_Phantom_3C_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Ground Combo ender to setup Fairy oki or Uvarovite<br />
* Sometimes a good round start option<br />
<br />
A circular carpet of flame. Because of it's ability to give knockdown, {{clr|3|3C}} is often used as a ground combo ender in order to setup Fairy/[WWF] oki or toss out Uvarovite/[AAF]<br />
<br />
It's also sometimes a good round start option because of its range and ability to hit low. On hit, you can convert it into a full combo at round start by using Coral of Anger/[Fx1] afterwards. Outside of round start situations, you can convert it into a full combo if you have Kunzite or will have Kunzite after hitting {{clr|3|3C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|{{clr|1|j.A}}}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_jA.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_the_Phantom_jA_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Great air to air normal up close<br />
<br />
A midair wave of water. Nine's {{clr|1|{{clr|1|j.A}}}} is her best air to air normal up close because of the wide arc of its hitbox in comparison to her other element air normals. You'll also find yourself using {{clr|1|{{clr|1|j.A}}}} a lot in air combos in order to create Tanzanite of Torment/[Wx3] to bring the opponent back down to the ground or to create Kunzite. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|{{clr|2|j.B}}}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_jB.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_the_Phantom_jB_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ==== <br />
* Great air to air normal at longer ranges<br />
* Great air to ground normal in a very specific situation.<br />
<br />
A midair gust of wind. Nine's longest reaching air to air normal. It works well at poking opponents at its max range where {{clr|1|{{clr|1|j.A}}}} can't reach. It also can be a great air to ground normal at this range but the situation is more specific. You'll typically use it when you're falling back down to the ground from a well spaced air teleport dash/backdash. At lower heights, it can convert into a full combo on hit and give you good frame advantage on block. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|{{clr|3|j.C}}}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_jC.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_the_Phantom_jC_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A midair blast of flame. Typically doesn't see much use outside of combos to help create the Kunzite spell. However, it can be used in situations where you normally would use {{clr|2|{{clr|2|j.B}}}} in order to help create a particular spell you want/need. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|1|j.2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_j2A.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_the_Phantom_j2A_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A midair splash of water sent downward. Typically used as an air to ground normal up close in pressure or in combos</div><br />
</div><br />
<br />
===<big>{{clr|2|j.2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_j2B.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_the_Phantom_j2B_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A midair gust of wind fired downward. Similar to {{clr|3|j.2C}} but has more vertical range and less horizontal range.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_j2C.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_the_Phantom_j2C_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Great jump in normal<br />
<br />
A midair blast of flame fired downward. {{clr|3|j.2C}} hits at a good angle that makes it great for using as a jump in. It also has great vertical and horizontal reach that'll make anti-airing it at its max range very difficult for most of the cast. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
===<big>Everlasting Schorl</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF Nine Schorl.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="NNN"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*110% Bonus Proration<br />
<br />
Nine thrusts a blade of dark energy forward. Does not require any elements to be used. But also means it can only be used at the start of a combo, or immediately after a different spell has been used, or by switching into a void slot with Sea Moss Gate. It's particularly useful for slightly increasing the damage in BnB routes, depending on how the opponent is being juggled, because of its bonus proration, and for getting an air knockdown before casting a setplay spell, such as Uvarovite or Morganite.<br />
</div><br />
</div><br />
<br />
===<big>Lapis Lazuli of Lamentation</big>===<br />
<span class="input-badge">'''[WxN]'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_LapisLazuli.png | Ice cube restand<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("W")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="BNN"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("WW")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="BBN"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("WWW")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="BBB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Wx2 is formally called "Sapphire of Sorrow"<br />
* Wx3 is formally called "Tanzanite of Torment" <br />
* Useful combo tool<br />
* Causes Freeze State<br />
Creates a block of ice in front of her. A very common combo tool to help Nine bring her opponents back down to the ground from an air combo to go for a ground ender. This is very useful because Nine tends to have better options and greater control over her opponent's wakeup options from ground enders.<br />
</div><br />
</div><br />
<br />
===<big>Emerald of Enmity</big>===<br />
<span class="input-badge">'''[AxN]'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_Emerald.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("A")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="GNN"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("AA")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="GGN"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("AAA")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="GGG"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Ax2 is formally called "Peridot of Poverty"<br />
*Ax3 is formally called "Malacite of Malice"<br />
*Great anti-zoning spell<br />
*Goes about 95% full screen<br />
<br />
Fires a horizontal tornado. As one would expect from a spell that's more or less functions as a laser beam, these spells can be a great anti-zoning tool to keep zoners cautious of pressing buttons. It can be equally useful in general just to hinder an approach. These wind spells also tend to get used to combo into her Flame Punisher distortion to tack on more damage to a combo to end a round. <br />
</div><br />
</div><br />
<br />
===<big>Coral of Catastrophe</big>===<br />
<span class="input-badge">'''[FxN]'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_Coral.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("F")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="RNN"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("FF")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="RRN"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("FFF")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="RRR"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fx2 is formally called "Garnet of Gall"<br />
*Fx3 is formally called "Rubellite of Rage"<br />
*Good for converting Round Start {{clr|3|3C}} and some {{clr|3|3C}} Low Mixups<br />
<br />
Creates a flaming skull in front of her. For the most part, this spell is only useful to confirm a round start {{clr|3|3C}} into a full combo using Coral of Anger [Fx1]. There's also a few specific blockstrings that'll open up an opponent with {{clr|3|3C}} low that Rubellite of Rage [FxN] will allow you to convert into a full combo. Fatal Counters on successful Counter Hit.<br />
</div><br />
</div><br />
<br />
===<big>Heliodor of Humility</big>===<br />
<span class="input-badge">'''[WA]'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_Heliodor.png |The Skull<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="BGN"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Creates a floating hitbox in front of Nine that tracks her position for a set period of time<br />
*Disappears if time runs out or if Nine is hit.<br />
<br />
Creates a floating goat skull that acts like a floating hitbox. Can be useful for teleport cross ups, as the skull itself doesn't teleport, but it rather floats towards Nine during teleport. Also useful for approaching, as it will hit opponents on contact even if Nine is blocking or not doing anything in particular at the moment. Beware that it will clash with projectiles, and will disappear if Nine gets hit.<br />
</div><br />
</div><br />
<br />
===<big>Amethyst of Annihilation </big>===<br />
<span class="input-badge">'''[WF]'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_Amethyst.png |The electric ball<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="RBN"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Good for resetting pressure<br />
* Good for hindering approaches <br />
* Vanishes after 5 in games seconds if it doesn't hit anything<br />
* On hit, has a shock effect<br />
<br />
Fires an electric orb that slowly travels across the screen. Can be a good way to attempt to reset pressure against some characters. The advancing electric ball can give opponents limited options to deal with it at such a close range. Typically, they'll have to stay on the defensive or will attempt to try and jump out and risk getting tagged by Nine's {{clr|3|6C}}. If you happen to have it in neutral, it's also very good at hindering approaches, either from the air or from the ground depending on where you throw out the spell<br />
</div><br />
</div><br />
<br />
===<big>Citrine of Change</big>===<br />
<span class="input-badge">'''[AF]'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_Citrine.png |The Mirror<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Summon")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="RGN"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Kicked Mirror")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="RGN Kick Mirror"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Reflected Projectile")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="RGN Reflect Attack"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Good anti-zoning tool <br />
* Absorbs projectiles that hit it and shoots a thin projectile back at the opponent<br />
* Disappears if hit by anything else<br />
* Will push Nine or the opponent as it moves forward if they obstruct its path<br />
* Mirror can be kicked forward using Crush Trigger and Exceel Accel and will gain a hitbox. Wall bounces on hit<br />
<!-- Lasts about 6 seconds?--><br />
Creates a mirror in front of her that absorbs projectiles. Great anti-zoning tool for dealing with projectiles coming from the front. It won't protect you against stuff like Nu and Lambda's {{clr|4|4D}} but it'll still protect you from most projectiles. <br />
</div><br />
</div><br />
<br />
===<big>Celestite of the Covenant</big>===<br />
<span class="input-badge">'''[WWA]'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_Celestite.png |The gravity field<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="BBG"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Sets a gravity field that activates after 2 in-game seconds<br />
*Once the field activates, the opponent cannot jump while in the field. If they're in the air, they'll be knocked down to the ground. This deals no damage, but prorates any proceeding hit.<br />
*{{clr|4|5D}} sets it on the opponent's location<br />
*{{clr|4|4D}} sets it in front of Nine<br />
<br />
Creates a gravity field that prevents opponents from jumping. Can be used to hinder an opponent's advance or their ability to get out of pressure</div><br />
</div><br />
<br />
===<big>Taaffeite of Temptation</big>===<br />
<span class="input-badge">'''[WWF]'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_Taaffeite.png |The fairy<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="BBR"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Good oki tool<br />
*Goes away if Nine blocks or gets hit by an attack<br />
<br />
Summons a fairy to attack the opponent three times. A great spell for oki. Fairy oki is one of the more common enders to go for at the end of a combo. Syncing up your blockstring to go with the fairy's 3 consecutive attacks that happen at fixed time intervals is a great way to reset pressure or keep a mixup safe. <br />
<br />
If you have it available, Taafeite can also be great in neutral. The timed consecutive attacks can greatly limit an opponent's options and is great cover for an approach.<br />
</div><br />
</div><br />
<br />
===<big>Andradite of Accord</big>===<br />
<span class="input-badge">'''[AAW]'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_Andradite.png |The Cross<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="GGB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Good spell in neutral and blockstrings<br />
*Holding the D button moves it forward more and delays the explosion. Hold up or down on the stick to move it up and down. <br />
*Blows back and wall bounces on ground or air hit for easy conversion into a combo<br />
*Does a good chunk of chip damage on regular block and drains a good amount of barrier on barrier block<br />
*The orb can be destroyed by the opponent before it explodes.<br />
**Orb can be destroyed by all attribute attacks except for throws<br />
Summons an orb of dark energy that explodes in a + shape. Great spell for neutral. Because it fires a laser beam in all four directions from its core, it's pretty great at controlling space and limiting your opponent's movements. <br />
<br />
However, if you can manage to get it out in a blockstring, Andradite is also quite good in pressure. It's good for resetting pressure but on regular block, it'll also deal a great amount of chip damage and on barrier block, it'll take an equivalent amount of barrier away from the opponent.<br />
</div><br />
</div><br />
<br />
===<big>Uvarovite of Undoing</big>===<br />
<span class="input-badge">'''[AAF]'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_Uvarovite.png |The rain<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="GGR"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Approximately 2 second delay between the targeting circle first appearing and when the rain of fire comes down.<br />
*Tracks opponent location before activating<br />
<br />
Creates a cloud above the opponent that rains down fire. Uvarovite sees most of its use as an oki tool. When the fire shower eventually comes down, it'll trap the opponent in blockstun for a fairly long time. The fire shower is also really good at obscuring what's happening on the screen and can be a good place to try and slip in a mixup.<br />
<br />
In neutral, Uvarovite can also be pretty good. The area that the fire shower comes down in is fairly large. Even throwing it out at midscreen will greatly limit the way opponents can move without getting themselves caught in the fire shower, which would allow you to get in. When the opponent is closer to the corner, Uvarovite can be especially good in neutral because they have even less places to run, making it easier to lock them down to cover an approach.<br />
</div><br />
</div><br />
<br />
===<big>Kunzite of Keep Breaker</big>===<br />
<span class="input-badge">'''[FFW]'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_Kunzite.png |Dwayne Johnson<br/>Also goes by "Rock of Guard Breaking"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="RRB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Great combo, mixup and anti-air destroyer tool <br />
*Launches on ground hit<br />
*Ground bounces on air hit<br />
Creates a large meteorite and drops it on the opponent. Possibly Nine's most useful spell. Kunzite has a lot of great uses. <br />
<br />
Kunzite is a great spell in combos since the ground bounce it causes will allow you to easily followup with {{clr|1|5A}}/{{clr|1|4A}} up close or {{clr|3|6C}} further out to keep your combo going.<br />
<br />
In pressure, Kunzite is a good overhead that can open people up for a full combo. <br />
<br />
Because throwing out Kunzite halts Nine's falling momentum completely, it's an amazing AA destroyer that converts into a full combo on hit and on block, allows her to safely come down to start pressure.<br />
</div><br />
</div><br />
<br />
===<big>Morganite of Malice</big>===<br />
<span class="input-badge">'''[FFA]'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_Morganite.png |The seed<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="RRG"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*The first hit to make contact with the opponent will always be a low. So if the first hit whiffs, the second hit will become a low. If the first hit is blocked, the second hit will be a mid.<br />
<br />
Creates a seed that grows into a vine that travels across the screen. It doesn't see much use outside of attempts to do unblockables.<br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>Nephrite of Nullification</big>===<br />
<span class="input-badge">'''[WAF]'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_Nephrite.png |The clock<br/>"With your powers combined, I am Captain Phantom"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="RGB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot be regular blocked. MUST be barrier blocked.<br />
*Drains a good amount of barrier on barrier block<br />
*Countdown timer goes away if Nine is hit, techs a throw, or if her opponent techs a throw<br />
*1500 minimum damage<br />
<br />
Nine creates a countdown timer on the opponent. After a short while, the opponent is bombarded with pillars of dark energy. A great spell to just throw out. Closer to the end of the countdown, it gives the opponent reason to start going on the defensive or either risk having a button press get punished for big damage. On barrier block, Nephirite drains a pretty good chunk of barrier if the opponent barrier blocks while completely obscuring what Nine's doing. For these reasons, Nephirite can be great to either allow you to approach your opponent and start pressure. It can also be good for resetting pressure depending on what the current situation is when it's about to activate.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_GroundThrow.png |Forward<br />
BBCF_Nine_BackThrow.png |Back<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
*Wall bounces midscreen<br />
*Wall sticks in the corner<br />
<br />
Nine grabs the opponent with her cape, knees them in the chest and kicks them away. Standard throw. Can be converted into a combo from the wall bounce with a {{clr|1|5A}} juggle midscreen. In the corner, it's possible that they'll wall stick a bit too far for the usual {{clr|1|5A}} juggle. In these cases, you can do {{clr|3|6C}} > delay {{clr|1|214A}} to convert it into a full combo. <br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|2|{{clr|2|j.B}}}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_AirThrow.png | Launches for easier conversions<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
<br />
Turns her cape into a giant hand to grab the opponent, then creates a small explosion that lights them on fire as they are thrown to the ground. Launches the opponent higher into the air, giving you plenty of time to land and juggle the airborne opponent into a full combo when they eventually fall back down. <br />
</div><br />
</div><br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|1|6A}}+{{clr|2|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_GroundThrow.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_the_Phantom_6A+B_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Kicks forward in a similar manner to her forward and back throws.<br />
</div><br />
</div><br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|1|5A}}+{{clr|2|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_CrushTrigger.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_the_Phantom_5A+B_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Causes Guard Crush on normal block. Will drain a portion of the Barrier Gauge when Barrier Blocked, and can be charged to drain even more.<br />
<br />
Nine performs a flaming upward kick. Can be used to kick Citrine of Change<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Crimson Raider</big>===<br />
<span class="input-badge">'''{{clr|1|214A}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_CrimsonRaider.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_the_Phantom_214A_1_Hitbox.png|Traveling hitbox<br />
BBCF_Nine_the_Phantom_214A_2_Hitbox.png|Stopping hitbox<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214A" or input="j.214A")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Air combo ender and max damage ground ender<br />
<br />
Dashes at the opponent while wreathed in flames, creating an explosion on impact. Crimson Raider is typically used an air combo ender in situations where you can bring the opponent back down to the ground with Tanzanite of Torment/[Wx3]. It's also sometimes used in ground enders from Tanzanite of Torment/[Wx3] as well when you want to go for max damage instead. <br />
<br />
Outside of its use as a combo ender, it also sees use in combos from some {{clr|3|6C}} juggle combo routes to close the gap between the opponent and keep the combo going with a {{clr|1|5A}}/{{clr|1|4A}} juggle. <br />
</div><br />
</div><br />
<br />
===<big>Mauvette Roar</big>===<br />
<span class="input-badge">'''{{clr|2|214B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_MauvetteRoar.png |Anti-Air special<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*On CH, wallbounces at midscreen and wallsplats in the corner.<br />
Nine performs an upward kick with her demon, Hi no Kagutsuchi. An anti-air special. Can easily be followed up with a full combo on CH. This special usually doesn't get any use since Nine has a lot of other options like 6X, teleport or rising {{clr|1|{{clr|1|j.A}}}} at her disposal. It is, however, her only move outside of true reversals with actual Head invul, and it covers the best vertical range among her anti-air options, making it a good choice in certain situations.<br />
</div><br />
</div><br />
<br />
===<big>Navy Pressure</big>===<br />
<span class="input-badge">'''{{clr|3|214C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_NavyPressure.png | HERE COMES THE GIANT FIST!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Has a minimum distance. Tracks similarly to Hazama's Eternal Coils<br />
* Great for punishing people trying to do stuff on the ground at fullscreen distance<br />
* Sometimes great for catching people trying to get out of pressure at longer distances <br />
* Hitbox appears at the opponent's horizontal location. <br />
* Fatal Counter<br />
* Ground Bounces on Counter Hit<br />
<br />
Performs an overhead punch with Hi no Kagutsuchi's fist. Because of it's tracking, Navy Pressure is a great tool to punish an opponent's attempt to do stuff at longer ranges and make them more cautious of doing so in the future. It can also be great in pressure as well to catch people trying to get out of pressure after you've pushed back too far for normals to reach. <br />
<br />
While Navy Pressure is an overhead, you typically won't be using it to open people up because of the slow startup. A noteworthy exception to this are attempts to do an unblockable when combined with the Morganite spell</div><br />
</div><br />
<br />
===<big>Seamoss Gate</big>===<br />
<span class="input-badge">'''{{clr|4|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_SeaMossGate.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Swaps the spells in your active slot and stock slot. Good for storing away a useful spell for later use. Seamoss Gate can be canceled into a spell during the recovery, which can allow Nine to stock a spell for later use and combo into a spell all in the same motion.<br />
</div><br />
</div><br />
<br />
===<big>Flax Nurture</big>===<br />
<span class="input-badge">'''{{clr|4|214D}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_FlaxNurture.png | AKA: A second burst.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_the_Phantom_214D_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("With Spell")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214D with spell"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Without Spell")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214D without spell"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Good reversal option<br />
* Requires an active element for the hitbox to activate<br />
* Gives a damage buff depending on her most recent active element.<br />
* Gives chip damage to normals of the same element as the granted aura<br />
* Length of buff varies depending on how much of the element was in the active slot<br />
<br />
Flax Nurture has invulnerability on start up and is also punishable only on instant block, making it a great option as a reversal. However, it does have its shortcomings as a reversal. The hitbox is lacking vertically in the upper part of the explosion so opponents can jump over it and punish for a full combo as they'll falling down. Characters with normals with better reach can also outspace the horizontal reach of Flax Nurture. <br />
<br />
The length of the buff depends on the amount of the element you had in your active slot. The more of the element in the active slot, the longer the buff will last. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
===<big>Flame Punisher</big>===<br />
<span class="input-badge">'''{{clr|1|236236A}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_FlamePunisher.png |store brand Gamma Ray<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Attack")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236236A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("OD Followup")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236236A OD Followup"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Great to tack on at the end of a combo for more damage to end a round<br />
*Good anti-zoning tool<br />
*Full Inv 1-2F, Projectile Inv 3-53F<br />
*720 minimum damage, 1200 during OD<br />
<br />
Nine fires two beams of dark energy, one from her hand and the other from her foot. On Overdrive, Nine finishes it by having Hi no Kagutsuchi breathe a large torrent of fire from its mouth. Because of its horizontal range, Flame Punisher tends to be the easiest distortion to combo into to tack on extra damage to a combo to end a round. It's horizontal range also makes it great for sniping opponent's attempting to zone or setup an oki from a distance like Lambda's {{clr|4|236D}}.<br />
</div><br />
</div><br />
<br />
===<big>Cardinal Nova</big>===<br />
<span class="input-badge">'''{{clr|2|236236B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_CardinalNova.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236236B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*If Nine has a spell in either her active or stock spell slots prior to using this Distortion Drive, damage is boosted to 2567 though the rest of the frame data stays the same.<br />
* Gives Nine a random 3 Element spell to both her Active and Stock slots<br />
* Full Inv 7-11F<br />
*600 minimum damage, 750 during OD<br />
<br />
Nine creates a localized explosion in front of her. On Overdrive, Nine creates multiple explosions that carry the opponent into the air. A great distortion for 100 meter combo enders for max damage. First, you can combo into this to get a 3 Element spell in both your slots and then you combo into Azurite Inferno, which gets a damage buff for each element in both of your slots, to maximize its damage output. <br />
</div><br />
</div><br />
<br />
===<big>Azurite Inferno</big>===<br />
<span class="input-badge">'''{{clr|3|236236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_AzuriteInferno.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Reversal Super<br />
* Great round ender, especially when you have 100 meter<br />
* Consumes the spells in your Active and Stock Slot <br />
* Damage increases based on the number of elements in your spells<br />
* Full Inv 1-18F<br />
<br />
Nine performs a downward stomp. If it connects, the opponent is crucified on spears and Nine bombards them with arrows of dark energy. On Overdrive, the arrows are bigger and stronger and Nine also finishes the opponent off with pillars of dark energy, similar to her Nephrite spell. The move becomes stronger and flashier depending on the number of elements in your spells. Its minimum damage is greatly affected by it.<br />
<br />
-Base Minimum Damage: 800<br />
<br />
-1 Element in Active Slot = No Change<br />
<br />
-2 Elements in Active Slot = +100<br />
<br />
-3 Elements in Active Slot = +200<br />
<br />
-1 Element in Stock Slot = +100<br />
<br />
-2 Elements in Stock Slot = +250<br />
<br />
-3 Elements in Stock Slot = +490<br />
<br />
-Overdrive = +500<br />
<br />
With full slots and Overdrive, it has one of the highest minimum damages in the game. Base (800) + 3 Active Elements (200) + 3 Stocked Elements (490) + Overdrive (500) = 1990.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Scarlet Vein</big>===<br />
<span class="input-badge">'''{{clr|1|A}}+{{clr|2|B}}+{{clr|3|C}}+{{clr|4|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_ScarletVein.png |Need a hand?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*[[BBCF/Offense#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*300/638 Minimum Damage<br />
*Lacks strong pushback<br />
<br />
Nine kicks the opponent on startup, then commands Hi no Kagutsuchi to crush them in between its fists. Puts Nine in Active Flow if she hasn't already been in it already. On Active Flow, the collision of fists causes a small explosion that ignites the opponent on fire. Has full invul, but is relatively unsafe on block, has low minimum damage and cannot be rapid-canceled. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Colorless Void</big>===<br />
<span class="input-badge">'''{{clr|4|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nine_ColorlessVoid.png |You see? THIS is how you do it, Kokonoe<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Tracks opponent's location similarly to Navy Pressure<br />
*Has a minimum distance<br />
Nine's Astral. Nine commands her demon, Hi-no-Kagutsuchi, to devour the opponent and ensnare them in a cage of fire. She then rises into the air and summons a large pentagram before calling down scores of meteors to annihilate the opponent. Can be comboed into from a {{clr|3|3C}} so going for it after bringing the opponent back down to the ground with Tanzanite/[Wx3] is a good place to go for it if you've met the conditions.<br />
<br />
'''Combos From...'''<br />
*Ground Throws<br />
*{{clr|3|3C}}<br />
*CH {{clr|2|214B}}<br />
*...and more!<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Nine}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://docs.google.com/document/d/1ZZYzvGvFs71BmPwmTqoQS2jGl-wLWIeSm6kMaTNHVhk/edit Nine The Phantom Guide by BasedTuxedoMask]<br />
*[https://www.evernote.com/shard/s424/sh/38fcb895-bbc8-4316-bf05-3361982e1682/95e7ec24f722fefbec18bbdcd9a5198c Interview w/ NitroNoodlez about Nine]. Not necessarily a guide, but contains information and thoughts on Nine in certain situations.<br />
*[https://www.evernote.com/shard/s424/client/snv?noteGuid=b12efae3-e311-4802-b4ad-6d79d0923766¬eKey=a10b8f49a600c6c19fd1a262c19129b2&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs424%2Fsh%2Fb12efae3-e311-4802-b4ad-6d79d0923766%2Fa10b8f49a600c6c19fd1a262c19129b2&title=Kunzite%2Band%2BAmethyst%2BAlt%2Bbnb%2Bcharacters Alternate BnBs for Kunzite and Amethyst on characters]<br />
*[https://youtu.be/kRgS2-bW8yc Nine Guide by NitroNoodlez]<br />
*Japanese Name: ナイン=ザ=ファントム<br />
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]<br />
*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=ny&pref=0 Arcade Profile Dan Rankings]<br />
*[http://www.dustloop.com/forums/index.php?/forums/topic/12219-cf-nine-the-phantom-video-thread-updated-121015/ Character Video Thread]<br />
*[https://blazblue.wiki/wiki/Nine_the_Phantom/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Nine the Phantom|42px|BBCF_Nine_Icon.png}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/Lambda-11&diff=268684BBCF/Lambda-112022-04-06T17:36:33Z<p>GunBlaze: </p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Lambda-11 is a lockdown focused character armed with tools for zoning, rushdown, and '''some of the best corner carry in the game'''. Though Lambda shares several similar moves with Nu-13, she has a much different playstyle. Lambda's main goal is to carry her opponent to a corner and force them into '''strong oki''' setups. These tools do come with risk, however: with below average health, weak reversals, and long recovery on multiple attacks, Lambda must weigh the risk/reward of many situations and react to her opponent's movement. Smart usage of her movement options such as her great backdash can alleviate some of these problems in neutral. <br />
<br />
Once in the corner, Lambda can get started with her best oki setups and lockdown options. A flexible mindset and good understanding of match flow will take any Lambda player a long way.<br />
|quote= Target acquired, moving to annihilate.<br />
|lore= Lambda -No.11- is an imitation Murakumo Unit found, experimented on and controlled by Kokonoe. During the True Ending of ''BlazBlue: Continuum Shift'', Lambda sacrificed herself for the sake of Ragna, who was about to be dealt a death blow. Before she faded away, she transferred her remaining power and the Idea Engine to Ragna, which allowed him to use the Ars Magus to its maximum, giving him the power to defeat Terumi and rescue Noel.<br />
<br />
Having originally appeared as a pallette swap replacement of Nu-13 in ''BlazBlue: Continuum Shift'', Lambda-11 appeared for the first time as a standalone character in ''BlazBlue: Chrono Phantasma Extend''.<br />
|voice_actor= Kanako Kondō<br />
|summary= uses a combination of zoning and rushdown tools to set up strong oki<br />
|pros=<br />
* '''Good Neutral''': Lambda's projectiles are fast, span nearly fullscreen, and can be converted into close range pressure. This leads to a neutral that's difficult for some characters to challenge.<br />
* '''Strong Backdash''': Longer than average invul makes it a good tool for escaping pressure and avoiding pokes. <br />
* '''Above Average Damage''': Gravity Seed routes break over 4k from common starters like 2B, and many CH starters can score near to or over 5k without metre.<br />
* '''Great Corner Carry''': Due to the nature of Lambda's specials, it's possible to land the opponent in the corner from any position and almost any confirm.<br />
* '''Very Strong Corner Okizeme''': Spike Chaser is a safe, difficult to contest oki in the corner and Gravity Seed prevents the opponent from being able to jump/dash out. <br />
|cons=<br />
* '''Weak Defense''': With a bad CA and Exiga Nail having short invul, Lambda can struggle to escape corner pressure without IB/IBB.<br />
* '''Pressure Can Be Unsafe''': Besides 2C, All C and D normals are multi-hit and not jump-cancellable on block, so it's easy to disrespect them with OD and CAs. <br />
* '''Damage Or Okizeme''': One must be sacrificed for the other. High-damage routes normally can't end in Spike Chaser setups, thus needing to settle for lower-end combos.<br />
* '''Huge Whiff Recovery''': Can be easily punished on whiff as her normals have some of the longest recovery in the game — many options are high committment.<br />
|unique_mechanic1_name= Drive: Sword Summoner EX<br />
|unique_mechanic1=<br />
Sword Summoner EX allows Lambda to manifest sword-like projectiles which she can shoot off at different angles. When a sword comes in contact with an opponent, Lambda will perform an additional hit automatically.<br />
<br />
Additionally, Lambda can gatling her D normals up to four times before she has to jump-cancel to get another sword out (Ex: 2D > 4D > 5D > 6D); however, Lambda cannot reuse any sword during a blockstring, and swords cannot be jump-cancelled on block. While Sword Summoner EX makes for a good combo tool, it is also a key part of her zoning abilities, which makes utilizing her drives a very important part in learning to play her.<br />
|unique_mechanic2_name= Overdrive: Elysium<br />
|unique_mechanic2=<br />
Lambda's swords grow larger in size, and the second attack of each Drive Normal deals double damage in addition to becoming a level 5 attack (increasing all forms of stun slightly). Additionally, aerial swords launch grounded opponents.<br />
<br />
Her special moves also gain new properties:<br />
<br />
*Gravity Seed recharges at a quicker rate.<br />
*Sickle Storm summons two wheels that travel in opposite directions.<br />
*Spike Chaser travels the entire stage.<br />
*Crescent Saber bounces.<br />
*Exiga Nail has its recovery reduced, to the point that Lambda recovers in midair.<br />
*Legacy Edge fires more projectiles.<br />
*Calamity Sword tracks the opponent.<br />
<br />
This results in Lambda's Drive-related moves becoming much stronger. See each move section for more details.<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|4|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_5A.png |Quick poke, not much range<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Quick disjointed jab, good as a quick AA and for pressure. Interacts with everyone's crouching hitboxes differently, whiffing on some characters and catching others and also changing with whether the opponent is already in blockstun or not ({{clr|4|5A 5A}} on Jin the first {{clr|4|5A}} will connect but the second will whiff since Jin's crouching hurtbox shrinks in blockstun, for example.) Less committal anti-air tool than {{clr|4|6A}} in exchange for less reward and no head invul. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_6B.png |Kick that can be jump cancelled <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump Cancelable on hit or block<br />
Your best non-counterhit punish, easily netting 4.0k to 4.7k meterless on any gravity confirm and most non-gravity confirms. Decent stagger tool though range is limited. Is not as safe from ODR as {{clr|2|2B}}, however, making it not a great meaty. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_5C.png |This is not a poke. Don't attempt to poke with this.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Projectile<br />
*All hits can special cancel; last hit can cancel into C and D normals<br />
<br />
One of your best punish tools. Good range and disjointed, but given its start-up and recovery, it shouldn't be used as a poke. Manly used for combo filler, frame traps, and punishes. Is relatively safe from ODR but an opponent ODing before at least the first sword connects means eating an EA.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_2A.png |{{clr|4|5A}} but shorter<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A crouching jab. Used for poking out of the opponent's pressure, and to set up TRMs. Slightly disjointed. Its not a particularly strong stagger tool on account of its poor frame advantage and is more effective for abare or resetting pressure from a different normal. Can low profile some air normals.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_2B.png |Toe shank<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
A good-range poke that's your best low normal starter. It can be a strong stagger tool and has very good reward. Low recovery on whiff makes it nice for catching rolls and staying safe from ODR.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_2C.png |Please just use {{clr|4|6A}}<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*All hits can special cancel; hit 8 can cancel into C and D normals<br />
*Hits 4-8 can jump cancel on hit/block.<br />
<br />
Your other Anti-Air.. It's generally inferior to {{clr|4|6A}} because of less reward on normal hit and your hurtbox not shrinking during startup. However, {{clr|3|2C}} is your only jump cancellable C normal which can allow for some gimmicks if you condition them, you can frametrap with {{clr|3|2C > 5C}} as well for high damage.. <br />
<br />
As with other C normals, this button is vulnerable to ODR and gives the opponent a crouching punish.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_6A.png |Great anti-air<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump cancellable on hit or block<br />
<br />
A very strong Anti-Air as it has fast head invul, relatively low recovery, great reward and retains almost all options on block. It's a decent pressure tool as it reverse beats with {{clr|2|2B}}, but it's more susceptible to ODR than {{clr|2|5B}}.<br />
<br />
Its untech time makes it a staple in many routes. However, {{clr|4|6A}} has the worst vertical range of any Anti-Air in the game which will make it whiff or clash in specific situations such as empty IADs, Hakumen's {{clr|3|j2C}}, Amane's {{clr|2|j2B}}, etc... It can be preferable to use {{clr|4|5A}} or {{clr|3|2C}} in these cases.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_4B2.png | This is an overhead and it makes you angry <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*110% Bonus Proration<br />
*Ambiguous looking overhead<br />
<!-- Does this low crush?--><br />
<br />
One of your two overhead normals. It's quicker than {{clr|5|4D}}, but you have no gatlings left if it's blocked. While not great damage, IAD routes are consistent and you convert with {{clr|5|tk.214D}} routes if you want more reward. It's used in crouch confirms to launch when the opponent is too far for gravity, as {{clr|3|5C}} {{clr|2|6B}} always works except from short starters like {{clr|4|5A}}/{{clr|4|2A}}.<br />
<br />
{{clr|2|6B}} can go over very low hitting buttons like Jin and Bang's {{clr|3|3C}}, but this is not reliable and will often get you CH. Lambda is also not considered airborne and can be thrown. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_6C.png |Sets up 214D and not much else.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*All hits can special cancel; last hit can cancel into D normals<br />
*Fatal Counter<br />
<br />
Purely combo filler. The long startup, recovery, and few gatlings left on block make this a weak button for neutral and pressure. There's no true blokstrings into {{clr|3|6C}} except if {{clr|3|5C}} were barrier'd, so it can frametrap on paper, but more likely you'll get reversal'd for pressing this.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_3C.png |Low sweep <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*All hits are special-cancellable<br />
*Only the first 3 hits are lows<br />
<br />
Your sweep. It's a multi-hit low with great horizontal range, but limited gatlings on block. In pressure, {{clr|3|3C}} > {{clr|2|236B}} has a gap that can be reversal'd — Cancelling {{clr|3|3C}} into {{clr|5|22D}} will beat most reversals, excluding some like Azrael's DP. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_jA.png |Bad range air-to-air<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Only air normal not jump cancelable<br />
*Gatlings into itself<br />
Air jab. Mostly used by gatling into from a different air attack to keep Lambda's opponent in blockstun or to set up air TRMs.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_jB.png |Overhead<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump Cancelable on hit or block<br />
*Reverse-beats with {{clr|4|j.A}}<br />
An air kick. Useful for jumping in and when the opponent is locked down by {{clr|5|236D}}. You use this for safejump setups after a Tri KD. Ex. {{clr|2|236B}} > rising {{clr|2|jB(w)}} > falling {{clr|2|jB}} will beat even 7f reversals. It can set up fuzzy mixups except on shorter characters like Es.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_jC.png |Backwards hitbox<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*All hits are highs. The last 3 hits will crossup hit.<br />
*Jump Cancelable on hit or block. Can cancel into {{clr|3|j.2C}} on any hit.<br />
<br />
Decent air-to-air, but a terrible ground-to-air button. It can act as a mixup tool in conjuction with {{clr|3|j.2C(w)}} and {{clr|5|j.214D}} though you need to condition the opponent with {{clr|2|j.B}}/{{clr|3|j.2C}} first.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_j2C.png |There's no hitbox behind Lambda despite the animation.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Only the first hit of the move is a high, not the first hit to connect. It's possible to jump in with just mids.<br />
*Jump cancelable on hit or block<br />
<br />
Combo filler. It has a decent hitbox, but it's on the slow side, so {{clr|2|j.B}} is used more for air-to-airs and jump-ins. Can be whiffed after other air buttons to touch the ground faster, which is useful for mixups like {{clr|3|j.C}}(1) {{clr|3|j.2C}}(whiff) {{clr|2|2B}}.<br />
<br />
The untech time on air CH is pretty long, so you can land back on the ground and convert with normals to land them into the corner.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
*All drive normals will followup into the second hit unless RC'd or whiffed<br />
*All are projectile level 2 and decrease to level 1 after a set amount of active frames<br />
**Always projectile level 2 in OD<br />
*All are attack level 4 and become attack level 5 in OD<br />
*All have a dead zone in front of her where they have no hitbox<br />
*Air drives will launch the opponent on CH or OD<br />
*None of them can be jump cancelled on block.<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_5D.png |Horizontal sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Crumple stuns on CH (doesn't crumple stun on OD CH).<br />
<br />
Your most common summon. You use this to stop the opponent running at you and to punish things from fullscreen. it's only -2 on block, so {{clr|5|5D}} is good close range for frametrapping (i.e {{clr|5|5D}} into delayed {{clr|2|236B}}). On CH or OD, the hitstun becomes longer, allowing for followups such as {{clr|3|Cavalier}}. <br />
<br />
In OD, {{clr|5|5D}} becomes +2 on block, so going into {{clr|4|5A}}/{{clr|4|2A}} becomes a legit frametrap/reset, if they didn't IB. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_2D.png |70º angle sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D" or input="2D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
This summon goes steeply upwards and is a good Anti-Air against characters who like to go high above you. Ex: Mu, Rachel, and Izanami. You can follow up with {{clr|2|236B~}}{{clr|3|6C}}... or IAD {{clr|2|j.B}} {{clr|3|j.C}} {{clr|4|6A}}... land them in the corner. <br />
<br />
The second hit pushes the opponent downwards, so you can score a soft KD from it at the end of combos.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_6D.png |30° angle sword, the pinnacle of Lambda's range<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6D" or input="6D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Your furthest reaching summon. It's a long-range Anti-Air and good at catching people trying to jump out of pressure. It can hit tall characters like Tager and Izanami while they are standing. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|4D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_4D.png |Make nerds complain about "off screen overheads"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="4D" or input="4D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Tracks the opponent <br />
*110% Bonus Proration<br />
*Forces crouching<br />
<br />
A summon that comes from behind the opponent. They have a clear path to you if they read this and dash towards you before the sword hits them. This overhead is slower than {{clr|2|6B}}, but you can still pressure if it's blocked. In the corner, {{clr|5|4D}} becomes 'invisible' making it nasty if the opponent isn't paying attention to Lambda's pose. <br />
<br />
Be careful as {{clr|5|5D}} > {{clr|5|4D}} has a gap that's vulnerable against fullscreen supers — OD {{clr|5|5D}} > {{clr|5|4D}} is gapless on normal block, however.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_jD.png |Aerial 30° angle sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D" or input="j.D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Can score a soft KD on air hit. <br />
*Plus on block when done low to the ground.<br />
<br />
One of Lambda's furthest reaching drives, going almost fullscreen and more distance than {{clr|5|5D}}. It covers a decent angle and pre-emptively catches opponents trying to air dash. But it can't be converted from at long range and can't be jump cancelled, so this button is medium risk for low reward. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_j2D.png |Aerial -30° angle sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.2D" or input="j.2D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Probably the least used sword summon. The angle is weak compared to other drives and the launch on CH can be difficult to convert, so it's restricted to combo filler.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_j6D.png |Aerial -15° angle sword<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.6D" or input="j.6D Followup")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
An air to ground sword, but it's not great on block and can't be converted on normal hit without OD. On CH, the second hit vacuums the opponent so it's easy to convert with {{clr|2|665B}}.<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span> <span class="input-badge">'''{{clr|2|4B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_throw.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
<br />
Lambda grabs the opponent and impales them with her swords. Launches the opponent allowing for a follow up combo.<br />
<br />
Back Throw, aside from side switching, is virtually identicle to her normal Throw.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|2|j.B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_AThrow.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*100% minimum damage<br />
<br />
Lambda grabs the opponent and crushes them with her knees. Causes the opponent bounce into the air upon making contact with the ground, allowing for a combo.<br />
</div><br />
</div><br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|4|6A}}+{{clr|2|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_6B.png|This WILL whiff <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*1-20 invul<br />
*180F cooldown<br />
Triggers the {{clr|2|5B}} animation. It is invincible but most of the cast can easily low-profile it. You're better off using Barrier Guard and IBB than comitting to this. <br />
</div><br />
</div><br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|4|5A}}+{{clr|2|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_CT.png|"Barrier Smash"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can be charged<br />
<br />
Breaks the opponent's guard, provided they're not barrier guarding. Sees little use in combos aside from getting corner carry off a {{clr|3|3C}} hit when you don't have gravity. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Spike Chaser</big>===<br />
<span class="input-badge">'''{{clr|5|214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_SpikeChaser.png|Great corner okizeme<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Travels the entire screen in OD<br />
*Safe from every reversal in the game if spaced correctly.<br />
<br />
Your main tool for okizeme, Spike Chaser can be used in combos and taking up space in neutral too. It's only minus on the first spike, becoming increasingly plus the further out it's blocked — When spaced, buttons after will be true blockstrings and catch fuzzy jumps, so the opponent has to sit still and guess your mixup. <br />
<br />
There is a small window to delay tech through but this is risky as {{clr|5|214D}} is active forever, hurts as a starter, and beaten if the Lambda player delays their input. <br />
</div><br />
</div><br />
<br />
===<big>Sickle Storm</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_SickleStorm.png |Pizza Cutter. Does everything.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Lambda summons two wheels in OD<br />
*Hits four times.<br />
<br />
Besides combo filler, {{clr|5|236D}} is used to lockdown the opponent as it's very plus on block — netting you a mixup. CAs can be baited with dash break due to multi-hits and it's active until it disappears from the screen, so it can catch poorly timed bursts and ODs. The chip damage from this move builds up to a decent amount if blocked repeatedly too. <br />
<br />
With that said, it's never a true blockstring and can be jumped or fullscreen super'd on reaction. The opponent can try delay teching it on wakeup, but if they get pedictable, you could run up {{clr|2|2B}} instead for a blue beat OTG. <br />
</div><br />
</div><br />
<br />
===<big>Crescent Saber</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_CrescentSaber.png |The KD off this isn't great.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*OD version bounces which allows for easier pickups.<br />
*Not as quick as the startup implies; the top part becomes active and then takes more frames to reach crouchers.<br />
<br />
This is used as an ender in air sword combos and filler in optimal anti-air combos. Not much horizontal range, but it goes behind her so you can cross up with it. Non-OD conversions vary with height: higher hits demand RC {{clr|3|j.2C}} and lower hits can be converted with {{clr|2|2B}} or {{clr|3|3C}}.<br />
</div><br />
</div><br />
<br />
===<big>Gravity Seed</big>===<br />
<span class="input-badge">'''{{clr|4|214A}}/{{clr|2|B}}/{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_GravitySeed.png |Your most important tool.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter, but the P1 proration is poor.<br />
*Recharge becomes faster in OD<br />
<br />
This move summons a field which launches the opponent on hit and drags them towards it. The field still appears on whiff and reduces the opponent's movement to 30% of their normal speed — This includes momentum from specials and teleport dashes like Azrael, Nine and Arakune's.<br />
It does not slow down Ignis nor Nirvana, however. <br />
<br />
It has a cooldown but only takes up a 1/3 of the gauge on whiff.<br />
<br />
----<br />
<br />
{{clr|4|214A}} summons the field next to you. It's used for corner combos and okizeme after a {{clr|3|6C}} KD, as the spacing cripples their mobility while keeping you outside the range of reversals. This is very strong against characters without a normal dash. <br />
<br />
----<br />
<br />
{{clr|2|214B}} summons the field in the middle of the screen. This is the version you'll see the most use of. It creates a wall so characters can't run at you for free, making it safer to throw out Swords in neutral. But this move really shines when used in combos as it gives access to high damage routes with its high P2 while doing great corner carry. The recharge flows back uninterruped during {{clr|3|5C}}, {{clr|5|236D}}, and {{clr|5|214D}} so it's always worth spending this if you can. <br />
<br />
----<br />
<br />
{{clr|3|214C}} summons the field at the opposite end of the screen. It pulls the opponent much further out than the other two, so it's used for corner-to-corners where {{clr|2|214B}} wouldn't travel enough. You can also use this midscreen to ensure they'll wallsplat after {{clr|3|236C}}.<br />
</div><br />
</div><br />
<br />
===<big>Act Parcer Zwei</big>===<br />
<span class="input-badge">'''{{clr|4|236A}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_ActParserA.png |Advancing on your position <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Command dash with incredibly fast speed. <br />
*Small window to cross-up, you usually have to be point blank. <br />
<br />
Not used in optimal combos. {{clr|4|Zwei}} doesn't have invul but it can pass through moves with proximity hitboxes and wakeup reversals as Lambda phases through them before they become active — You can then cancel into {{clr|3|236C}} for a free fatal, usually. <br />
You can also {{clr|4|236A}} -> throw but this loses to Throw OS and Upbacking. <br />
<br />
{{clr|4|236A}} can be done by itself or from any of Lambda's normals except {{clr|2|6B}}. This gives it use as a risky pressure reset if the opponent is being too respectful or were expecting the dash to come at a different point in the blockstring.<br />
</div><br />
</div><br />
<br />
===<big>Act Parcer Tri</big>===<br />
<span class="input-badge">'''{{clr|2|236B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Lambda_ActParserTri.png |Leads into mixup and pressure resets <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hard knockdown<br />
*Can immediately whiff cancel into any of the 3 followups or {{clr|5|22D}}<br />
*Has a long window to cancel into followups or Exiga on block. Good for frametraps and making it harder for the opponent to IB. <br />
<br />
{{clr|2|Tri}} is the first part of your rekka. It travels a good distance and will move you into close-range if done after a Drive like {{clr|5|5D}}. In pressure you can cancel into either {{clr|2|Blade}} or {{clr|4|Sparda}} for a high-low mixup. Your go-to ender in combos where {{clr|5|214D}} oki isn't possible. <br />
<br />
If the opponent sees you coming and tries to OD this move, you can whiff cancel it into {{clr|5|22D}} to stay safe and/or punish. {{clr|2|236B}} can be a risky pressure reset if you've conditioned the opponent to respect it by previously frametrapping jabs with a delayed {{clr|2|~6B}} or {{clr|5|~22D}}.<br />
</div><br />
</div><br />
<br />
===<big>Act Parcer Tri: Sparda</big>===<br />
<span class="input-badge">'''{{clr|4|6A}} (During {{clr|2|236B}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_ActParserSpada.png |Do a flip<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236B 6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hard-coded not to hit cross up on standing opponents (i.e., it ''can'' hit cross up on crouching ones). <br />
*Lambda side-switches on both hit and block.<br />
<br />
High option from {{clr|2|Tri}}. {{clr|4|Sparda}} can low crush some buttons, but there's no foot invul on it. Meterless conversions require specific spacing or CH but it's a good starter. Think carefully about using this as it's punishable on block. <br />
<br />
<br />
</div><br />
</div><br />
<br />
===<big>Act Parcer Tri: Blade</big>===<br />
<span class="input-badge">'''{{clr|2|6B}} (During {{clr|2|236B}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_ActParserB.png | Fullscreen low.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236B 6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*The range of Blade varies with the time {{clr|2|236B}} was cancelled from. Max range is fullscreen<br />
*Slight low-profile with quite a disjointed hitbox. <br />
*Safe on normal block, but can be punished on IB. <br />
<br />
Low option from {{clr|2|Tri}}. It's a pretty fast sweep that's good at catching people who expect {{clr|5|4D}}. In midscreen, you should RC {{clr|2|Blade}} for the corner carry and damage, but in the corner or inside Gravity Seed, it can be converted without meter. <br />
</div><br />
</div><br />
<br />
===<big>Act Parcer Tri: Cavalier</big>===<br />
<span class="input-badge">'''{{clr|3|236C}} (or {{clr|3|6C}} during {{clr|2|236B}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_ActParserC.png |CHARGE<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Deceptively large vertical hitbox<br />
*Wallsplats<br />
<br />
{{clr|3|Cavalier}} functions as combo filler, though on fatal it's your strongest starter. It's used in midscreen routes for corner carry and tacked on the end of corner routes for damage. Safe on normal block.<br />
</div><br />
</div><br />
<br />
===<big>Exiga Nail</big>===<br />
<span class="input-badge">'''{{clr|5|22D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_Exiga_Nail.png|Situational reversal<br />
BBCP_Lambda_Exiga_Nail_2.png|Also good for baits<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="22D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fully invincible from frames 1-7<br />
*On ground block is -3 at close range. Goes up to 0/+1 further out.<br />
*Is +15 on hit, and crumple stuns on Counter Hit.<br />
*Reduced recovery in OD. Can move or block before touching the ground<br />
*Needs CH or air hit to convert without meter.<br />
<br />
A very hard to use reversal due to its invincibility not carrying over with its active frames, but if timed right can beat anything with less than 8 active frames or which you move out of the hitbox in time (i.e Hazama's Rising Fang). <br />
<br />
Very punishable if mistimed, but is safe on block and even IB. {{clr|5|22D}} is a good tool for baiting other reversals and OD/CA. Be weary using this to escape corner pressure as point blank it will whiff on everyone except Tager and Valkenhayn in wolf form. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
===<big>Legacy Edge</big>===<br />
<span class="input-badge">'''{{clr|5|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_LegacyEdge.png|Not the best use of meter.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Summons a portal that shoots forth 19 projectiles and 29 projectiles in OD.<br />
*All the projectiles are level 2 and will beat out any other, but the lack of invul means Legacy Edge can't be done on reaction to fast ones like Tager's Sparkbolt or Hazama's Eternal Coils.<br />
*Minimum damage: 32*19 OD: 32*29<br />
<br />
A super that can be used as a fullscreen punish and 'auto-wins' neutral against some characters for the cost of 50 meter. If they get stuck blocking this on the ground, you can get a variety of mixups such as empty jump {{clr|2|2B}}, late airdash {{clr|2|jB}}, IAD {{clr|3|jC}} for a crossup, etc... The downsides are that the opponent can chicken block and mash 4 to IB all the projectiles, giving them a lot of meter.<br />
<br />
{{clr|5|236236D}} is a strong starter on CH, particularly the OD version which nets 5k and above. <br />
</div><br />
</div><br />
<br />
<br />
===<big>Calamity Sword</big>===<br />
<span class="input-badge">'''{{clr|5|632146D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Lambda_CalamitySword.png|Reversal and combo ender<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="632146D" or input="j.632146D")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Tracks the opponent fullscreen in OD<br />
*Can combo off CH.<br />
*Minimum damage: 960 OD: 1260<br />
This is your metered reversal. It hits overhead and is a good combo ender because of the 960 minimal damage. It will usually CH, leading to big damage and corner-to-corner combos. In OD it becomes very threatening in neutral as it can be used for fullscreen punishes if the opponent does anything committal. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Duo Cultus</big>===<br />
<span class="input-badge">'''{{clr|4|A}}+{{clr|2|B}}+{{clr|3|C}}+{{clr|5|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Lambda_Duo_Cultus.png|<br />
BBCF_Lambda_Duo_Cultus_2.png|Putting Nu's Supra Rage to shame<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*[[BBCF/Offense#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*303/641 Minimum Damage<br />
<br />
This is used either as a reversal in OD or as a combo ender. The KD from Duo Cultus doesn't allow for any okizeme setups so it's essentially a reset to neutral which may or may not be a good thing depending on the MU.<br />
</div><br />
</div><br />
<br />
==Astral Heat==<br />
===<big>Sword of Destruction</big>===<br />
<span class="input-badge">'''{{clr|5|214214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Lambda_SOD.png|Hug.exe<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*No startup invul. Unlike most Astrals, it can't be used as a reversal. <br />
<br />
Lambda grabs the opponent and plunges a mighty sword down upon them. It's pretty easy to combo into from {{clr|3|5C}} and {{clr|3|3C}} on ground hit, {{clr|4|6A}} and {{clr|5|5D}} on air hit, and {{clr|3|236C}} after a wallsplat.<br />
<br style="clear:both;"/><br />
</div><br />
</div><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Lambda}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://docs.google.com/document/d/14AEjdLocttOsE40JQquq8bDWSzTjbhTg7wrju4V2scA/edit Lambda Combo Doc from Shinespark]<br />
*[https://docs.google.com/document/d/18rJ79Zg3IhX897JNR0PY68XOW8ZqbujISYasHazsx6c Kasha's Guide to Lambda]<br />
*[https://youtu.be/BnkZblk1coc Lambda Combo Tutorial]<br />
*[https://www.evernote.com/shard/s404/client/snv?noteGuid=8691603a-b338-4223-a94f-98b266eb32c6&noteKey=520fb19052024af44428d83ddfacc89c&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs404%2Fsh%2F8691603a-b338-4223-a94f-98b266eb32c6%2F520fb19052024af44428d83ddfacc89c&title=Lambda%2BCF%2BNotes Notes by Taihenna]<br />
*Japanese Name: ラムダ·イレブン<br />
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=rm&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Lambda-11/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Lambda-11|42px|BBCF_Lambda_Icon.png|Λ-No.11-}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/Nu-13&diff=268683BBCF/Nu-132022-04-06T17:35:52Z<p>GunBlaze: </p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Nu-13 is BlazBlue's original '''zoner'''. She uses her Drive and specials for keeapaway and mixups, even from a distance. On offense, although Nu's confirms deal below average damage, many of them are naturally Burst-safe. With specials like Gravity Seed and Luminous Slave, Nu also has solid options to '''reduce mobility and start setplay'''. Nu's Drive attacks have notable recovery, so she often has to make quick reactions and respond appropriately or risk a counter hit. Due to poor defensive options and low health, Nu must avoid dangerous situations with her movement options such as her great backdash and unique command dash. Unfortunately, Nu must make large adjustments to her gameplan depending on the matchup due to unstable win conditions; even with this, however, she still sees use at high levels of play. Nu requires good understanding of matchups, defensive mechanics and neutral to use her tools to the fullest.<br />
|quote= Hahahahaha! Ragnaaaaa! Ragna! Ragna! It's impossible, Ragna! Nothing will change! You can't change anything! Hahahahahaha!<br />
|lore= After the events in Calamity Trigger following her battle with Ragna the Bloodedge, she was thought to have perished in the Cauldron alone. Nu is later revived by her own will to fuse with Ragna in a form referred to by Hazama as the “Sword of Hades”; though she retains her appearence and personality from the previous games. She is re-tuned by Hazama to stand in Ragna’s way once again.<br />
|voice_actor= Kanako Kondō<br />
|summary= is a zoner who reacts to her opponent's movement and controls space with her Drive.<br />
|pros=<br />
*'''Strong Neutral''': Nu's projectiles are fast, go full screen, have high/low mixup, and can track. This gives her a strong neutral that can be very difficult for some characters to navigate through.<br />
*'''Great Backdash''': Nu's backdash has longer invul than average, allowing her to escape pressure and pokes with it. <br />
*'''Burst-Safe''': Many of Nu's combos are naturally burst safe, allowing her to pick up poorly-timed ones and go for kills in spite of the opponent having it.<br />
*'''Strong Anti-Airs''': All of Nu's anti-airs have either great reward ({{clr|4|6A}}), invulnerability ({{clr|3|623C}}), or range ({{clr|5|6D}}/{{clr|5|2D}}). This gives her strong and varied options for stopping aerial approaches.<br />
<br />
|cons=<br />
* '''Abysmal Defense''': Nu's health is the lowest in the game and she has no reversals whatsoever. Escaping pressure can be difficult and she dies in few hits.<br />
*'''Huge Whiff Recovery''': Nu's C and D normals are tied for the highest whiff recovery in the game — she can easily be punished and many options are high commitment.<br />
*'''Low Average Damage''': Drive starters prorate heavily and don't have long combo time. This results in Nu needing to win more interactions than others to score rounds.<br />
*'''Very Uneven Matchup Spread''': The polarized nature of Nu's toolset causes her to have some of the worst matchups in the game, particularly against very mobile characters.<br />
|unique_mechanic1_name= Drive: Sword Summoner<br />
|unique_mechanic1=<br />
Nu manifests sword-like projectiles which she can shoot at different angles with the D button. All Drive moves have a follow-up attack initiated by pressing D shortly after the attack connects. All of them can be canceled into her 44 or 66 Act Parcer.<br />
|unique_mechanic2_name= Overdrive: Unlimited Drive<br />
|unique_mechanic2=<br />
Powers up her Drive with the following effects:<br />
*All Drive moves, including their follow-ups, summon two swords instead of one.<br />
*{{clr|5|4D}}'s minimum distance requirement is removed.<br />
*Drive Swords deal chip damage.<br />
*Gravity Seed recharges faster.<br />
*Crescent Saber groundbounces and has a larger hitbox. Nu can cancel all versions into Act Parcer on hit, block, and whiff.<br />
*Luminous Slave fires two swords instead of one.<br />
*All versions of Sickle Storm can cancel into Act Parcer on hit, block or whiff.<br />
*Legacy Edge lasts longer and fires more projectiles.<br />
*Calamity Sword summons 4 swords in a line instead of just one.<br />
<br />
As a result, all of Nu's Drive-related attacks become much stronger. See each move's section for details.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|4|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_5A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Good anti-air due to its lengthy active frames.<br />
*Useful for poking out of pressure<br />
*Whiffs on most crouching opponents.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_5B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Good for stagger pressure and tick setups<br />
*Hits OTG for combos<br />
*Press B again to cancel into {{clr|2|6B}}. This is possible on hit, block, and whiff<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_5C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Is considered a projectile<br />
*Mainly used as combo filler<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_2A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Mostly the same as {{clr|4|5A}}<br />
*Used to poke out of pressure or set up tick throws/TRM setups<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_2B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Great poke with great range for its start-up and recovery<br />
*Can be used to low profile pokes (ex. Tsubaki's {{clr|2|5B}})<br />
*Can be used to punish rolls<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Decent AA<br />
*The head invul comes out late (11F-17F) so it is difficult to time properly<br />
*Best used when the opponent is directly above you since the vertical hitbox is big<br />
*Can hit characters behind Nu<br />
*Used in blockstrings to make a quick escape back to neutral (Jump Cancellable)<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6A.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Main close range AA<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6B.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*One of the best combo starters and the main punish move<br />
*Decent for pressure<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Mainly used as combo filler<br />
*Can be used to push people away and cancel into 214X to start the Drive pressure<br />
*Fatal Counter<br />
*Cancels into Act Parcer<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_3C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Great range<br />
*Can be used to low profile pokes (ex. Hakumen's {{clr|3|4C}})<br />
*Avoid in close range as its cancel options are poor and can be punished<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_jA.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fastest air to air move Nu has<br />
*Can set up TRM situations against air opponents<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_jB.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Decent air to air or jump-in<br />
*The area from Nu's knee to the tip of her foot has no hurtbox<br />
*Can clash or beat out certain AAs if spaced properly (ex. Rachel's {{clr|4|6A}})<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_jC.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Good horizontal range<br />
*Hits behind Nu<br />
*Not a good jump-in due to short vertical range<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_j2C.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Big vertical hitbox<br />
*Horizontal hitbox is small <br />
*Easy to hitconfirm<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
*All of Nu's Drive moves are projectiles.<br />
*All of Nu's Drive moves start at projectile level 2 and decrease to level 1 after a set amount of active frames.<br />
*All of Nu's Drive moves had a dead zone in front of Nu where they have no hitbox.<br />
*Nu's Drive moves only deal chip damage in Overdrive.<br />
*None of Nu's Drive moves can be jump-cancelled on block.<br />
*Ground Drive moves ({{clr|5|5D}}, {{clr|5|6D}}, {{clr|5|2D}} and {{clr|5|4D}}) can be chained up to 3 in a row (for example: {{clr|5|6DD}} > {{clr|5|5DD}} > {{clr|5|4DD}} works fine but {{clr|5|6DD}} > {{clr|5|5DD}} > {{clr|5|4DD}} > {{clr|5|5DD}} would not).<br />
**This includes Gravity Seed cancels, so while {{clr|5|4DD}} > {{clr|5|5DD}} > {{clr|5|4DD}} works, {{clr|5|4DD}} > {{clr|2|214B}} > {{clr|5|4DD}} > {{clr|5|5DD}} > {{clr|5|4DD}} will not.<br />
*The air Drive moves ({{clr|5|j.D}}, {{clr|5|j.6D}} and {{clr|5|j.2D}}) can be chained up to 3 in a row.<br />
<br />
===<big>{{clr|5|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_5D.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Great ground poke and zoning tool since it goes nearly fullscreen<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_2D.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2D" or input="2DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Goes at a 70 degree angle<br />
*Great AA to punish opponents not immediately in front of Nu, but in the air<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6D.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="6D" or input="6DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Goes at a 30 degree angle<br />
*Great AA against opponents who IAD<br />
*Can hit taller characters like Azrael, Tager and Hakumen while they are standing, but will whiff on shorter characters<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|4D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_4D.png |Fanservice overhead<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="4D" or input="4DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Nu's only standing overhead<br />
*Gatlings into {{clr|5|5D}}<br />
*Appears where ever the opponent horizontally was when you inputted in the command, but has a minimum distance from Nu.<br />
*Goes full screen, but there is a minimum distance requirement for it to hit (not in Overdrive)<br />
*Should your opponent be cornered, this will come from off screen, which is a very useful mixup tool.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_jD.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D" or input="j.DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Goes at a 30 degree angle<br />
*Decent move at stopping people from air dashing towards you if you are in the air<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_j2D.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.2D" or input="j.2DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Goes at a -45 degree angle<br />
*Decent move to prevent people from running towards you<br />
*Can be used to bait AAs, but be wary of its landing recovery<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_j6D.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.6D" or input="j.6DD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Goes at a -15 degree angle<br />
*Decent move at stopping people from air dashing towards you if you are in the air<br />
*Decent at stopping people from dashing towards you at further ranges<br />
</div><br />
</div><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|2|5B}}+{{clr|3|C}}'''</span> <span class="input-badge">'''{{clr|2|4B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_Throw.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Minimum 100% damage<br />
*Ground throw launches opponent upwards and slightly sideways depending on the direction of the throw<br />
*Ground throw wall bounds in the corner<br />
*Ground throws are special-cancellable<br />
</div><br />
</div><br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|2|j.B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_AThrow.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Minimum 100% damage<br />
*Air version drops both players to the floor before dealing damage, ensuring consistent followup combos from any starting height.<br />
</div><br />
</div><br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|4|6A}}+{{clr|2|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_6B.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hitbox is the same as her {{clr|2|6B}}<br />
*Opponents can low profile it<br />
*Opponent air techs on normal hit and can emergency tech on CH<br />
</div><br />
</div><br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|4|5A}}+{{clr|2|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_CT.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Breaks guard like other CTs<br />
*Plus on block with decent pushback<br />
*Wallbounces airborne opponents, wall sticks in the corner<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Luminous Slave</big>===<br />
<span class="input-badge">'''{{clr|5|214D}}(~{{clr|3|C}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu_LuminousSlave.png|Steins Gunner counterfeit<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214D" or input="214D~C" or input="214[D]")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*D version summons a cloud above her that tracks the opponent's location and fires a sword after a small period of time. If she is hit during the animation of the move before the sword fires, the cloud will dissapear.<br />
*The C version fires the sword almost immediately, used for corner combos.<br />
*The [D] version summons a cloud that will not fire until you press the button again, used for setplay and other types of situations.<br />
</div><br />
</div><br />
<br />
===<big>Sickle Storm</big>===<br />
<span class="input-badge">'''{{clr|5|236D}}(~{{clr|3|C}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_SickleStormDia.png |Combo tool<br />
BBCP_Nu_SickleStormLuna.png |Charged version is a Fatal Counter<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236D" or input="236D~C" or input="236[D]")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Low<br />
*Cancellable into Gravity Seed on block and on hit<br />
*Travels fullscreen<br />
*Used for Nu's fullscreen mix-up<br />
*If C is pressed during startup, will appear from behind opponent and travel towards Nu<br />
*Can be charged by holding D. If charged, becomes plus on block and causes groundslide at midscreen and wallbounds in the corner.<br />
*{{clr|5|236[D]}} is a Fatal Counter<br />
*Each version has its own SMP<br />
</div><br />
</div><br />
<br />
===<big>Crescent Saber</big>===<br />
<span class="input-badge">'''{{clr|5|j.214D}}(~{{clr|3|C}})'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_CrescentSaber.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.214D" or input="j.214D~C" or input="j.214[D]")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Overhead<br />
*Has a deadzone in front of Nu<br />
*Is a projectile<br />
*Can be charged by holding D. If charged, it comes out slower and is plus on block<br />
*Nu is in recovery until landing for both charged and uncharged version<br />
*If C is pressed during startup, she cancels the sword and recovers faster<br />
**Nu is actionable after this version. It also cancels into Act Parcer<br />
</div><br />
</div><br />
<br />
===<big>Act Parcer</big>===<br />
<span class="input-badge">'''66/44 after certain moves (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_ActParser.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="D > 66" or input="D > 44" or input="j.D > 66" or input="j.D > 44")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Teleport dash move that can be performed after any normal drive move.<br />
*Nu's hurtbox low-profiles during 4f-20f and will go under a fair amount of buttons.<br />
*Can pass through opponent.<br />
*Forward Parcer is useful for escaping the corner as well as cross up and throw mix ups<br />
*Back ground Parcer puts Nu in the air<br />
*Air version costs an air action, so Nu cannot double jump > {{clr|5|j.2D}} > 44, for example.<br />
</div><br />
</div><br />
<br />
===<big>Gravity Seed</big>===<br />
<span class="input-badge">'''{{clr|4|214A}}/{{clr|2|B}}/{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_GravitySeed.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*A, B, and C versions place field in front of Nu, at midscreen, and at fullscreen respectively.<br />
*Staple move for pressure, combos and zoning<br />
*Can be cancelled into from any normal or Drive on hit or block for pressure and zoning<br />
*Can be cancelled into from any special on hit for easy mode combo confirms<br />
*Cancels into any grounded Drive move<br />
*Cancels into Act Parcer<br />
Creates a field to limit horizontal movement. Opponent's horizontal speed is reduced to 30% while in the field. This affects move that alter a character's speed, e.g Ragna's {{clr|4|214A}}. As such, the movement from that attack is also reduced. Gravity Seed allows Nu to reset Drive pressure while locking down the opponent's movement<br />
<br />
</div><br />
</div><br />
<br />
===<big>Supra Rage</big>===<br />
<span class="input-badge">'''{{clr|3|623C}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_SupraRage.png | Forbidden Zoner DP<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="623C" or input="j.623C")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*One of the best AAs in the game, but only good at that since it only has Head attribute invulnerability unlike other 623 moves.<br />
*Head invuln starts fairly early in the move (on 5F)<br />
*Has a large hitbox that also covers behind Nu<br />
*Can cancel into Gravity Seed on hit<br />
*Can easily combo from with CH or Gravity Seed cancel<br />
<br />
Boasts a huge hitbox and will beat out a lot of jump ins through sheer range. It's important to note however that this is not a true reversal, even to jump in moves, and should not be used as such.<br />
</div><br />
</div><br />
<br />
==Distortion Drives==<br />
===<big>Legacy Edge</big>===<br />
<span class="input-badge">'''{{clr|5|236236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_LegacyEdge.png |"It is time for disciplining... Gate of Babylon!”<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*On activation, creates a portal in front of Nu, out of which a large number of swords emerge travelling horizontally at various heights, each one causing strong knockback and wallstick.<br />
*Overdrive increases the number of swords spawned, thus increasing the overall time and advantage<br />
*The projectiles go full screen, but the portal itself is created with a gap in front of Nu, leaving a dead zone where it won't hit.<br />
*Massively plus on hit or block, with plenty of time to perform whatever mixup you want if they block<br />
*Has some projectile invul on startup<br />
*If it hits, you can dash towards the opponent to force them into the corner and end with a combo<br />
*Can be used to cancel out other projectile supers such as Rachel's Tempest Dahlia or Tsubaki's Requiem Maledictus<br />
*Minimum damage: 13*24 OD: 13*37<br />
</div><br />
</div><br />
<br />
===<big>Calamity Sword</big>===<br />
<span class="input-badge">'''{{clr|5|632146D}} (air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_CalamitySword.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="632146D" or input="j.632146D")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Creates a projectile a small distance in front of Nu that strikes downwards and floor bounces.<br />
*Overdrive version creates 4 such swords (With lower damage than the single one), each progressively further away than the last, and will combo into each other easily<br />
*Looks like an overhead attack, but isn't.<br />
*Main use is at the end of air combos to add damage (adds 1K minimum)<br />
*Has a deadzone in front of Nu, shouldn't be used as a reversal. Overdrive version removes the deadzone.<br />
*Minimum damage: 960 OD: 1288<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>True Impreza</big>===<br />
<span class="input-badge">'''{{clr|4|A}}+{{clr|2|B}}+{{clr|3|C}}+{{clr|5|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Nu_TrueImpreza.png | Jump or Block. Just hope you didn't press a button when this is thrown out.<br />
BBCF_Nu_TrueImpreza2.png |'''"AHHHHHHHH!!! RAIN OF SWORDS!"'''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*[[BBCF/Offense#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*288/606 Minimum Damage<br />
*Fires a projectile rather than having a strike.<br />
*Unusually negative for an EA, but moves Nu backwards if there is space.<br />
<br />
Nu's Exceed Excel is quite unique compared to other characters. Rather than a close range attack, Nu fires a sword that travels almost fullscreen. Puts Nu in Active Flow if she hasn't already been in it. Has full invul but is not safe on block at point blank and cannot be rapid-canceled.<br />
<br />
There is enough time afterwards to set a Gravity Seed or Luminous Slave before the opponent techs.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
===<big>Sword of Destruction</big>===<br />
<span class="input-badge">'''{{clr|5|214214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Nu_SwordofDestruction.png|hug.exe<br />
BBCP_Nu_SwordofDestruction2.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*A very short ranged hitgrab that's easy to combo into. <br />
*If you have the space to do an Act Parcer combo, you can confirm into astral off of most grounded fullscreen hits. <br />
*Pushes the opponent far on block, but this is reduced drastically if they Instant Block.<br />
<br />
'''Combos From...'''<br />
*{{clr|3|5C}} <br />
*{{clr|3|2C}}<br />
*{{clr|3|3C}}<br />
*{{clr|4|6A}} (on air hit).<br />
*{{clr|4|5A}} (on air hit, counter-hit only).<br />
*{{clr|2|5B}} (counter-hit only).<br />
*{{clr|2|6B}} (counter-hit only).<br />
*{{clr|5|214D}} (you need to hit them close to Nu for this to combo, also applies to {{clr|5|214[D]}} remote fires.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Nu}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://docs.google.com/document/d/1k4fkDmwNF6ulTCGVdanZRgYhUKq6w0G9GZBmcGyYMYU/edit Combo Doc]<br />
*[https://murakumo13.wordpress.com/intro/ Old site with Nu-13 tech and guides]<br />
*[https://www.youtube.com/playlist?list=PLiW_XwHnKG5sKuOQRPQuxinvtsb4sGGXP&disable_polymer=true Compilation of Nu-13 matches/sets]<br />
*Japanese Name: ニュー·サーティーン<br />
*[http://www15.atwiki.jp/nyuu/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1364082540/l50 Japanese BBS]<br />
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=ny&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Nu-13/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Nu-13|42px|BBCF_Nu_Icon.png|ν-No.13-}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=File:GGST_Testament_Portrait.png&diff=265489File:GGST Testament Portrait.png2022-03-20T14:57:52Z<p>GunBlaze: GunBlaze uploaded a new version of File:GGST Testament Portrait.png</p>
<hr />
<div></div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=File:GGST_Testament_Portrait.png&diff=265409File:GGST Testament Portrait.png2022-03-20T02:05:50Z<p>GunBlaze: </p>
<hr />
<div></div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=DBFZ/Android_18&diff=261534DBFZ/Android 182022-03-01T21:40:02Z<p>GunBlaze: </p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{UnderConstructionDisclaimer}}<br />
{{CharaOverview<br />
| overview = Android 18 is a mix-up character who uses her plethora of options to crack down the opponents' defense while using Support Attack to keep her safe. 18 doesn't enter the field alone, as her 214X series [[DBFZ/Android 18#Support Attack|Support Attack]] allows her to summon her brother Android 17, who doubles as both an effective assist and the most dripped out character on the roster. Each one of the attacks that Android 17 can do are designed to help with 18's goal of slowly mounting pressure and pushing her opponent into the corner. Once her enemy is nice and tucked away into the corner, Android 18's true worth comes to the forefront as she becomes a true mixup machine. Properly utilizing assists, Support Attack and her own [[DBFZ/Android 18#Back Grapple|Back Grapple]] special can drown her opponent in a veritable ocean of moves coming their way, and 18 can capitalize on this immense pressure to open up her opponents and lay the smack down. Properly mastering the android siblings in tandem with each other can allow for some very long and damaging combos as well, and even create some unique situations such as a meterless snapback opportunity to continue the chase against fleeing opponents. <br />
<br />
18's biggest weakness is her mediocre neutral presence, which informs many of her other weaknesses as well. Due to the fact that 18 has no strong neutral tools for closing the distance, she is incredibly reliant on her allies' assists to open the way and initiate a scramble. This means putting 18 on point is almost a must, and pairing her with assists designed to synergize with her moveset is the key to success. At the same time, a smart opponent who can successfully keep their distance from 18 nullifies many of her strengths, and she is hit particularly hard by anyone with even remote zoning potential, like Z Broly or Janemba. Though 18 has a tough time getting in to the range where she's most effective, it's not for nothing that she's remained a consistent pick in the competitive and casual scene alike- there's nothing quite like watching this blond-haired buzzsaw slice through any opponent unlucky enough to be in the corner next to her.<br />
| quote = You knew you'd lose, but you challenged me anyway. That curiosity is gonna get you killed.<br />
| lore = Abducted by the twisted Red Ribbon scientist Dr Gero, the young twins Lapis and Lazuli were forcibly modified into cyborgs, going by the serial numbers Android 17 and Android 18. The two were given a single task by Gero: Kill Son Goku. Although they betrayed (and killed) their creator, they continued in this task of their own volition, only for their task to be cut short by a greater threat in the form of Cell, who absorbed the two cyborgs to attain perfection. After Cell was defeated, both androids would be restored and reformed, with Android 18 marrying Krillin while Android 17 became a park ranger.<br />
| summary = thrives off lock-down pressure in tandem with 17 to make opponents crack.<br />
| pros = <br />
* '''Extra Assist:''' [[DBFZ/Android 18#Support Attack|Support Attack]] is a powerful offensive tool with several good lockdown, combo, and mix-up qualities. It also has great oki and corner damage. <br />
* '''Suffocating Mix-ups:''' [[DBFZ/Android 18#Support Attack|214H]] grants a unseeable 50/50 mix-up during a corner blockstring when done twice, for a total cost of 1 bar.<br />
* '''Unorthodox Assist:''' [[DBFZ/Android 18#Assist A|A]] protects against most buttons and lets you steal a turn.<br />
* '''Command Grab:''' [[DBFZ/Android 18#Back Grapple|Light Back Grapple]] is a fast command grab, and the other versions, although very slow, can be followed up with a combo.<br />
| cons = <br />
* '''Poor Range:''' Normals have short range, resulting in lackluster neutral and approach options without assists. Particularly weak to Reflect > Raw Tag.<br />
* '''Aerial Game:''' No aerial abilities outside of [[DBFZ/Android 18#Support Attack|Support Attack]] pressure at close range.<br />
* '''Defensive Assist:''' [[DBFZ/Android 18#Assist A|Assist A]], great as it may be for defense, cannot extend combos by default and doesn't deal damage.<br />
|difficulty_rating=3<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>5{{clr|2|L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android18_5L.png |<br />
DBFZ_Android18_5LL.png |<br />
DBFZ_Android18_5LLL.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5L" or input="5LL" or input="5LLL")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;5L<br />
* 6-frame normal, second fastest meterless attack 18 has.<br />
* Hits low.<br />
Tied with Adult Gohan for the fastest low in the game. Great for stagger pressure, but its low hitbox means that some characters can jump out after she uses vanish.<br />
----<br />
;5LL<br />
* Medium button in disguise.<br />
* Good frame advantage for stagger pressure.<br />
* Higher hitbox than 5M, some jump cancel combos will require this.<br />
5LL moves foward after 5L to stay close, decent filler in pressure.<br />
----<br />
;5LLL<br />
* Always Smashes. Combos into superdash.<br />
5LLL is a knee that moves her forward.<br />
</div><br />
</div><br />
<br />
===<big>5{{clr|3|M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android18_5M.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5M"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* -6 on block: staggers are possible but not recommended.<br />
* Jump cancels on hit.<br />
Moves her forward with a running elbow. A decent normal to close some space.<br />
</div><br />
</div><br />
<br />
===<big>5{{clr|5|H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android18_5H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5H"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Combos into Superdash midscreen with Smash or without in the corner.<br />
* Sets up rejumps under the same conditions.<br />
Moves forward and does a roundhouse. Follows into super dash so it's pretty good on hit or a delay gatling. Especially in corner to setup j.214M oki off soft knockdown.<br />
</div><br />
</div><br />
<br />
===<big>5{{clr|4|S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android18_5S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5S"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be repeated up to 5 times. <br />
Good for controlling space. Has one more Ki Blast than the average of four, and if the opponent can shoot more than her she can cancel into 22S to stay safe. Also good to set up a downward-aimed Destructo Disc.<br />
</div><br />
</div><br />
<br />
===<big>2{{clr|2|L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android18_2L.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2L"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Hits low.<br />
* Fast and good frame advantage makes it a good pressure tool.<br />
Crouches and kicks at their feet. While not as fast as her 5L, it's still a good button to use to challenge pressure.<br />
</div><br />
</div><br />
<br />
===<big>2{{clr|3|M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android18_2M.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2M"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Slides if done out of dash.<br />
Sweeps at their feet. Similar to Goku's, a generic but good low starter. Can low profile attacks, but this isn't likely to happen.<br />
</div><br />
</div><br />
<br />
===<big>2{{clr|5|H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android18_2H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2H"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Anti air that kicks upwards. Leaves her airborne so her followups are less than stellar. Has head invulnerable like any other 2H, use well.<br />
Mainly used for 2H properties to anti-air or for 2H > j.214M for combos on the ground. Can be made safe on block with j.214L.<br />
</div><br />
</div><br />
===<big>2{{clr|4|S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android18_jS.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2S"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jumps into the air first, then fires.<br />
* 18's movement is stopped while firing.<br />
* Cannot be true-stringed into without assists.<br />
Blockstring reset tool with pretty generous plus frames, however it's arguably worse than other plus frame normals as it can also be superdashed through along with still being susceptible to reflecting, reversals, and mashing.<br />
</div><br />
</div><br />
===<big>6{{clr|3|M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android18_6M.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6M"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Standard universal overhead strike. <br />
</div><br />
</div><br />
===<big>j.{{clr|2|L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android18_jL.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.L"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Taller than it looks.<br />
Decent air-to-air button, but mostly useful for combo filler.<br />
</div><br />
</div><br />
<br />
===<big>j.{{clr|3|M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android18_jM.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.M"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Only has hitbox on her front leg. On the last active frame, hitbox extends slightly backward for crossup purposes, but it never goes fully behind 18.<br />
Can cross up with IAD for a good mixup, and solid jumping normal. Has a deadzone in terms of where it can and cannot cross up.<br />
</div><br />
</div><br />
<br />
===<big>j.{{clr|5|H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android18_jH.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5LLLLLLL" or input="j.H")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* 5LLLLLLL Smash hit can wall bounce.<br />
* j.H Smash hit causes a sliding knockdown.<br />
Good for an instant overdash overhead opener or for pressure on block.<br />
</div><br />
</div><br />
<br />
===<big>j.{{clr|4|S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android18_jS.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.S"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* A ki blast at a sharp angle below 18.<br />
* Stops 18's movement while firing.<br />
Not really useful. Combos into lvl3 without smash but that's about it.<br />
</div><br />
</div><br />
<br />
===<big>j.2{{clr|5|H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android18_j2H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2H"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Combos into superdash with Smash.<br />
* Can be jump canceled.<br />
Mostly delegated to combo filler. Enables j.H's sliding knockdown property and adds good damage to combos.<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Back Grapple</big>===<br />
<span class="input-badge">'''236{{clr|2|L}}/{{clr|3|M}}/{{clr|5|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android18_BackGrab.png | Better for combos than pressure<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236L" or input="236M" or input="236H")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;All Versions<br />
* Switches sides on connect.<br />
* Hold L/M/H prevents 17 from coming out.<br />
* 17 also won't come out if he was used recently.<br />
----<br />
;236L<br />
Stomps opponent into a sliding knockdown.<br />
----<br />
;236M<br />
* Throws opponent to 17, who then knocks them into a sliding knockdown.<br />
* Hold version corner splats.<br />
* Non-Smash version stomps into sliding knockdown like L version.<br />
----<br />
;236H<br />
* Ground bounces the opponent into 17, who then launches them upward.<br />
* Jump and special cancelable.<br />
* Non-Smash version stomps into sliding knockdown like L version.<br />
</div><br />
</div><br />
<br />
===<big>Support Attack</big>===<br />
<span class="input-badge">'''214{{clr|2|L}}/{{clr|3|M}}/{{clr|5|H}}/{{clr|4|S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android18_SupportAttack1.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
==== ====<br />
* 18 fixes her hair while 17 does the work.<br />
* Different buttons correspond to different actions 17 take.<br />
* Regardless of version, 17 will retreat if 18 gets hit or tags out.<br />
Because 17 is attacking and not 18, this makes pressure off this move reflect-proof, since 18 herself isn't pushed back. <br />
</div><br />
</div><br />
===<big>L Support</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android18_SupportAttack2.png |Ground and Air L version<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214L" or input="j.214L")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;Ground Version<br />
* Does a knee strike to the opponent.<br />
18's safe blockstring ender. High pushback when used midscreen which will generally put you back to neutral. Can also be used to setup assist pressure, but the usefulness varies depending on the assist.<br />
----<br />
;Air Version<br />
* Does a launching kick.<br />
Useful as a frame trap from a blocked 2H, but not much else.<br />
</div><br />
</div><br />
<br />
===<big>M Support</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android18_SupportAttack3.png |Ground and Air M version<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214M" or input="j.214M")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;Ground Version<br />
* Startup for 2nd attack is reduced if 1st connects.<br />
* 3rd attack only comes out if the 2nd hits.<br />
Excellent for stealing turns and safely setting up mixups with an assist. 32 frame startup means you only need 17 frames of blockstun to make this a true string from 5H.<br />
----<br />
;Air Version<br />
* 17 appears in the air, falls closer to the ground and does a 2 hit string on the opponent.<br />
* Additional startup frames based on altitude, minimum of 23 frames.<br />
* Has Head attribute.<br />
Primarily used for oki off 5H > SD > j.LLL > j.214M(oki) and from j.H sliding knockdown.<br />
</div><br />
</div><br />
<br />
===<big>H Support</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android18_SupportAttack5.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214H" or input="j.214H")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|-<br />
{{AttackVersion|name=214H > 214H|subtitle=or j.214H > 214H}}<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214H > 214H"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=214H > j.214H|subtitle=or j.214H > j.214H}}<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214H > j.214H"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Strikes a devastating conversation.<br />
* Stays on screen for slightly longer than 5 seconds, and is invulnerable to all projectiles during the TED talk.<br />
* Goes away if you call your assists. If the opponent calls their assists, 17 will teleport above the assists and fire an Energy Wave, if they tags out, he attacks in front of you, if they DHC, he tracks the new point character.<br />
* This attack can be manually triggered by inputting 214H/j.214H again and spending another 0.5 Gauge with, though this version doesn't track.<br />
* Unlike other versions, 18 can cancel this move into any other Support Attacks, or Back Grapples with 17.<br />
<br />
The manual trigger for this move is absolutely horrifying, and is one of 18's most important pressure tools. You can set up 17 after a j.H knockdown and then time it so that this hits super meaty, allowing 18 to get pressure that is basically unseeable due to the explosion covering the blast - and even if you do nothing, you're still plus. Good for neutral as well, especially against opponents running lots of assists that are strong in neutral (such as beam assists), as it forces them to hold back or risk a character and possibly themselves getting hit by this move.<br />
</div><br />
</div><br />
<br />
===<big>S Support</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android18_SupportAttack4.png |Ground and Air S version<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214S" or input="j.214S")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Appears behind 18 on the ground and fires 3 horizontal ki blasts.<br />
----<br />
* 17 appears and does barrier.<br />
* Barrier is active from frames 32 to 65.<br />
* Blocks hits for 18 and any of her assists. Doesn't stop throws and supers.<br />
* Gains 25% Ki gauge each hit absorbed.<br />
</div><br />
</div><br />
===<big>Destructo-Disc</big>===<br />
<span class="input-badge">'''236{{clr|4|S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android18_DestructoDisc.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236S"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Can be controlled with holding {{Ni|8}} and {{Ni|2}}.<br />
* Explodes if it hits the ground, leaving Android 18 highly plus on hit or block.<br />
* Deals high chip damage.<br />
Useful in both neutral and corner combos. Its aiming property means you can threaten from full screen, even if the control isn't that great. Aiming it into the ground results in an explosion that can extend 18's pressure in the corner, or even hit-confirmed into a combo. Deals high chip damage on block, a property shared with other disc-type moves.<br />
</div><br />
</div><br />
<br />
===<big>Barrier</big>===<br />
<span class="input-badge">'''22{{clr|4|S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android18_Barrier.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="22S"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Absorbs all strikes and projectiles. Loses to throws and supers.<br />
* Also blocks hits for assists.<br />
* Active from frames 4 to 41(?) and longer if a move hits it.<br />
* Successful absorb extends active frames and can be canceled into supers with L+M for lvl1 or 4L+M for lvl3.<br />
* Gains 25% Ki gauge each hit absorbed.<br />
* If Guard Cancel hits the shield they cannot act until they hit the ground.<br />
</div><br />
</div><br />
<br />
==Z Assists==<br />
===<big>Assist A</big>===<br />
<span class="input-badge">'''Barrier'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android18_Barrier.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="Assist A"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Doesn't gain Ki for blocking attacks like the point version...<br />
* Shows up in front of the point character. Absorbs hits for both the point character and any other assists.<br />
* The barrier will NOT cover for you if you aren't inside it. Staying around the edge and attacks with large coverage will go right through 18 directly to you.<br />
Android 18's assist is her barrier special that defends against incoming attacks. It can be a more situational assist but its ability to defend your point character from ranged attacks like beams can be pretty useful for setup characters like Beerus and Nappa to allow them to safely set up.<br />
</div><br />
</div><br />
<br />
===<big>Assist B</big>===<br />
<span class="input-badge">'''Destructo-Disc'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android18_DestructoDisc.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="Assist B"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* 45 frames of hitstun.<br />
Very solid assist all around. Quick startup, beam properties, combo-friendly juggle, full screen, and decent blockstun. Certainly an easy choice if you aren't feeling barrier assist, but also a very good assist in its own right, on pretty much any team.<br />
</div><br />
</div><br />
<br />
===<big>Assist C</big>===<br />
<span class="input-badge">'''Support Attack'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android18_5LL.png |<br />
DBFZ_Android18_5LLL.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="Assist C"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the divs--><br />
</div><br />
</div><br />
==Super Moves==<br />
===<big>Energy Wave</big>===<br />
<span class="input-badge">'''236{{clr|2|L}}+{{clr|3|M}} or 236{{clr|5|H}}+{{clr|4|S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android18_EnergyWave.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236LM" or input="j.236LM")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Costs 1 bar.<br />
* Minimum damage: 44*10, 54*7 (818)<br />
* Teleports forward about half screen, firing a beam down. Always moves upward unless the opponent is in range.<br />
* When in range:<br />
** During combo: 18 tracks the opponent's current location and beams them down.<br />
** Outside of combo (raw): Will teleport to their current X coordinate and slightly above the ground. Does not track vertically.<br />
* 18 recovers before she has fallen halfway.<br />
</div><br />
</div><br />
<br />
===<big>Accel Dance</big>===<br />
<span class="input-badge">'''214{{clr|2|L}}+{{clr|3|M}} or 214{{clr|5|H}}+{{clr|4|S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android18_AccelDance.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214LM" or input="j.214LM")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Costs 3 bars.<br />
* Invulnerable from frames 1 to 23.<br />
* 1718 minimum damage.<br />
* If Krillin is on your team and not on-screen, 18 will perform the super with the best boi Krillin instead of Android 17.<br />
* Can pick up multiple characters, meaning you can punish a poorly called assist character along with the character on point.<br />
* Drops in the perfect range to summon medium 17 for Oki<br />
Invincible startup super. Reaches about 3/4ths screen distance, and can connect after almost any combo leaving the opponent in front of 18. Most of the damage is done during the last part, meaning the opponent can recover a fair chunk of blue life if Sparking Blast is active. <br />
</div><br />
</div><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:DBFZ/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=DBFZ/Lab_Coat_Android_21&diff=261356DBFZ/Lab Coat Android 212022-02-28T04:35:48Z<p>GunBlaze: </p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview='''Android 21 (Lab Coat)''', often appearing under the nicknames '''Labcoat''' or '''L21''', does everything free of charge. Dr. Gero would naturally not settle for anything other than perfection, and neither will ArcSys. Labcoat has incredible damage and meterbuild, a phenomenal lariat that reflects ki-blasts, one of the best anti-air specials in the game, a barrier, fantastic supers, and fantastic assists. She can zone, she can rushdown, she can mix, she can play lame, and she can certainly delete opponents. Notably, Labcoat is also capable of breaking the game's rules with her {{MiniMoveCard|game=DBFZ|chara=Lab Coat Android 21|input=22L|label=Mignardise Heel}} to OTG opponents for simple conversions off of any hit at the cost of either meter or an assist. {{MiniMoveCard|game=DBFZ|chara=Lab Coat Android 21|input=236HS|label=Photon Pulse}} is one of the cruelest supers ever put in the game, it's so strong this overview could just link to the super and be done with it, and is likely why you want to play Labcoat. She has simple execution requirements, and can work anywhere on a team with great synergy with several characters.<br />
<br />
Labcoat does not suffer from any ''significant'' weaknesses. Although she does have some quirks, they can easily be gotten around just by using other tools instead, and her meter reliance is offset by her similarly very high meter gain. If you enjoy laughing maniacally, exploding your opponent and seeing the "Connection Lost" popup, then get ready, this cookie will only run you a fiver.<br />
<br />
|lore=Android 21 is a new type of Bio-Android built in the image of the wife of Android 20 (also known as Dr. Gero), who was also the mother of the late man that would become Android 16's template. Claiming to have been a human converted into her current form, her composition includes the cells of numerous powerful warriors and intelligent researchers, with even the likes of Majin Buu's cells being present. This incarnation of Android 21 represents her state before the cells in her body went berserk, causing her to develop an insatiable sweet tooth that would turn her into a monster.<br />
<br />
|quote= This power inside of me... I do hope I can control it.<br />
|voice_actor= Japanese: Houko Kuwashima / English: Jeannie Tirado<br />
|summary= is a powerful, well-rounded character who shuts down her opponents with her fiendish Photon Pulse.<br />
|pros= <br />
* '''Achilles without the Heel:''' She has everything you could want in a DBFZ character: a [[{{PAGENAME}}#Savory Slicer|forward-advancing special move]], [[{{PAGENAME}}#Vertical Savory Slicer|frame 1 anti-air]], [[{{PAGENAME}}#5S|multi Ki Blasts]], [[{{PAGENAME}}#Photon Swipe|a good beam]], [[{{PAGENAME}}#3H|extra]] [[{{PAGENAME}}#6H|normals]], a [[{{PAGENAME}}#Barrier Sphere|frame 4 reversal]], superb meter gain, and ways to hit you without assists.<br />
* '''Obnoxious Pressure:''' A total of 6 lows, [[{{PAGENAME}}#5M|multihitting]] [[{{PAGENAME}}#2M|normals]], [[{{PAGENAME}}#Connoisseur Cut|two]] [[{{PAGENAME}}#Photon Pulse|command grabs]], an [[{{PAGENAME}}#6H|extra command normal overhead]], and a [[{{PAGENAME}}#Photon Swipe|fast beam that jails into vanish]] gives Lab Coat some of the most threatening pressure in the game. Her [[{{PAGENAME}}#5LL|5LL]] also catches backdashes and jumps after vanish.<br />
* '''Omnidirectional Anti-Air:''' Lab Coat's [[{{PAGENAME}}#Vertical Savory Slicer|214X moves]] hit on both sides and are usable in the air, getting her out of common situations like Spark > Held Vanish. It also helps her air [[{{PAGENAME}}#j.S|Ki Blast]] game as she has a Head invul air move to beat Superdash.<br />
* '''OTG On Demand:''' Her [[{{PAGENAME}}#Mignardise Heel|22X]] hits opponents out of sliding knockdowns, extending her combos significantly. The EX version is also fast enough to extend combos from other character's command grabs (like {{MiniMoveCard|game=DBFZ|chara=Broly|input=214L|label=Z Broly's 214L}}) using Special Tag.<br />
* '''Super Command Grab:''' Lab Coat's [[{{PAGENAME}}#Photon Pulse|236HS]] is a unique command throw that defies system rules. It doesn't have a superflash until it hits and is unreactable and unpunishable unless predicted. On hit, it inflicts 2121 damage, ''debuffs the opponent character's damage by 21%'', '''and''' ''buffs her special move damage by 21%.'' These buffs and debuffs last until the match is over.<br />
|cons= *'''Subpar Normals In Neutral:''' In neutral and scramble scenarios, Lab Coat's normals don't share the range of the more belligerent characters in the meta. In addition, her medium buttons can be easily whiff punished.<br />
*'''Head Property Lariat:''' Her strongest approach tool, the ki-blast reflecting lariat/anti-air Savory Slicer, has Head Property meaning it can be 2H'd if the opponent is keen on staying on the ground and watching for it.<br />
*'''Meter Reliant:''' Lab Coat will require the use of meter to use the majority of her strongest tools. Her reversal, lariat, and stomp are all best when metered, and she will need to spend bar to extend off of most common stray confirms. Additionally, her [[{{PAGENAME}}#Photon Pulse|236HS]] command throw will cost a full bar.<br />
|difficulty_rating=5<br />
|footnote=Labcoat's weaknesses as listed above are real, but simple to work around with her other options. For example, although she is meter hungry, she builds a very large amount of meter in combos and neutral. Her reward off of meter use is also much higher than average, even with an only okay Level 3 knockdown. Additionally, Savory Slicer can be 2H'd, but thanks to Labcoat's projectile presence she can force opponents to block and respect it.<br>As such, her cons should be treated as being minor and perfectly manageable.<br />
|unique_mechanic1_name=<br />
|unique_mechanic1=<br />
}}<br />
{{FP Box|header=Beginner's Character Guide<br />
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|4s0MFBIShE8|450}}{{Closediv}}{{Closediv}}<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|2|5L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_5L.png |Low #1<br />
DBFZ_Lab_Coat_Android21_5LL.png |<br />
DBFZ_Lab_Coat_Android21_5LLL.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5L" or input="5LL" or input="5LLL")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
;5L<br />
* 6 frame standing low. The privilege starts early.<br />
This move is HUGE. In all seriousness, the only way this move could be better was if it hurt further upwards. At max range it hits one frame slower than its listed startup. Lab Coat's 5L has good pushback and advances pretty far forwards. She can stagger 5L into itself more times than the wiki editor who wrote this cared to count.<br />
----<br />
;5LL<br />
* Great range, punishes backdash after vanish.<br />
The privilege continues. Hits very high up and is useful for 5LL things, like combos and blockstrings.<br />
----<br />
;5LLL<br />
* Command grab, 5LL has too much blockstun for the grab to connect without an assist setup.<br />
Probably the most mediocre move she has. Not useful for combos as 5M pulls opponents down and not many good characters have low blockstun assists she can use to set up tick throws. In the corner it becomes much better, working as a decent bridge to end your combos with 214M/H.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|5M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_5M.png | Massive, yet small at the same time<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5M"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Deceptively tall hitbox.<br />
* 2nd hit ground bounces airborne opponents.<br />
Great vertical range, but lackluster horizontal range. Due to the fact that the second hit will always come out unless canceled on hit or block, it makes it too dangerous to throw out in neutral.<br />
<br />
Combo and blockstring filler, but better than everyone else. After the first hit lands, the second is entirely GC safe as Lab Coat can freely gatling into 2H/214X on reaction.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_5H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5H"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Smash hit wall splats. Enables rejumps with delay SD > j.66LM(1).<br />
Deceptively long-reaching 5H that allows for rejump combos. Good blockstring filler and can be used as a last-minute frame trap after her slide or overhead.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_5S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5S"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Chains into itself a maximum of 5 times.<br />
* 5th Ki Blast launches on hit.<br />
Great neutral tool and corner combo filler. Builds a lot of meter. Spaced 5H > 5S can make it 0 on block but Lab Coat is typically too far out to do anything real with that.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_2L.png |Low #2<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2L"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Another low, but slower than 5L with less reward than 2M.<br />
* Somewhat redundant, but not bad<br />
Outclassed by 5L in everything except its gatling options. 2L can gatling into itself where 5L cannot and 2L actually puts some distance between Lab Coat and her opponent.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_2M.png |Lows #3 and #4<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2M"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches on hit.<br />
Unfit for neutral usage as similar to her 5M, the second hit will always come out on whiff and puts her at -47, very punishable.<br />
<br />
This is however one of the best 2Ms in the game for pressure and mix-up. Both hits are lows, true string, scale like typical Medium buttons, and due to the first hit being as fast as some characters' low 2Ls, Lab Coat can use this in SD mixups even in midscreen for devastating damage. After the first hit lands, the second is entirely GC safe as Lab Coat can freely gatling into 2H/214X on reaction into a full combo.<br />
<br />
As a combo filler, both 5M(2) > 2M(2) and 2M(2) > 5M(2) always combo and are essentially identical strings that can lead to all of her basic grounded routes. The second hit of 2M also combos into SD anywhere on screen at low hitstun decay, allowing for Smashless rejumps with any starter.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_2H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2H"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Very tall, but small horizontal reach.<br />
Leads to great damage with resources as Lab Coat has access to an OTG. Also probably the closest thing Lab Coat has to a mediocre move, as its horizontal range leads a lot to be desired. It'll clip opponents directly above her or directly flying at her, but it has trouble with weird angles. Luckily, she has Vertical Slicer to deal with that.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|6M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_6M.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6M"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Very large; uses j.H's animation.<br />
It's a 6M. It has a different animation than her 6H which can throw off opponents expecting the latter. <br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|6H}}</big>===<br />
<span class="input-badge">'''Delectable Strike'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_6H.png |Block this overhead<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6H"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Ground bounces on hit.<br />
* Crushes 2H (not a Head property move) while being airborne. Privilege.<br />
* Crushes lows. Why not.<br />
* 6H > j.214S can set up mixups with lockdown assists. Not amazing but another thing to add to the list.<br />
* Gatlings from 6H are 4 frames slower than normal.<br />
Another thing for her opponent to look out for. Being -5, if it catches someone trying to jump expecting a command grab she'll be +1. Since she has so many lows, being 27f is not nearly as big of a deal as you'd think. A very obvious point to sneak this in is after 2M(1).<br />
<br />
It's also comboable solo, despite being an overhead in DBFZ. Due to how its recovery works, no option will true string after this normal. While it may be tempting to reflect, keep in mind it's safe on block and she can still command grab you for your troubles.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|3H}}</big>===<br />
<span class="input-badge">'''Granita Edge'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_3H.png |the Bison Slide for the boss character and Low #5<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="3H"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Launches on hit.<br />
* Does not true string from any of Lab Coat's normals.<br />
* Frame traps after M buttons and 5LL, loses to mashing after L buttons.<br />
Does good damage in combos but has freakishly long recovery if used in neutral. Stick to her 236X moves instead.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_jL.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.L"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Has a crossup hitbox for some reason.<br />
Certain distances make this an unreactable crossup that she can convert out of with j.236H. Other than that, it's her fastest and least committal air button for neutral.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_jM.png |Moon Vampire Normal<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.M"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Hits twice, both hits are overheads.<br />
A freakishly fast j.M. Hits twice, making it more committal than the average j.M.<br />
<br />
Due to it being multi-hit, it makes it amazing to bring the opponent from the air to the ground.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_jH.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5LLLLLLL" or input="j.H")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
Utterly huge, covers all techs pretty easily when used for a safejump.<br />
<br />
This is also Lab Coat's primary crossup normal. Due to the lack of fast advancing M buttons, after IAD j.H, she will have to convert or continue pressure with microdash 5L.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_jS.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.S"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Hold or mash S to shoot all 4 Ki Blasts.<br />
* Last Ki Blast launches on hit.<br />
Synergizes very well with the rest of her kit. Lab Coat's Ki Blast game is much stronger than normal as not only is j.S repeatable with very low landing recovery, she also can react to SD and cancel into j.214X, an airborne anti-air that can be extended into big damage through the use of 22X or assists.<br />
<br />
At round start distance, it's also possible to convert j.S(4) into SD, though this is rather risky as on block the opponent can easily anti-air her.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_j2H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2H"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Smash hit wall splats.<br />
* Surprisingly, not all that useful.<br />
Lab Coat has access to easy rejumps with 5H, so this mostly goes unused. It can be useful in some sparking loops but she generally has better ways to use her U1 Smash.<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Savory Slicer</big>===<br />
<span class="input-badge">'''236L/M/H (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_236X.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236L" or input="236M" or input="236H" or input="j.236L" or input="j.236M" or input="j.236H")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
;All Versions<br />
* Guard point against Ki Blasts.<br />
* Smash on last hit for M and H versions.<br />
* Hits behind 21. Can catch Vanish and also be a crossup itself.<br />
* Puts 21 airborne and has Head property, meaning it's vulnerable to anti-airs like 2H.<br />
* When used at low height (as tk.236X or from 2H > j.236X on block), puts 21 at -2.<br />
* All versions (but particularly the M and H versions) deal unusually high chip damage.<br />
* All versions have very good starter scaling. She usually gets 5K with an assist.<br />
----<br />
;L Versions<br />
* Fast but no Smash property.<br />
Decent neutral tool, covers about the same range as 5H while being Ki Blast invulnerable.<br />
----<br />
;M Versions<br />
* Slow, but travels fullscreen.<br />
* Smash hit wall splats. Used for combo extensions in the corner.<br />
22M is generally better to use for more traditional corner combos as it uses less combo timer. The air version combos into DR or j.L in the corner for some extra utility.<br />
----<br />
;H Versions<br />
* Best of both worlds.<br />
* Smash hit wall bounces. Allows for midscreen confirms.<br />
Leads to insane damage and rushes at the opponent very quickly, all the while being invincible to Ki Blasts. Combined with the 21% damage buff Labcoat gets from her 236HS grab super, this can be a TOD by its self.<br />
<br />
Do not make this your only means of navigating through neutral, as the opponent can respond to it by anti-airing it. When used in conjunction with her other options such as her ki-blasts or beam, it becomes far more potent.<br />
</div><br />
</div><br />
<br />
===<big>Vertical Savory Slicer</big>===<br />
<span class="input-badge">'''214L/M/H (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_214X.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214L" or input="214M" or input="214H" or input="j.214L" or input="j.214M" or input="j.214H")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
;All Versions<br />
* Head invul and guard point against Ki Blasts.<br />
* Hits behind 21 while spinning. Each slash during the spin vacuums on hit.<br />
* Turns to face the opponent before the final hit.<br />
* Smash on the last hit.<br />
Lab Coat's premier anti-air special move. They all hit on both sides and are air ok, getting her out of common situations like Spark > [Vanish]. They can also lead to some pretty hefty damage with resources, making recklessly approaching 21 scary.<br />
----<br />
;L Versions<br />
* Ground bounces on the last hit.<br />
----<br />
;M Versions<br />
* Smash hit causes a sliding knockdown. Non-smash ground bounces on the last hit.<br />
* Always leaves close enough to combo into 22X.<br />
----<br />
;H Versions<br />
* Smash hit causes a ground bounce sliding knockdown. Non-smash ground bounces on the last hit.<br />
* Always leaves close enough to combo into 22X. j.214H > 22H leads to crushing damage.<br />
* Smash 214H can link to 5L even in midscreen if all 11 hits connect and 21 doesn't turn around on the last hit.<br />
* j.214H > Spark can make Sparking Blast whiff for better combo scaling.<br />
Unholy if used as a defensive option thanks to its speed. Uptech 214H + assist can defeat safejumps if your opponent isn't prepared to 2H it during the very short window they have, allowing you to steal your turn back. A great combo ender as well, can be used as a starter too thanks to 22X.<br />
<br />
Also fantastic as an anti-superdash or even just anti-approach since it's safe on block and frame 1 invincible. There's little this move isn't good for.<br />
</div><br />
</div><br />
<br />
===<big>Mignardise Heel</big>===<br />
<span class="input-badge">'''22L/M/H'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_22X.png |Low #6: local scientist [REDACTED] on fellow passenger<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="22L" or input="22M" or input="22H")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
;All Versions<br />
* Can hit opponents in OTG state.<br />
* Ground bounces on hit.<br />
* Is not affected by hitstun decay.<br />
----<br />
;22L<br />
* True blockstring from any normal.<br />
Lab Coat can tack this on as an extra low at the end of a string.<br />
<br />
Links into 5L if it hits meaty on the last possible frame, allowing for high damaging, Smashless loops anywhere on the screen, albeit character specific.<br />
----<br />
;22M<br />
* Smash hit corner splats.<br />
* Frame traps from M/H buttons and 5LL, loses to mashing after L buttons.<br />
* Go-to combo DR ender.<br />
Corner splat instead of wall splat means this special will happy birthday.<br />
----<br />
;22H<br />
* Smash hit causes a huge ground bounce and corner splats.<br />
Lets her combo from basically anything. A beast of a tool that breaks the rules of the game, you can even do something like use {{MiniMoveCard|game=DBFZ|chara=Broly|input=214L|label=Z Broly's 214L grab}}, special tag on hit and then use this to combo after it.<br />
</div><br />
</div><br />
<br />
===<big>Photon Swipe</big>===<br />
<span class="input-badge">'''236S (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_236S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236S" or input="j.236S")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Pierces opponents. Explodes on the final hit.<br />
* Fastest beam in the game.<br />
* Has forced framedata. Will be -6 at any distance.<br />
Despite its appearance, this will hit small or crouching opponents and blow through superdash. You don't really need this to deal with superdash, but thanks to its extreme speed it's far from useless in neutral either. It's about as fast as Kid Buu's Candy Beam which may give you the impression that this move is equally terrible as his, but you'd be dead wrong. This character's not allowed to have weaknesses.<br />
</div><br />
</div><br />
<br />
===<big>Connoisseur Cut</big>===<br />
<span class="input-badge">'''214S (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_214S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214S" or input="j.214S")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* When used outside of combos, 214S only connects against grounded opponents and j.214S only connects against airborne opponent. Mid-combo, 214S will also connect against airborne opponents.<br />
* On hit, heals 500 total HP. Ex: If she has 400 blue health, she will heal 400 blue health and 100 yellow health.<br />
Not quite done yet with having 6 lows and an extremely powerful overhead, now you can have a command grab to worry about as well. The healing is a cherry on top, and you can combo after this using her 22H, making it a command grab that doesn't require a preemptive EX for a combo. That also makes it harder to react to for the same reward as an EX grab, so there's tons of upsides to this. You likely won't see this as much as her command grab super, however. The air version makes for a great combo ender, as she can keep the corner while using her more damaging level 3 super. This also pulls a couple characters out of the corner, but at time of writing we don't really know if it's useful.<br />
</div><br />
</div><br />
<br />
===<big>Barrier Sphere</big>===<br />
<span class="input-badge">'''22S (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_236S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="22S" or input="j.22S")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Guard point against all attacks except throws, Supers, and Sparking Blast. Guarding against Super Dash-type moves will give the opponent 10F of landing recovery. <br />
* Cancellable into Specials and Supers on successful guard. Cancelling into Supers can be inputted with shortcuts: L+M for 236L+M, H+S for 236H+S, 4L+M for 214L+M and 4H+S for 214H+S.<br />
* Cancelling into Specials/Supers '''does not''' add extra proration.<br />
Just in case. 214X is a more reliable anti-air option but a barrier is never a bad thing to have. You can cancel into this after your opponent attempts a Guard Cancel to net a much deadlier punish than a 2H, among other things. Being able to go straight into her command grab super on catch is one of the meanest things you can do to an opponent pressuring you and offsets the weakness of this being only frame 4.<br />
</div><br />
</div><br />
<br />
==Z Assists==<br />
===<big>Assist A</big>===<br />
<span class="input-badge">'''Savory Slicer'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_236X.png |RIP Yamcha, 2018-2022<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="Assist A"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Retains 236X's Ki Blast invulnerability.<br />
* Frame advantage is for all hits; last hit only is +31.<br />
An excellent assist. It's only issue is that it doesn't reach fullscreen, but it has so many other upsides that it may as well be ignored. It's fast, highly plus on block, easily extends combos, and deflects Ki Blasts while Lab Coat is spinning. If you need an assist to slap her on your team, this is the one.<br />
</div><br />
</div><br />
<br />
===<big>Assist B</big>===<br />
<span class="input-badge">'''Barrier Sphere'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_22S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="Assist B"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Doesn't gain Ki for blocking attacks.<br />
* Lab Coat shows up slightly behind the point character. <br />
* Absorbs hits for both the point character and any other assists inside it.<br />
* Barrier will not cover for you if you aren't inside it. Standing by the edge will cause big hitbox moves to go right through the barrier.<br />
Lab Coat's B assist is her Barrier that defends against incoming attacks. It's inherently more situational than her other assists as it does not have a hitbox, but can be beneficial to certain team compositions or countering East Coast players. Her A Assist is generally good enough to be used instead of this one in most cases.<br />
</div><br />
</div><br />
<br />
===<big>Assist C</big>===<br />
<span class="input-badge">'''Photon Swipe'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_236S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="Assist C"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Piercing beam assist.<br />
It's a C Beam. Pierces assists so can be used to police the opponent's assist calls, but the cooldown makes this very expensive. The opportunity cost of her C Assist versus her A and B Assists just isn't worth it.<br />
</div><br />
</div><br />
<br />
==Super Moves==<br />
===<big>Total Detonation Ball</big>===<br />
<span class="input-badge">'''236L+M (Air OK), j.236H+S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_236LM.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236LM" or input="j.236LM")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|-<br />
{{AttackVersion|name=Total Evasion|subtitle=j.236H+S}}<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236HS"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Ground version's energy ball travels along the floor. On hit, is very advantageous and can easily extend combos in the corner, usually into delay 22L > 236HS for the debuff.<br />
* Air versions recover in the air. Ball explodes if it hits the ground. On hit, causes a ground bounce sliding knockdown.<br />
* Air H+S version teleports behind opponents. Startup is reduced when used mid-combo.<br />
* Minimum Damage (Ground): 827<br />
* Minimum Damage (Air): 784 <br />
Very solid super, if you feel like not using the grab. Can also loop into its self, but due to the double super scaling this won't net you much outside of BMing someone with your fair and balanced character. It's much more useful as a way to DHC Lab Coat in as she can combo into Stomp > 236HS with an extra bar to apply the debuff in the corner.<br />
</div><br />
</div><br />
<br />
===<big>Photon Pulse</big>===<br />
<span class="input-badge">'''236H+S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_236HS.png |Best way to avoid this is to hit her first<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236HS"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Unreactable command grab super that's also a reversal. Can be used as a tickthrow from essentially all normals without having to delay the input.<br />
* Outside of combos, cannot connect against airborne opponents. Mid-combo, can hit airborne and opponents in OTG state.<br />
* On hit:<br />
** Launches the opponent into a soft knockdown. Doesn't consume Smash. Adv: +27 against up/back/forward tech.<br />
** Character that got grabbed will deal 21% less damage until the end of battle. This debuff is applied on top of everything else including Sparking, Limit Break, Super's minimum damage, etc. Debuff does not stack upon multiple uses.<br />
** Increases 21 Special Moves damage by 21% until the end of battle. Thankfully, this also doesn't stack.<br />
: {| class="mw-collapsible mw-collapsed" style="border-collapse: collapse;" data-expandtext="Unique interactions with other characters" data-collapsetext="Collapse unique interactions"<br />
|+ style="white-space: nowrap; text-align: left;" |<br />
|-<br />
|<br />
* If two 21s debuff one another, their normals and Supers damage will be reduced by 21%, while Special Moves' damage will only be reduced by 4.41% (actual calculation is 0.79 * 1.21)<br />
* Debuff stays on the character's body when {{MiniMoveCard|game=DBFZ|chara=Captain Ginyu|input=214LM|label=Body Changing}}, aka Ginyu will be possessing a debuffed character and vice versa<br />
* Debuff persists even after death. Summoning K.O'd characters with {{MiniMoveCard|game=DBFZ|chara=Super Baby 2|input=22X|label=Parasite Takeover}} will give you debuffed assists.<br />
|}<br />
:{| class="mw-collapsible mw-collapsed" style="border-collapse: collapse;" data-expandtext="Just how immense is a 21% damage reduction?" data-collapsetext="Collapse and weep"<br />
|+ style="white-space: nowrap; text-align: left;" |<br />
|-<br />
|<br />
It completely removes the damage upsides from Sparking, Golden Frieza, Adult Gohan's Potential Unleashed, SBroly's no-shirt Level 3, and more. You can't even use traditional Happy Birthday/Merry Christmas team wipe combos with this debuff applied to your character, as even highly damaging sparking combos ending in a level 3 will simply deal the same damage as a regular combo using meter. Now imagine how little you're doing without spending those resources.<br />
|}<br />
* Low recovery time for a grab or a super, even with the extra active frames. Difficult to reliably punish.<br />
* Minimum Damage: 621<br />
This super is the icing on the cake. Either you take the throw and eat the damage debuff, or you eat one of her 6 lows into a combo and take the damage debuff, or she used this as a reversal and you take the debuff anyway. She even gets a safejump after. Turns any of your opponent's characters into a 3-4 touch character. 21 uses special moves a lot in her combos, which makes the buff quite substantial.<br />
<br />
All the while this grab is nearly unreactable. The startup may not seem great, but the animation is very deceptive. As one final cherry to perfect the cake, the recovery is also quite low combined with generous invulnerability frames allowing you to use this move as a ghetto reversal or beat mashing attempts during your strings. You will love this super, you will abuse this super, and you will burst into tears laughing at how helpless your opponent is to stop you.<br />
</div><br />
</div><br />
<br />
===<big>Appetizing Rush</big>===<br />
<span class="input-badge">'''214L+M (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_214LM.png |JoJo's Bizzare DHC<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214LM" or input="j.214LM")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Teleports behind opponents for a full-screen punish.<br />
* This is her Z-Change lvl3.<br />
* Minimum Damage: 1821<br />
* Adv. on Hit: +28<br />
Rather average knockdown merely granting a safejump afterwards. Surprisingly, Labcoat's level 3 supers are nothing to write home about. They are certainly not bad since they track fullscreen and still give easy oki unlike other characters.<br />
</div><br />
</div><br />
<br />
===<big>Excellent Full Course</big>===<br />
<span class="input-badge">'''214H+S (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_214HS.png |Hey! I know this one!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214HS" or input="j.214HS")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Alternate level 3. Stays same side at the cost of damage.<br />
* Charges fullscreen ahead. Midcombo, has reduced startup and will teleport vertically to the same height as the opponent before attacking.<br />
* Minimum Damage: 1721<br />
* Adv. on Hit: +28<br />
Android 21 has the total privilege to choose what side she ends up on whenever she wants to spend meter.<br />
</div><br />
</div><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:DBFZ/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=DBFZ/Android_21&diff=261154DBFZ/Android 212022-02-25T07:26:35Z<p>GunBlaze: </p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{UnderConstructionDisclaimer}}<br />
{{CharaOverview<br />
| overview = Android 21 is a tricky snowball character with absolutely fantastic neutral, overwhelming mixups and copy abilities like Kirby (she's even pink). Her projectile game is deceptively powerful, covering large spaces of the screen and not having much recovery. In tandem with her normals and certain copy abilities, Android 21 can zone the opponent out surprisingly well. Once she gets in, she has plenty of mix-up tools thanks to her air normals being great at cross-ups and a solid low 2L. As a result, Android 21 on the offense is very hard to deal with once she gets going and can spell death for a character rather quickly. However, she is rather weak defensively; a large hurtbox and basically no tools to help her get out can make her crack under pressure.<br />
| quote = Don't you dare interrupt my valuable snack time!<br />
| lore = A mysterious new Android who is somehow connected to Android 16. In her default form, she's a young woman with long, bushy hair, who wears glasses and is supposedly as smart as Dr. Gero, perhaps even more so, and her transformed state being similar to that of Majin Buu, with the ability to turn others into sweets and an insatiable hunger. She acts as the primary antagonist in the ''Dragon Ball FighterZ'' Story Mode.<br />
| voice = Japanese: Houko Kuwashima, English: Jeannie Tirado <br />
| summary = is unique for her ability to copy abilities from her opponents with her command grab, Connoisseur Cut. Outside of her power-copying techniques, she also boasts a strong long-range game, using a combination of copied attacks and her own projectiles to wear down her enemies from a distance.<br />
| pros = <br />
* '''Ability Steal''': 21's move steal ability makes her setplay very strong. Most of the steals are better versions of their originals.[[DBFZ/Android_21#Solar_Flare|Solar Flare]], [[DBFZ/Android_21#Homing_Energy_Blast|Homing Blast]] and [[DBFZ/Android_21#Explosive_Energy_Blast|Explosive Blast]] can all be used to cover tech options on knockdowns.[[DBFZ/Android_21#Sticky_Energy_Blast|Sticky Blast]] is also a very valuable neutral too being frame 1 air invulnuerable while in the air meaning if you can react to superdash, your oppoenent will be forced to respect you.<br />
* '''Great Mix-up''': Fast point blank cross-ups with IAD [[DBFZ/Android_21#j.M|j.M]] and fast [[DBFZ/Android_21#2L|2L]] low makes IAD mix-up threatening. Combined with her long range command grab, she can break guard rather easily. She also gets a meaty safejump left/right 50/50 off both her level 3s midscreen.<br />
* '''Superb Neutral Game''': 21 boasts some of the best normals in the game, making her neutral very strong. ([[DBFZ/Android_21#2M|2/3M]], [[DBFZ/Android_21#5M|5M]], [[DBFZ/Android_21#j.M|j.M]], [[DBFZ/Android_21#j.H|j.H]]) To top it off, she also has amazing projectiles with [[DBFZ/Android_21#5S|5S]], [[DBFZ/Android_21#2S|2S]], [[DBFZ/Android_21#j.S|j.S]], and [[DBFZ/Android_21#Total Detonation Ball|Total Detonation Ball]] which can be aimed upwards. 5s as of the recent patch has now been buffed to be a broly level ki blast so it will now beat every ki blast in the game except broly. <br />
* '''Flexible Supers''': [[DBFZ/Android_21#Photon_Wave|Photon Wave]] is very easy to combo into off of [[DBFZ/Android_21#Hors_d'Oeuvre_Stab|214X]]. She also has access to both an air and ground Level 3, although the damage on her ground level 3 is very low.<br />
*'''Ex Ball''': After gaining access to at least one steal, this ex move will beat every projectile the opponent can throw including ki blasts beams, and will even clash with level 1s. This move at 4 steals also allows her to create a 4 way mixup with many assists due to how plus the ex ball is. Lastly when the ex ball is at 3 steals or higher, the damage that is added to the end of a combp such as after grounded DR cannot be ignored as it is comparable to 21 having access to an extra level 1 before she supers.<br />
| cons = <br />
* '''Resource Dependent''': Will almost always need to use either assist or meter to combo into a decent sliding knockdown. <br />
* '''Unorthodox''': Almost all of 21's steal moves are strong but require awareness, this may be hard to juggle in the middle of a fast paced game like DBFZ if you're inexperienced.<br />
* '''Less than Average Defense''': 21 has a lot of trouble on defense as her only reversal is her level 3, and she does not gain access to a frame 4 reversal unless she is fighting a character that can give her [[DBFZ/Android_21#Barrier_Sphere|Barrier Sphere]] which is a very powerful frame 4, but it is only usable against a small portion of the cast. Her clash situation is also less than desireable as she does get bullied by the majority of the cast there.<br />
|difficulty_rating=4<br />
| unique_mechanic1_name = Ability Absorption<br />
| unique_mechanic1 = There are 4 slots above Android 21's bar of meter. Each one of these slots corresponds to a version of Connoisseur Cut. From left to right, the slots are for:<br />
*Connoisseur Cut (236S)<br />
*Air Connoisseur Cut (j.236S)<br />
*Aerial Connoisseur Cut (214S)<br />
*Air Aerial Connoisseur Cut (j.214S)<br />
<br />
After using a version Connoisseur Cut, the slot will fill up with the move that you absorbed. After this, if you use the same input that you used to absorb the move, you'll do the special move that you absorbed instead of the Connoisseur Cut. Stolen moves are single-use and will free up their slots. Sweet Tooth (214L+M) will fill all available slots at once.<br />
<br />
Furthermore, Android 21 can chain the copied abilities by pressing the S button on hit, alternating between Connoisseur Cut and Aerial Connoisseur Cut. Using the H version of [[DBFZ/Android_21#Total_Detonation_Ball|Total Detonation Ball]] makes 21 discard all her currently copied abilities, but in return, the move becomes stronger in proportion to how many abilities had been copied at that point.<br />
<br />
Absorbed abilities are separated into 4 colours/categories. Using Connoisseur Cut on a character belonging to one of these categories will give you a predetermined move based on this category. The move absorbed is different depending on whether you used Connoisseur Cut (236S/j.236S) or Aerial Connoisseur Cut (214S/j.214S). <br />
<br />
The breakdown of which character belongs to which color/category is as follows:<br />
*<span style="color:blue">'''Blue (Earthlings):'''</span> Gohan (Teen), Gohan (Adult), Goku, Goku (Super Saiyan), Goku (SSGSS), Goku (Ultra Instinct), Goku (GT), Goku Black, Krillin, Master Roshi, Tien, Videl, Yamcha<br />
*<span style="color:orange">'''Yellow (Saiyans):'''</span> Bardock, Broly, Broly (DBS), Gogeta (SS4), Gogeta (SSGSS), Gotenks, Kefla, Nappa, Trunks, Vegeta, Vegeta (Super Saiyan), Vegeta (SSGSS), Vegito (SSGSS)<br />
*<span style="color:green">'''Green (Androids):'''</span> Android 16, Android 17, Android 18, Android 21, Android 21 (Lab Coat), Cell, Super Baby 2<br />
*<span style="color:purple">'''Purple (Aliens):'''</span> Beerus, Captain Ginyu, Cooler, Frieza, Hit, Janemba, Jiren, Kid Buu, Majin Buu, Piccolo, Zamasu (Fused)<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>5{{clr|2|L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_5L.png |<br />
DBFZ_Android21_5LL.png |<br />
DBFZ_Android21_5LLL.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5L" or input="5LL" or input="5LLL")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Good frame advantage.<br />
A little shorter than most 5Ls, but just as useful to 21 as any other.<br />
----<br />
* Good frame advantage.<br />
* Advances forwards, more range than it looks.<br />
* Above a certain height, 5LL > 5LLL will whiff.<br />
5LL is not usually used as more than combo or blockstring filler.<br />
----<br />
* Safe on block.<br />
5LLL is strictly combo filler, as it cannot gatling into any other normals. Its high damage and ability to always smash makes it great for ToDs, and it also shines after a Vanish.<br />
</div><br />
</div><br />
===<big>5{{clr|3|M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_5M.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5M"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* As of version 1.25, adds some forward momentum. This allows it to hit at round start distance.<br />
This move is amazing. It has huge range and is only -6, which makes it an incredible ranged stagger tool. It's also blessed with unusually low pushback, which further accentuates its strengths. 5M > 5M on block will crush a majority of the cast's 5Ls at close to max distance.<br />
</div><br />
</div><br />
<br />
===<big>5{{clr|5|H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_5H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5H"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Hits at round start distance.<br />
Great in combos, as 21 can do the 5H rejump for more corner carry. Otherwise, its primary use is as blockstring filler.<br />
</div><br />
</div><br />
<br />
===<big>5{{clr|4|S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_5S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5S"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Despite the appearance, this is only 1 Ki blast.<br />
Great as both a stagger tool and a zoning tool. Its great frame advantage and pushback allows you to make any of 21's moves safe, and her long range lets you threaten afterwards. It is a broly level projectile meaning it will beat almost every other ki blast in the game which shuts down many characters neutral game against her, especially when used in tandem with her 2s and total detonation ball.<br />
</div><br />
</div><br />
<br />
===<big>2{{clr|2|L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_2L.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2L"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Chains into itself.<br />
* Prime close-range stagger tool.<br />
The low 2L of legend. Gives her fast high-lows and good pressure, as well as being visually distinct from 5L.<br />
</div><br />
</div><br />
<br />
===<big>2{{clr|3|M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_2M.png |<br />
DBFZ_Android21_3M.png |You're not safe over there<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="2M" or input="3M")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Tracks opponents up to almost half a screen away.<br />
* Won't hit at round start distance.<br />
* 2M will always combo into 5H on a grounded opponent.<br />
Unscaled, tracking 2M. This move is amazing, and is vital to combos and blockstrings alike. During pressure, 5M > 2M acts as a frame trap, while 2M > 5M works as a long-range stagger.<br />
----<br />
* 3M is slower than 2M but tracks from about 1/2 screen to 3/4 screen.<br />
* Has initial proration.<br />
* 2M and 3M don't chain into one another like Kid Buu's.<br />
3M > 5S > Vanish allows you to convert into a full combo. This can be used to surprise opponents who do not expect that they need to block low from so far away.<br />
</div><br />
</div><br />
<br />
===<big>2{{clr|5|H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_2H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2H"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Does not blockstring from any non-S normals.<br />
* Long recovery on whiff.<br />
* Can be made safe with j.214L.<br />
THE anti-air for 21. Even though 214S now has head invuln and can be used as an anti-air, 2H still has much higher reward. It also doubles as a ToD starter with Sparking.<br />
</div><br />
</div><br />
===<big>2{{clr|4|S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_2S.png |Are you gonna super dash yet?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2S"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jumps back and fires three fireballs at a downwards angle.<br />
* Long startup but decently fast projectile.<br />
21's primary zoning tool. It recovers fast enough for her to 2H a Super Dash from fullscreen, and its midair recovery allows her to air dash for a tricky pressure reset. This move alone singlehandedly wins matchups against "2-step neutral" characters like Ginyu.<br />
<br />
Avoid becoming predictable with this normal, since 2S (and especially 5S > 2S) can be very easily stuffed with Super Dash. 2S > j.M/j.H is also vulnerable to Reflect, and at long range, 2S will be neutralised by beams.<br />
</div><br />
</div><br />
<br />
===<big>6{{clr|3|M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_6M.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6M"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Jumps, spins and does an overhead kick.<br />
* 21 is airborne throughout the attack animation.<br />
</div><br />
</div><br />
<br />
===<big>j.{{clr|2|L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_jL.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.L"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Great air-to-air against opponents who are higher than 21.<br />
* High hitbox means it may whiff against some crouching opponents.<br />
j.L gets most of its use after a dive ender, especially in the corner. Its high hitbox makes it perfect for catching air techs and dragging the opponent back to the ground.<br />
</div><br />
</div><br />
<br />
===<big>j.{{clr|3|M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_jM.png |Good for swatting superdash<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.M"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Amazing air-to-air normal.<br />
* Point blank cross-up on every character in the game<br />
j.M is an amazing air normal to have. It's got pretty much everything you could ask for: speed, damage and range. Another excellent poke in 21's arsenal.<br />
</div><br />
</div><br />
<br />
===<big>j.{{clr|5|H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_jH.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5LLLLLLL" or input="j.H")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* 5LLLLLLL Smash hit can wall bounce.<br />
----<br />
* Massive range. Great as a jump-in, and a great combo filler.<br />
* Launches aerial opponents away on hit.<br />
* Deals a little less damage than the ordinary j.H.<br />
Unlike most other characters, 21's j.H doesn't have Smash property, preventing her from getting sliding knockdowns from otherwise common combo moves. On the other hand, this allows her to use it liberally as a combo filler, which is part of why 21's damage is so high overall.<br />
<br />
j.H is also an incredible oki tool. Its large, omnidirectional hitbox allows it to set up for ambiguous cross-ups midscreen, or cover most tech options in the corner.<br />
</div><br />
</div><br />
===<big>j.{{clr|4|S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_jS.png |How bout' now?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.S"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Lunges forward and throws three fireballs at a downwards angle.<br />
* Jumping and then immediately using j.S will actually keep 21 closer to the ground than her 2S would.<br />
21's j.S commands space in a similar manner to her 2S, but there are some differences between the two moves. Instant j.S affects her momentum in a different manner than 2S, propelling her forwards and then bouncing back compared to jumping backwards. Take care in throwing it out, as it has an obvious animation and can be super dashed through. Her only invincible counters to Super Dash in the air is j.214S with a yellow steal and j.214L+M.<br />
</div><br />
</div><br />
<br />
===<big>j.2{{clr|5|H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_j2H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2H"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Massive range. Adds some diagonally upward momentum on top of that.<br />
* Smash hit combos into Super Dash. Non-Smash hit can be jump cancelled into j.L or j.M.<br />
Highly damaging combo filler, used in every 21 combo ever. Ideally you'd be doing 5H rejumps, but the trusty Saiyan BnB works just fine for 21 as well.<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Total Detonation Ball</big>===<br />
<span class="input-badge">'''236{{clr|2|L}}/{{clr|3|M}}/{{clr|5|H}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_TotalDetonationBall.png |<br />
DBFZ_Android21_TotalDetonationBall-2.png |H version grows as more skills are absorbed<br />
</gallery><br />
</div><br />
<br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236L" or input="236M" or input="236H Level 0" or input="236H Level 1" or input="236H Level 2" or input="236H Level 3" or input="236H Level 4")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Fast projectile.<br />
* Has the same properties as other beam projectiles. Blasts through weak fireballs and clashes with beams.<br />
<br />
21's dedicated zoning tool. On top of beating weaker projectiles, 236L can be used with a high-blockstun assist to set up IAD pressure.<br />
----<br />
* Fires the ball upward into the air at an angle (45°).<br />
<br />
A reliable answer to Super Dash. On block, using 236M and calling an assist allows 21 to start her pressure. Its lower recovery than 236L not only makes it much safer on block, but also oppressive against chicken blocking in the corner.<br />
----<br />
* Gets bigger, deals more blockstun and gains an extra hit with every move 21 has absorbed.<br />
* Discards all currently absorbed moves.<br />
* Clashes with level 1 supers if 21 has at least one absorbed move.<br />
<br />
236H is plus on block even without absorbed abilities, allowing 21 to safely disengage from even the most poorly thought out blockstring. With absorbed abilities, its frame advantage ranges from high to absurd, and its high damage makes it a punishing combo starter/filler. At max charge, 21 can IAD j.M/j.H without fear of retaliation.<br />
</div><br />
</div><br />
<br />
===<big>Hors d'Oeuvre Stab</big>===<br />
<span class="input-badge">'''214{{clr|2|L}}/{{clr|3|M}}/{{clr|5|H}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_HorsDOeuvreStab.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214L" or input="214M" or input="214H" or input="j.214L" or input="j.214M" or input="j.214H")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Damage: Raw / Non-Smash / Smash<br />
* Smash triggers upon landing.<br />
* Air versions can be performed as additional followup for all Connoisseur Cuts and absorbed moves.<br />
* Ground M version corner bounces on Smash hit.<br />
* Both H versions ground bounce the opponent high into the air on Smash hit.<br />
This divekick is an just another neutral tool for 21 to mix things up if her opponent is under her as she already has access to a plethora of special moves to keep herself unpredictable in the air such as both versions of [[DBFZ/Android_21#Connoisseur_Cut|Connoisseur Cut]] and any of her aerial steals. Doing this plus an assist can allow you to start pressure in situations where your opponent believes they can just meaty her as shes falling from the air. Just don't be too predictable with this move as you are still prone to being 2hd.<br />
</div><br />
</div><br />
<br />
===<big>Connoisseur Cut</big>===<br />
<span class="input-badge">'''236{{clr|4|S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_ConnoisseurCut.png |''"How's this?"''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236S" or input="j.236S")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Side switches on hit.<br />
* Can be followed up with Hors d'Oeuvre Stab by pressing L, M or H. L keeps the side switch, M and H side switch again.<br />
Android 21 dashes forward before grabbing the opponent and impaling them with an energy spike. Its long range is offset by its single-use property, requiring 21 to discard currently absorbed abilities to use it again.<br />
<br />
This grab is the core of 21's solo mix when she is pressuring an opponent either with 0 assists or as an anchor on the team. On the surface, 24 frames for a command grab sounds slow, however the animation starts later on, so unless the opponent is actively looking for this command grab, they will not be able to react to it. Especially midscreen when the threat of crossup, 6m and assist, DR, or staggers are very real, this command grab will even catch players that have the best defense.<br />
</div><br />
</div><br />
<br />
===<big>Aerial Connoisseur Cut</big>===<br />
<span class="input-badge">'''214{{clr|4|S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_AerialConnoisseurCut.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214S" or input="j.214S")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Advances into the air at a 45° angle.<br />
* Both versions side switch on hit. Can be followed up with Hors d'Oeuvre Stab by pressing L, M or H. L keeps the side switch, M and H side switch again.<br />
* Has anti-air property.<br />
* Can be used after Dragon Rush ender to extend into supers.<br />
----<br />
* Air version is great against opponents that like to jump a lot in front of you.<br />
* Another route to go into Excellent Full Course when already having a long, scaled air combo.<br />
</div><br />
</div><br />
==Absorbed Abilities==<br />
When chaining absorbed abilities, 21 begins teleporting 8 frames after pressing S and the ability being canceled into becomes active as soon as she reappears (except in the case of a raw sonic warp). "Cancellable" in the ability descriptions refers specifically to cancelling one absorbed ability into another and not anything else like regular attacks or supers.<br />
<br />
===<big>Kamehameha</big>===<br />
[[File:DBFZ_Android21_Kamehameha2.png|24px]] <span class="input-badge">'''236<span style="color:blue">S</span> (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_Kamehameha.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236B" or input="j.236B")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Android 21 takes a step back before firing a Kamehameha. Comes out fast and is your standard beam projectile.<br />
* Cancellable starting at active frame 8.<br />
* Ground version stays grounded.<br />
</div><br />
</div><br />
===<big>Solar Flare</big>===<br />
[[File:DBFZ_Android21_SolarFlare2.png|24px]] <span class="input-badge">'''214<span style="color:blue">S</span> (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_SolarFlare.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214B" or input="j.214B")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Cancellable immediately.<br />
* Has anti-air property.<br />
* Puts 21 airborne.<br />
* Just like Krillin's Solar Flare, you can use it for oki in tandem with an assist to catch opponents teching above you.<br />
* Air version can hit opponents during air invulnerable attacks like 2H.<br />
</div><br />
</div><br />
<br />
===<big>Consecutive Energy Blast</big>===<br />
[[File:DBFZ_Android21_ConsecutiveEnergyBlast2.png|24px]] <span class="input-badge">'''236<span style="color:orange">S</span> (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_ConsecutiveEnergyBlast.png |SS Vegeta’s 236S, but cancelable.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236Y" or input="j.236Y")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Every hit ground bounces except the last one.<br />
* Cancellable starting at active frame 48.<br />
<br />
Very similar to [[DBFZ/SS_Vegeta#Consecutive_Energy_Blast|Consecutive Energy Blast]] as you can active tag into an assist character and still get a dr, eith the added bonus of being able to combo if this hits anywhere on screen as long as 21 has access to an air steal. All of her air steals can be cancelled into on rection if the opponent decides to super dash this move, making it a very strong punish move on characters whiffing a beam or ki blasts fullscreen.<br />
</div><br />
</div><br />
<br />
===<big>Sticky Energy Blast</big>===<br />
[[File:DBFZ_Android21_StickyEnergyBlast3.png|24px]] <span class="input-badge">'''214<span style="color:orange">S</span> (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_StickyEnergyBlast.png |<br />
DBFZ_Android21_StickyEnergyBlast2.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214Y" or input="j.214Y")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Whiffs against crouching opponents.<br />
* Aerial version has much longer range. It also has anti-air properties, allowing it to cleanly beat Super Dash no matter what.<br />
* Wall splats into a very short sliding knockdown on hit.<br />
* Cancellable starting 6 frames before attack hits and during timestop.<br />
* Can only land once during a combo.<br />
This move is by far her best steal. Going for a Dragon Rush with the air version of this move stocked is functionally a checkmate. It's head invincible for so long that the opponent has to heavily delay their airdash, which will get caught by your own airdash button. If they do anything else, you can just use the move and grab them. They can't do anything about it.<br />
</div><br />
</div><br />
<br />
===<big>Explosive Energy Blast</big>===<br />
[[File:DBFZ_Android21_ExplosiveEnergyBlast2.png|24px]] <span class="input-badge">'''236<span style="color:green">S</span> (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_ExplosiveEnergyBlast.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236G" or input="j.236G")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Jumps up and throws 2 Teen Gohan-esque bombs that carry the opponent with them and only explode once they touch the ground.<br />
* The bottom bomb won't go off screen, will instead slide against the wall when done in the corner.<br />
* Hits 4 times if the opponent is caught between the two blasts (1760 damage).<br />
* Cancellable starting at startup frame 10.<br />
* LM/H follow ups will catch superdash.<br />
</div><br />
</div><br />
<br />
===<big>Barrier Sphere</big>===<br />
[[File:DBFZ_Android21_Barrier2.png|24px]] <span class="input-badge">'''214<span style="color:green">S</span> (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_Barrier.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214G" or input="j.214G")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Similar to Android 18's barrier, gives you 25% Ki gauge for each hit blocked and can cancel into supers with L+M, H+S.<br />
* Doesn't stop throws and supers.<br />
* Also blocks hits for assists.<br />
* Active from frames 5 to 41 (54 if an attack is absorbed).<br />
* Cancellable when barrier is hit.<br />
</div><br />
</div><br />
<br />
===<big>Homing Energy Blast</big>===<br />
[[File:DBFZ_Android21_HomingEnergyBlast2.png|24px]] <span class="input-badge">'''236<span style="color:purple">S</span> (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_HomingEnergyBlast.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236P" or input="j.236P")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Grounded version has a larger hitbox and moves slower.<br />
* Cancellable if the orb hits as it comes out.<br />
</div><br />
</div><br />
<br />
===<big>Sonic Warp</big>===<br />
[[File:DBFZ_Android21_Sonic_Warp2.png|24px]] <span class="input-badge">'''214<span style="color:purple">S</span> (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_Sonic_Warp.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214P" or input="j.214P")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Similar to Frieza's 22S but without the additional shot.<br />
* Invulnerable from frames 8 to 12.<br />
* Useful for corner loops and combos.<br />
* Cancellable starting at startup frame 6.<br />
* When canceled into a 2nd absorbed ability, the 2nd ability goes through its normal startup in addition to the 8 frame startup after pressing S.<br />
</div><br />
</div><br />
<br />
==Z Assists==<br />
===<big>Assist A</big>===<br />
<span class="input-badge">'''Total Detonation Ball'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_AssistTotalDetonationBall.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="Assist A"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Fires fullscreen.<br />
* Cannot be super dashed through.<br />
21 appears and does her 236L. Shares most of its properties with the point version. Excellent as both a neutral assist and a combo assist, as it is functionally a faster beam. A great all-around assist.<br />
</div><br />
</div><br />
===<big>Assist B</big>===<br />
<span class="input-badge">'''Hors d'Oeuvre Stab'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_HorsDOeuvreStab.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="Assist B"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Tracks the opponent to about half screen.<br />
* Similar hitstun to the point version, opponent can tech in the air above her.<br />
* Above-average damage for an assist.<br />
* Fully Invincible starting Frame 10<br />
While not having as much range as her Assist A, Android 21's Assist B covers a different role. Its hitstun is even higher than her Assist A, and the additional blockstun makes it better as a close-range pressure assist. It's especially good for forcing SD > Assist on block. Along with the buffed invincible frames this assist is no longer a bad pick as it is effectively a 20 Frame DP assist useable in neutral.<br />
</div><br />
</div><br />
<br />
===<big>Assist C</big>===<br />
<span class="input-badge">'''Snack Time'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_5LLL.png |<br />
DBFZ_Android21_2H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="Assist C"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Blockstun C assist.<br />
* Startup in [] refers to when the opponent's point character is in hitstun.<br />
* Tracks to the opponent's location.<br />
* On hit, adds a third hit that spikes the opponent to the ground.<br />
The "best of both worlds" assist. 50 frames of blockstun allows most characters to turn their ranged offense into close-range pressure and turns blockstrings into mix-ups. Lessened startup also makes it excellent for combo extensions, even though it will mostly be into a Dragon Rush ender. Great C assist all around, expecially due to how she is most common as a point character and DHCs remove the cooldown.<br />
</div><br />
</div><br />
==Super Moves==<br />
===<big>Photon Wave</big>===<br />
<span class="input-badge">'''236{{clr|2|L}}+{{clr|3|M}} or 236{{clr|5|H}}+{{clr|4|S}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_PhotonWave.png |<br />
DBFZ_Android21_PhotonWave-2.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236LM" or input="j.236LM")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Invulnerable from frames 9 to 18.<br />
* 21 will teleport to a certain location in the air, despite being on the ground or air beforehand, before firing a beam along the ground that causes an explosion.<br />
* Minimum damage: 792.<br />
21's level 1. Fast, reliable and extremely easy to combo into.<br />
<br />
Despite looking like a single hit, this will always hit 20 times.<br />
</div><br />
</div><br />
<br />
===<big>Sweet Tooth</big>===<br />
<span class="input-badge">'''214{{clr|2|L}}+{{clr|3|M}} or 214{{clr|5|H}}+{{clr|4|S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_SweetTooth.png |<br />
DBFZ_Android21_SweetTooth2.png |<br />
DBFZ_Android21_SweetTooth3.png | <br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214LM"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Invulnerable from frames 1 to 21.<br />
* Costs 3 bars.<br />
* This is her DHC.<br />
* Fires a pink beam across the screen. On hit, 21 will turn the opponent into a dessert, take a bite out of them, then toss the remainder in disgust. If the move deals enough damage to kill, she will finish the opponent rather than deserting them.<br />
* Heals 500 blue health and fills all available slots on hit.<br />
* Minimum damage: 1521. This is the second least-damaging mainstream level 3, surpassing only Yamcha's.<br />
Invulnerable on frame 1 makes this your invincible reversal. Being +38 on hit gives 21 just enough time to set up an ambiguous cross-up with SJ IAD float up forward j.H, or same side high with superjump IAD float up back j.H, or same side low with super IAD fastfall 2L, making it an excellent combo ender. <br />
</div><br />
</div><br />
<br />
===<big>Excellent Full Course</big>===<br />
<span class="input-badge">'''j.214{{clr|2|L}}+{{clr|3|M}} or j.214{{clr|5|H}}+{{clr|4|S}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Android21_ExcellentFullCourse.png |<br />
DBFZ_Android21_ExcellentFullCourse2.png |<br />
DBFZ_Android21_ExcellentFullCourse3.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.214LM"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Invulnerable from frames 1 to 30.<br />
* Costs 3 bars.<br />
* Minimum damage: 1721.<br />
* Brings the opponent to the ground, setting up a hard knockdown in front of you.<br />
* Shares the exact same frame advantage and spacing on hit as her other level 3, Sweet Tooth, enabling the same 3 way ambiguous mixup.<br />
Effectively 21's air DP. Unlike her grounded level 3, this does not fill all available slots on hit, making it a subpar choice if it's not going to kill.<br />
<br />
As of version 1.25, if the opponent is in hitstun, 21 will teleport at the opponent's height before charging forward. Does indeed work after the first hit of any Hors d'Oeuvre Stab if high enough<br />
</div><br />
</div><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:DBFZ/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=DBFZ/Lab_Coat_Android_21/Data&diff=261048DBFZ/Lab Coat Android 21/Data2022-02-24T06:01:01Z<p>GunBlaze: </p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Links==<br />
<section begin=Links/>{{CharLinks|charMainPage=DBFZ/Lab Coat Android 21 |discord=}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{DBFZ-character<br />
| name =Lab Coat Android 21<br />
| portrait =DBFZ_Lab_Coat_Android 21_Portrait.png<br />
| icon =DBFZ_Lab_Coat_Android 21_Icon.png<br />
}}<br />
<br />
==Normal Moves==<br />
===5L===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=5L |name=<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=Low |invuln=<br />
|startup=6 |active= |recovery= |onBlock=-4<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=6f low? Why?<br />
}}<br />
<br />
===5LL===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=5LL |name=<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=All |invuln=<br />
|startup=9 |active= |recovery= |onBlock=-4<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===5LLL===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=5LLL |name=<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=Throw |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===5M===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=5M |name=<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=All |invuln=<br />
|startup=10 |active= |recovery= |onBlock=-4<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===5H===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=5H |name=<br />
|damage=1000 [850] |smash=U1 |prorate= |kigain=<br />
|level= |attribute= |guard=All |invuln=<br />
|startup=14 |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===5S===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=5S |name=<br />
|damage=300*1~5 |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=All |invuln=<br />
|startup=13 |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===2L===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=2L |name=<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=Low |invuln=<br />
|startup=7 |active= |recovery= |onBlock=-4<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===2M===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=2M |name=<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=Low |invuln=<br />
|startup=8 |active= |recovery= |onBlock=-4<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=You can high/low with this. You can kill people with this. Why.<br />
}}<br />
<br />
===2H===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=2H |name=<br />
|damage=1000 [850] |smash=U1+ |prorate= |kigain=<br />
|level= |attribute= |guard=All |invuln=<br />
|startup=13 |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===6M===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=6M |name=<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=High |invuln=<br />
|startup=24 |active=6 |recovery=4+6L |onBlock=0<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===6H===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=6H |name=Delectable Strike<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=High |invuln=<br />
|startup=27 |active= |recovery= |onBlock=-5<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=She needs it<br />
}}<br />
<br />
===3H===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=3H |name=Granita Edge<br />
|damage=750 |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=Low |invuln=<br />
|startup=18 |active= |recovery= |onBlock=-8<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=She needs it<br />
}}<br />
<br />
===j.L===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=j.L |name=<br />
|damage=400 |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=High |invuln=<br />
|startup=6 |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=Can cross-up with the small reverse hitbox.<br />
}}<br />
<br />
===j.M===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=j.M |name=<br />
|damage=600*2 |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=High |invuln=<br />
|startup=8 |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===5LLLLLLL===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=5LLLLLLL |name=<br />
|damage= |smash=D3+ |prorate= |kigain=<br />
|level= |attribute= |guard=High |invuln=<br />
|startup=11 |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.H===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=j.H |name=<br />
|damage=1000 [850] |smash=D1+ |prorate= |kigain=<br />
|level= |attribute= |guard=High |invuln=<br />
|startup=11 |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.S===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=j.S |name=<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=All |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.2H===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=j.2H |name=<br />
|damage= |smash=U1+ |prorate= |kigain=<br />
|level= |attribute= |guard=All |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=Why does this enable sliding knockdown<br />
}}<br />
<br />
==Special Moves==<br />
===236L===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=236L |name=L Savory Slicer<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup=13 |active= |recovery= |onBlock=-5<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===236M===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=236M |name=M Savory Slicer<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===236H===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=236H |name=H Savory Slicer<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.236L===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=j.236L |name=Air L Savory Slicer<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=-2 (TK)<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=Fastest TK is 18 frames<br />
}}<br />
<br />
===j.236M===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=j.236M |name=Air M Savory Slicer<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.236H===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=j.236H |name=Air H Savory Slicer<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===214L===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=214L |name=L Vertical Savory Slicer<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===214M===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=214M |name=M Vertical Savory Slicer<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===214H===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=214H |name=H Vertical Savory Slicer<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.214L===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=j.214L |name=Air L Vertical Savory Slicer<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.214M===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=j.214M |name=Air M Vertical Savory Slicer<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.214H===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=j.214H |name=Air H Vertical Savory Slicer<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===22L===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=22L |name=L Mignardise Heel<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=Low |invuln=<br />
|startup=11 |active= |recovery= |onBlock=-5<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=Hits OTG and removes OTG state<br />
}}<br />
<br />
===22M===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=22M |name=M Mignardise Heel<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=Low |invuln=<br />
|startup=18 |active= |recovery= |onBlock=-5<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=Hits OTG and removes OTG state<br />
}}<br />
<br />
===22H===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=22H |name=H Mignardise Heel<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=Low |invuln=<br />
|startup=11 |active= |recovery= |onBlock=-5<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=Hits OTG and removes OTG state<br />
}}<br />
<br />
===236S===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=236S |name=Photon Swipe<br />
|damage=262*5 |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup=14 |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.236S===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=j.236S |name=Air Photon Swipe<br />
|damage=262*5 |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup=14 |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===214S===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=214S |name=Connoisseur Cut<br />
|damage=1000 |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=Throw |invuln=<br />
|startup=24 |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=Steals 500 HP on connect. <br />
}}<br />
<br />
===j.214S===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=j.214S |name=Air Connoisseur Cut<br />
|damage=1000 |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=Airthrow |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=Steals 500 HP on connect.<br />
}}<br />
<br />
===22S===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=22S |name=Barrier Sphere<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=Total 48 |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.22S===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=j.22S |name=Air Barrier Sphere<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=Total 47 |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
==Z Assists==<br />
===Assist A===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=assist<br />
|input=Assist A |name=Savory Slicer<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup=20 |active= |recovery= |onBlock=+40<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===Assist B===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=assist<br />
|input=Assist B |name=Barrier Sphere<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===Assist C===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=assist<br />
|input=Assist C |name=Photon Swipe<br />
|damage=200*5, 400 |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
==Super Moves==<br />
===236LM===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=super<br />
|input=236LM |name=Total Detonation Ball<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.236LM===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=super<br />
|input=j.236LM |name=Air Total Detonation Ball<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===236HS===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=super<br />
|input=236HS |name=Photon Pulse<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.236HS===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=super<br />
|input=j.236HS |name=Total Evasion<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===214LM===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=super<br />
|input=214LM |name=Appetizing Rush<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.214LM===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=super<br />
|input=j.214LM |name=Air Appetizing Rush<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===214HS===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=super<br />
|input=214HS |name=Excellent Full Course<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.214HS===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=super<br />
|input=j.214HS |name=Air Excellent Full Course<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
==Category==<br />
{{#lst:DBFZ/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=File:DBFZ_Lab_Coat_Android_21_Portrait.png&diff=261034File:DBFZ Lab Coat Android 21 Portrait.png2022-02-24T05:55:50Z<p>GunBlaze: </p>
<hr />
<div></div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=DBFZ/Krillin&diff=260839DBFZ/Krillin2022-02-22T15:42:28Z<p>GunBlaze: </p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview= One of the few students the legendary Master Roshi ever took on, Krillin is a classic support character who still has plenty to offer himself. Lacking in strength but bursting with creativity and a devious mind, Krillin is known for his wide and varied toolset that he can combine together to become one of the most workable characters in the game. Krillin can do a little bit of everything- he can zone well thanks to his guided ki blasts, he can lay on some solid pressure with several of his special moves, and he can perform some rather powerful mixups with the right setup. He can even heal your team thanks to tossing out Senzu Beans, which can dramatically bolster the vitality of his team members. In the right hands, Krillin can prove to be the deciding factor between death and victory as he was so many times in the original series.<br />
<br />
Krillin's greatest weakness lies in his less than stellar size. Being one of the smallest characters in the cast, Krillin is memetic for his short, stubbly limbs, and although his ground normals are lightning fast and move him far forward, he lacks truly reliable ways to close distance. Overall, Krillin is a character who rewards planning and execution with consistency in performance, and his varied toolset means a player who commits to playing this bald bruiser can find their team strengthened by his supportive potential. <br />
|lore= Originally training at the Orin Temple until running away to escape bullying from his peers, Krillin trained with Goku under Master Roshi in their youth and is considered the series' strongest full-blooded human fighter. He would become one of Goku's best friends and most stalwart allies, even after Goku surpassed him as a martial artist. After Cell's defeat, he would go on to marry Android 18, having a daughter with her named Marron and eventually finding work as a police officer in Satan City.<br />
|quote= I may not look like it, but I've seen a lot, so you'd better not underestimate me.<br />
|summary= is a short character with short reaching normals that can make straight forward approaches somewhat difficult. However, he makes up for this in other ways with more tricky options such as his Afterimage Strike and the utility he can add to your team with his Senzu Bean assist.<br />
|pros=<br />
* '''Zoning Tools:''' Versatile projectiles with controllable ki blasts and chargeable Kamehameha gives Krillin a decent ranged game.<br />
* '''Healer:''' Can be annoying to deal with due to his infinite Senzu Beans, allowing him to constantly heal his teammates' blue life or even his own. <br />
* '''Pressure Tools:''' Multiple tools to reset pressure with tools like Stone Throw, Afterimage feints, and 2S.<br />
* '''Mid-screen Solo Damage:''' By using j5S to solo rejump in mid-screen combos, Krillin can deal heavy damage without the use of any assists<br />
* '''Okizeme:''' Excellent okizeme tools. Solar Flare and Stone Throw both being immune to reflect push-back allowing him cover all tech options when paired with an assist.<br />
* '''Fast Normals:''' Has some of the best normals in terms of frame data, 5M in particular having amazing range and low recovery making him very hard to whiff punish on top of his short stature.<br />
*'''Jesus, but with faster respawn time:''' With his Senzu Bean no longer only healing blue health, he can literally revive himself if he falls on a Senzu after dying.<br />
|cons=<br />
* '''Stubby normals:''' Ground normals move him very far forward as compensation, but his air normals have no such blessing and severely lack range.<br />
* '''Anti-Air Reward:''' Krillin's 2H is small, forcing him to use Solar Flare as his anti-air which gives little reward.<br />
* '''Assist Reliant:''' Solo-pressure is extremely gimmicky. Assist are a necessity for opening up good turtles.<br />
* '''High commitment projectiles:''' Most of his projectiles are highly committal with high recovery and don't convert into pressure in most cases making them high risk/low reward.<br />
|difficulty_rating=4<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>5L</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Krillin_5L.png |<br />
DBFZ_Krillin_5LL.png |"He shoots on the net! And"<br />
DBFZ_Krillin_5LLL.png |"GOOOOOOOOAAAAAAALLL"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5L" or input="5LL" or input="5LLL")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
;5L<br />
* Good frame advantage.<br />
* Deceptive range.<br />
Krillin scoots forwards during his 5L, giving it roughly the same range as SSJ Goku's.<br />
----<br />
;5LL<br />
* Counts as grounded. Teen Gohan this ain't.<br />
Moves him forward a decent amount, good for pressure<br />
----<br />
;5LLL<br />
* Counts as grounded.<br />
Can be followed up with JL, generally not used in optimal routing.<br />
</div><br />
</div><br />
<br />
===<big>5M</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Krillin_5M.png |Allow us to introduce ourselves~<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5M"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Great range thanks to high forward momentum.<br />
* Tied with Zamasu for fastest 5M in the game.<br />
* Fixed frame advantage. No matter how meaty, it will always be -5.<br />
* When you are point blank with the opponent, this can actually be used as an anti reflect after 5L or 2L.<br />
Crazy powerful normal and a staple of Krillin's ground game. It doesn't quite catch backdash, but it's good at just about everything else.<br />
</div><br />
</div><br />
<br />
===<big>5H</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Krillin_5H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5H"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Amazing forward movement, similar to 5M.<br />
Another very far reaching normal despite the pathetic hitbox, this one goes about as far as a lariat would. Very handy for catching backdashes or baiting Sparking.<br />
</div><br />
</div><br />
<br />
===<big>5S</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Krillin_5S.png |The Last Kibender<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5S"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Fires two Ki Blasts, one right after another.<br />
* Pressing S again causes them to angle upwards, coming back down to hit the ground after 60~ frames.<br />
* Pressing 4S redirects the second Ki Blast only.<br />
** A linear hit will keep the opponent standing.<br />
** Falling Ki blasts will pop opponent up in the air.<br />
* Every version has the same hitstun.<br />
Krillin's best neutral tool outside his beam. Firing the Ki Blasts and angling them up is often enough to make opponents freeze up out of fear of getting hit, letting Krillin run in freely and be plus when they impact.<br />
</div><br />
</div><br />
<br />
===<big>2L</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Krillin_2L.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2L"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Very short range.<br />
Pressure and mixup extrordinare. Not good for pressure resetting into thanks to its poor reach.<br />
</div><br />
</div><br />
<br />
===<big>2M</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Krillin_2M.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2M"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Krillin's main low normal.<br />
Very safe on block and can be spaced out to gain much better advantage, making it excellent for pressure. Use 5M or 5H instead for neutral since they have more range.<br />
</div><br />
</div><br />
<br />
===<big>2H</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Krillin_2H.png |"YA LIKE THAT?!"<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2H"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* The range speaks for itself.<br />
Standard anti-air option with Krillin. Has short range so you need to let the opponent get deep before throwing it out. Has low recovery making it hard to whiff punish.<br />
* Due to its poor range, this means that the majority of the cast is allowed to crossup Krillin, with him being unable to actually 2h the crossup.<br />
<br />
Landing this correctly means you could probably land 2H with every character.<br />
</div><br />
</div><br />
===<big>2S</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Krillin_2S.png |"18 taught me this one."<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2S"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Causes an explosion on the ground that launches Krillin to the same height of a normal neutral jump.<br />
* If it hits the opponent on the ground, they too are launched to the same height as Krillin.<br />
* Krillin can hold forward or back during his launch to move in that direction near the apex of the jump with better lateral speed than a normal jump.<br />
* Allowing him to jump during a blockstring, Krillin can always attempt an escape and a variety of mixups.<br />
* On hit, Krillin can follow up immediately with buttons if he moves forward towards the launched opponent.<br />
</div><br />
</div><br />
===<big>6M</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Krillin_6M.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6M"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Universal overhead.<br />
</div><br />
</div><br />
===<big>j.L</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Krillin_jL.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.L"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Has short range.<br />
Mostly used during an aerial blockstring.<br />
</div><br />
</div><br />
===<big>j.M</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Krillin_jM.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.M"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Good air to air normal.<br />
Hits twice, but getting both hits to connect in combos can be finnicky depending on the juggle height.<br />
</div><br />
</div><br />
===<big>j.H</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Krillin_jH.png |YA LIKE THAT?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.H"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* [] is on Smash hit.<br />
* Sends the opponent downwards.<br />
</div><br />
</div><br />
===<big>j.S</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Krillin_jS.png |YOUR 2H MEANS NOTHING TO MY KI BLASTS<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.S"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Stops Krillin's air momentum<br />
* Pressing S again or 2S after the Ki blasts have been fired will make them curve downward towards the ground.<br />
* Pressing 8S will curve the Ki blasts up, then they will fall back to the ground slightly further forward.<br />
* These can be combined with left or right inputs to also give Krillin air momentum: 4S/1S moves left and curves down, 3S/6S moves right and curves down, 7S moves left and curves up, 9S moves right and curves up.<br />
* Has very high hitstun, granting Krillin rare privilege of comboing into super dash, both from the corner and midscreen, giving him extra damage for post-vanish or midscreen rejump combos. <br />
* Great tool in neutral, as if Krillin is low to the ground it allows him to get a 2h if an opponent attempts to disrespect with a fullscreen super dash.<br />
* Due to the move having low recovery, it can be cancelled into beam when at a mid range away from the opponent to act as a frame trap not allowing them to jump if they blocked the downward ki blasts.<br />
</div><br />
</div><br />
<br />
===<big>j.2H</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Krillin_j2H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2H"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Sends the opponent upwards.<br />
</div><br />
</div><br />
===<big>j.2S</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Krillin_j2S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2S"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Fires a Ki blast directly down below Krillin.<br />
Good for beating anti-air attempts directly below Krillin, and is especially useful in the corner. Can also be used for gimmicky, although very ambiguous cross-up mix, as it will combo directly into super-dash. This however, does not grant very high reward on hit without resources.<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Afterimage</big>===<br />
<span class="input-badge">'''236L/M/H (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Krillin_AfterimageStrikeL.png |Zanzoken<br />
DBFZ_Krillin_AfterimageStrikeH.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236L" or input="236M" or input="236H" or input="j.236L" or input="j.236M" or input="j.236H")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Krillin creates an afterimage of himself, one above that goes for an overhead, and one below that stays the regular Krillin. This move always gives sliding knockdown anywhere on screen and is one of his main combo enders after a 5h rejump combo or after a vanish combo. Holding the button keeps Krillin below and allows him to go for a lot of conditioning.<br />
----<br />
* Hold the button to make the Krillin that jumps forward into an afterimage instead.<br />
The M version goes further and is more suited for neutral than pressure. Used from up close this move will likely whiff over your opponent's head.<br />
----<br />
* Feinting the ground version makes Krillin run in below the afterimage.<br />
* Feinting the air version makes Krillin fall to the ground.<br />
A tricky tool, but the ground feint is risky since it moves you close. The air version is very fast and done immediately from a jump attacks very low to the ground. <br />
* With assists however, this lets you set up a very tricky 50/50 as the ex afterimage recovers very quickly. While there is not very much reward off the overhead, with some asissts that are active for a longer time such as Cell A, Gotenks B, Ui B, etc., this lets you combo after his overhead or low mixup and still be true string. <br />
</div><br />
</div><br />
===<big>Senzu Bean</big>===<br />
<span class="input-badge">'''214L/M/H (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Krillin_SenzuBean.png |'''''"SENZU BEAN!"'''''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214L" or input="214M" or input="214H" or input="j.214L" or input="j.214M" or input="j.214H")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Krillin auto jumps if used on the ground, has enough height to airdash before he lands.<br />
* Beans will heal all blue health for Krillin and his teammates, but will only heal 1000 blue health for the opponent.<br />
* Heals around 1000 normal health if you don't have blue health thanks to the new patch.<br />
Sets up an assist mixup in the corner that can be completely gapless with assists that have 40 frames of blockstun or more.<br />
----<br />
;L <br />
Turns around and throws a bean offscreen, heals Assist 1 if they're still alive, even if they're on screen.<br />
----<br />
;M<br />
Turns around and throws a bean offscreen, heals Assist 2 if they're still alive, even if they're on screen.<br />
----<br />
;H<br />
* Turns around and bounces a bean off the wall back to him.<br />
* Bean can only be picked up once it's on the ground.<br />
* If you miss, it will stay on the ground for about 5 seconds. During this time your assists, the opponent, and their assists can also pick it up.<br />
* Id you fall on one during your death animation, you revive yourself and get switched out.<br />
</div><br />
</div><br />
<br />
===<big>Kamehameha</big>===<br />
<span class="input-badge">'''236S (Chargeable) (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Krillin_Kamehameha.png |screen_control.png<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236S" or input="j.236S")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* [] is holding down S.<br />
* Wall bounces.<br />
* Holding the button will allow Krillin to jump around while charging. Can't superjump nor airdash.<br />
* Can only charge for a limited amount of time if he stays on the ground.<br />
* While in air, can be hold indefinitely and released on demand. However, the instant Krillin touches the ground he will shoots it out.<br />
Standard tool for zoning that beats super dash. The ability to hold a charge as well as use it in the air makes it a bit more versatile than some other beams.<br />
</div><br />
</div><br />
===<big>Solar Flare</big>===<br />
<span class="input-badge">'''214S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Krillin_SolarFlare.png |'''''"SO-FLAH!!!"'''''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214S"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Has a large hitbox both vertically and horizontally, and long hitstun.<br />
* Has anti-air properties.<br />
* Hold the button to prevent the automatic follow-up on hit.<br />
Safe on block and can be plus on air block. Good move to frame trap with at the end of a string, ideally with an assist behind it to continue pressure on block and pick up a combo on hit. Gives a lot of Ki on hit. If you can react to delay tech well, solar flare can actually meaty and be plus +1 to +4 and above.<br />
</div><br />
</div><br />
===<big>Stone Throw</big>===<br />
<span class="input-badge">'''22L/M/H (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Krillin_SenzuBean-2.png |T W O<font style="visibility:hidden">O</font> S T O N E S<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="22L" or input="22M" or input="22H" or input="j.22L" or input="j.22M" or input="j.22H")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
* Krillin auto jumps if used on the ground, but doesn't gain enough height to do anything afterward.<br />
* Stones can bounce off the corner. Hitbox will be disabled if Krillin gets hit.<br />
* One of Krillins' best oki tools.<br />
----<br />
* L throws a stone right in front of him.<br />
* If L rock is thrown after a j.H or 236H knockdown, the rock will beat Vanish, Uptech, mashing, normal tech, and will allow krillin to keep his pressure. Very scary move to have to hold in the corner.<br />
----<br />
* M throws a stone full screen.<br />
----<br />
* H throws both L and M stones at the same time.<br />
* If this is used after a 236L or 236M knockdown, will set up the same oki as the L rock after a normal j.H knockdown from a 2h or j.2h smash combo.<br />
</div><br />
</div><br />
<br />
==Z Assists==<br />
===<big>Assist A</big>===<br />
<span class="input-badge">'''Senzu Bean'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Krillin_SenzuBean-2.png |<br />
DBFZ_Krillin_AssistSenzuBean.png |"What, do you think I'm just giving these away? Cause I'm not."<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{AttackVersion|name=A1/A2}}<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="Assist A Stone"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=4A1/A2}}<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="Assist A Bean"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
;Rocks<br />
* Stays in front of the point character and throws 2 stones like 22H.<br />
* Tied for fastest assist in the game with Adult Gohan's A assist.<br />
Unbelievably good for its extremely fast startup. Point blank blockstun can be an issue, but the rocks' insane hitstun, freezing and coverage of the screen render this one of the best assists in the entire game. You can oftentimes just throw this assist out in neutral and watch as an opponent gets hit by it, there's very little it isn't good for.<br />
<br />
This assist is seriously strong competition for the beam. Use the beam if you want better and more consistent blockstun, otherwise this is the way to go.<br />
;Senzu Bean<br />
* Inputting 4A1/A2 will cause him to stay behind the point character and throw a Senzu Bean at them.<br />
* Senzu Bean appears at the 34th frame.<br />
* Opponent only heals about 1000 health if they pick up the bean.<br />
Senzu Bean is the second part of what makes this assist so good, although its higher startup and weird input can be a detriment if you tried to call the assist while blocking. Still, there's little price to using this as long as you can make sure the opponent doesn't also pick up the bean.<br />
</div><br />
</div><br />
<br />
===<big>Assist B</big>===<br />
<span class="input-badge">'''Kamehameha'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Krillin_Kamehameha.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="Assist B"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Krillin performs a basic beam assist.<br />
It's a beam assist for beam things. Compared to A, it's a more standard and practical assist as well as friendlier in blockstrings, but loses out on speed, aerial coverage and healing.<br />
</div><br />
</div><br />
<br />
===<big>Assist C</big>===<br />
<span class="input-badge">'''Solar Flare'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Krillin_SolarFlare.png | Being bald has its benefits<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="Assist C"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Teleports to the opponent and does 214S.<br />
* On hit, teleports again behind them and knocks them down into a ground bounce SKD.<br />
Has a large hitbox but really isn't worth it compared to Krillin's other options. A is already better for anti-airs given its speed and two angles all the while still beating superdash.<br />
</div><br />
</div><br />
<br />
==Super Moves==<br />
===<big>Destructo-Disc</big>===<br />
<span class="input-badge">'''236L+M or 236H+S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Krillin_DestructoDisc.png |''"I'm not dying today!"''<br />
DBFZ_Krillin_DestructoDisc-2.png |''"Barrage!"''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{AttackVersion|name=Destructo-Disc}}<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236LM"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{AttackVersion|name=Chain Destructo-Disc Barrage|subtitle=Destructo-Disc > L/M/H/S}}<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236LM > X"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Invulnerable from frames 9 to 15.<br />
* Each additional button press throws one more disc for one extra meter. Can throw a total of 5 discs.<br />
* Deals significant chip damage on block.<br />
* Minimum damage: 800, 330*3, 550.<br />
* Can be curved by holding up just like Android 18's and Base Vegeta's 236S discs.<br />
* Immediate solar flare meaties all techs in the corner, though it will lose to downtech -> F4 reversals outside of vanish<br />
Mashing additional discs is less efficient damage for meter than using a DHC or level 3, but it can be good to do if one super just barely won't kill and you want to keep Krillin in.<br />
</div><br />
</div><br />
<br />
===<big>Scattering Energy Wave</big>===<br />
<span class="input-badge">'''214L+M or 214H+S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Krillin_ScatteringEnergyWave.png |''"That's it! I can't take it anymore! I can only be pushed so far!"''<br />
DBFZ_Krillin_ScatteringEnergyWave-2.png |'''''"KRILLIN LIMIT BREAK!"'''''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214LM"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Invulnerable from frames 1 to 21<br />
* Costs 3 bars.<br />
* First half of the move is a Lv3 beam, but the second half is only Lv1 projectiles.<br />
* The projectile cloud can be used for unreactable mixups with the correct setups. It is very difficult to see like Piccolo's Hellzone Grenade, albeit at thrice the cost.<br />
* No matter which part hits first, using this raw will always deal 100% recoverable health and doesn't give Krillin any followup opportunity.<br />
* Minimum damage: 1660.<br />
After Krillin sends the beam upward the projectiles will stay on top of his opponent's current location. If this is blocked at close range, the opponent will have a hard time landing a full combo punish.<br />
</div><br />
</div><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:DBFZ/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=DBFZ/Lab_Coat_Android_21&diff=260837DBFZ/Lab Coat Android 212022-02-22T14:49:07Z<p>GunBlaze: https://twitter.com/tatsunical/status/1495942227008569344</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview= <br />
<br />
|lore= <br />
<br />
|quote= <br />
|voice_actor= <br />
|summary= <br />
<br />
|pros= <br />
* '''Jack of all Trades''': She just has everything.<br />
|cons= [[File:labcoat_21_cons.jpg]]<br />
|difficulty_rating=<br />
|unique_mechanic1_name=<br />
|unique_mechanic1=<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|2|5L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_5L.png |<br />
DBFZ_Lab_Coat_Android21_5LL.png |<br />
DBFZ_Lab_Coat_Android21_5LLL.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5L" or input="5LL" or input="5LLL")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
;5L<br />
* 6 frame low. The privilege starts early.<br />
----<br />
;5LL<br />
* Great range, punishes backdash after vanish.<br />
The privilege continues.<br />
----<br />
;5LLL<br />
* Command grab, 5LL has too much blockstun for the grab to connect without an assist setup.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|5M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_5M.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5M"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Deceptively tall hitbox.<br />
* 2nd hit ground bounces airborne opponents.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_5H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5H"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Enables rejumps with delay SD > j.66LM(1).<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_5S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5S"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_2L.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2L"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_2M.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2M"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Hits low twice. -47 on whiff.<br />
* 8-frame startup means you can mix people with this.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_2H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2H"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Very tall, but small horizontal reach.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|6M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_6M.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6M"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Very large; uses j.H's animation.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|6H}}</big>===<br />
<span class="input-badge">'''Delectable Strike'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_6H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6H"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Crushes 2H (not a Head property move) while being airborne. Privilege.<br />
* Crushes lows. Why not.<br />
* 6H > j.214S can set up mixups with lockdown assists. Not amazing but another thing to add to the list.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|3H}}</big>===<br />
<span class="input-badge">'''Granita Edge'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_3H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="3H"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* she got that fresh extra low<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_jL.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.L"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_jM.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.M"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_jH.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5LLLLLLL" or input="j.H")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_jS.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.S"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_j2H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2H"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Savory Slicer</big>===<br />
<span class="input-badge">'''236L/M/H (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_236X.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236L" or input="236M" or input="236H")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Ki Blast invulnerable while spinning<br />
* Hits behind 21. Can catch Vanish and also be a crossup itself.<br />
</div><br />
</div><br />
<br />
===<big>Vertical Savory Slicer</big>===<br />
<span class="input-badge">'''214L/M/H (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_214X.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214L" or input="214M" or input="214H")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Frame 4 anti-air, H version is frame 1.<br />
* j.214H > 22H leads to massive damage.<br />
</div><br />
</div><br />
<br />
===<big>Mignardise Heel</big>===<br />
<span class="input-badge">'''22L/M/H'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_22X.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="22L" or input="22M" or input="22H")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* OTGs opponents in sliding knockdowns and removes OTG state.<br />
* Ground bounces airborne opponents.<br />
</div><br />
</div><br />
<br />
===<big>Photon Swipe</big>===<br />
<span class="input-badge">'''236S (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_236S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236S" or input="j.236S")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Pierces opponents.<br />
* Fastest beam in the game.<br />
</div><br />
</div><br />
<br />
===<big>Connoisseur Cut</big>===<br />
<span class="input-badge">'''214S (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_214S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214S" or input="j.214S")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Steals 500 blue health on connect.<br />
* If Android 21 has no blue health, it will steal yellow health instead.<br />
</div><br />
</div><br />
<br />
===<big>Barrier Sphere</big>===<br />
<span class="input-badge">'''22S (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_236S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="22S" or input="j.22S")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Frame 4 Barrier.<br />
* Cancels into supers with 4/6 and L+M/H+S inputs on catch.<br />
</div><br />
</div><br />
<br />
==Z Assists==<br />
===<big>Assist A</big>===<br />
<span class="input-badge">'''Savory Slicer'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_236X.png |RIP Yamcha, 2018-2022<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="Assist A"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Retains 236X's Ki Blast invulnerability.<br />
* Frame advantage is for all hits; last hit only is +31.<br />
</div><br />
</div><br />
<br />
===<big>Assist B</big>===<br />
<span class="input-badge">'''Barrier Sphere'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_22S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="Assist B"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Barrier assist.<br />
</div><br />
</div><br />
<br />
===<big>Assist C</big>===<br />
<span class="input-badge">'''Photon Swipe'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_236S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="Assist C"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Piercing beam assist.<br />
</div><br />
</div><br />
<br />
==Super Moves==<br />
===<big>Total Detonation Ball</big>===<br />
<span class="input-badge">'''236L+M (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_236LM.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236LM"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Ground version has very high hitstun and can extend combos for neta.<br />
* Air version causes a sliding knockdown.<br />
</div><br />
</div><br />
<br />
===<big>Photon Pulse</big>===<br />
<span class="input-badge">'''236H+S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_236HS.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236HS"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Unreactable command grab super.<br />
* Nerfs opponent character's damage by 21% until said character dies on connect.<br />
* Buffs 21's special move damage by 21%.<br />
This super is memes. Either you take the throw and eat the damage debuff, or you eat one of her 6 lows into the super and eat the damage debuff anyway. She even gets a safejump after. Turns any of your opponent's characters into a 3-4 touch character. 21 uses special moves a lot in her combos, which makes the buff quite substantial.<br />
</div><br />
</div><br />
<br />
===<big>Total Evasion</big>===<br />
<span class="input-badge">'''j.236H+S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_j236HS.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.236HS"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Alternate air super.<br />
</div><br />
</div><br />
<br />
===<big>Appetizing Rush</big>===<br />
<span class="input-badge">'''214L+M (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_214LM.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214LM"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Teleports behind opponents for a full-screen punish.<br />
* This is her Z-Change lvl3.<br />
</div><br />
</div><br />
<br />
===<big>Excellent Full Course</big>===<br />
<span class="input-badge">'''214H+S (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_214HS.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214HS"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Does less damage but doesn't switch sides.<br />
</div><br />
</div><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:DBFZ/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=DBFZ/Lab_Coat_Android_21/Data&diff=260836DBFZ/Lab Coat Android 21/Data2022-02-22T14:48:51Z<p>GunBlaze: </p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Links==<br />
<section begin=Links/>{{CharLinks|charMainPage=DBFZ/Lab Coat Android 21 |discord=}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{DBFZ-character<br />
| name =Lab Coat Android 21<br />
| portrait =DBFZ_Lab_Coat_Android21_Portrait.png<br />
| icon =DBFZ_Lab_Coat_Android21_Icon.png<br />
}}<br />
<br />
==Normal Moves==<br />
===5L===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=5L |name=<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=Low |invuln=<br />
|startup=6 |active= |recovery= |onBlock=-4<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=6f low? Why?<br />
}}<br />
<br />
===5LL===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=5LL |name=<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=All |invuln=<br />
|startup=9 |active= |recovery= |onBlock=-4<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===5LLL===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=5LLL |name=<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=Throw |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===5M===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=5M |name=<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=All |invuln=<br />
|startup=10 |active= |recovery= |onBlock=-4<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===5H===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=5H |name=<br />
|damage=1000 [850] |smash=U1 |prorate= |kigain=<br />
|level= |attribute= |guard=All |invuln=<br />
|startup=14 |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===5S===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=5S |name=<br />
|damage=300*1~5 |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=All |invuln=<br />
|startup=13 |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===2L===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=2L |name=<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=Low |invuln=<br />
|startup=7 |active= |recovery= |onBlock=-4<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===2M===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=2M |name=<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=Low |invuln=<br />
|startup=8 |active= |recovery= |onBlock=-4<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=You can high/low with this. You can kill people with this. Why.<br />
}}<br />
<br />
===2H===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=2H |name=<br />
|damage=1000 [850] |smash=U1+ |prorate= |kigain=<br />
|level= |attribute= |guard=All |invuln=<br />
|startup=13 |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===6M===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=6M |name=<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=High |invuln=<br />
|startup=24 |active=6 |recovery=4+6L |onBlock=0<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===6H===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=6H |name=Delectable Strike<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=High |invuln=<br />
|startup=27 |active= |recovery= |onBlock=-5<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=She needs it<br />
}}<br />
<br />
===3H===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=3H |name=Granita Edge<br />
|damage=750 |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=Low |invuln=<br />
|startup=18 |active= |recovery= |onBlock=-8<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=She needs it<br />
}}<br />
<br />
===j.L===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=j.L |name=<br />
|damage=400 |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=High |invuln=<br />
|startup=6 |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=Can cross-up with the small reverse hitbox.<br />
}}<br />
<br />
===j.M===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=j.M |name=<br />
|damage=600*2 |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=High |invuln=<br />
|startup=8 |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===5LLLLLLL===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=5LLLLLLL |name=<br />
|damage= |smash=D3+ |prorate= |kigain=<br />
|level= |attribute= |guard=High |invuln=<br />
|startup=11 |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.H===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=j.H |name=<br />
|damage=1000 [850] |smash=D1+ |prorate= |kigain=<br />
|level= |attribute= |guard=High |invuln=<br />
|startup=11 |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.S===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=j.S |name=<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=All |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.2H===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=normal<br />
|input=j.2H |name=<br />
|damage= |smash=U1+ |prorate= |kigain=<br />
|level= |attribute= |guard=All |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=Why does this enable sliding knockdown<br />
}}<br />
<br />
==Special Moves==<br />
===236L===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=236L |name=L Savory Slicer<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup=13 |active= |recovery= |onBlock=-5<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===236M===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=236M |name=M Savory Slicer<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===236H===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=236H |name=H Savory Slicer<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.236L===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=j.236L |name=Air L Savory Slicer<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=-2 (TK)<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=Fastest TK is 18 frames<br />
}}<br />
<br />
===j.236M===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=j.236M |name=Air M Savory Slicer<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.236H===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=j.236H |name=Air H Savory Slicer<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===214L===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=214L |name=L Vertical Savory Slicer<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===214M===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=214M |name=M Vertical Savory Slicer<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===214H===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=214H |name=H Vertical Savory Slicer<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.214L===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=j.214L |name=Air L Vertical Savory Slicer<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.214M===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=j.214M |name=Air M Vertical Savory Slicer<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.214H===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=j.214H |name=Air H Vertical Savory Slicer<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===22L===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=22L |name=L Mignardise Heel<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=Low |invuln=<br />
|startup=11 |active= |recovery= |onBlock=-5<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=Hits OTG and removes OTG state<br />
}}<br />
<br />
===22M===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=22M |name=M Mignardise Heel<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=Low |invuln=<br />
|startup=18 |active= |recovery= |onBlock=-5<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=Hits OTG and removes OTG state<br />
}}<br />
<br />
===22H===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=22H |name=H Mignardise Heel<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=Low |invuln=<br />
|startup=11 |active= |recovery= |onBlock=-5<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=Hits OTG and removes OTG state<br />
}}<br />
<br />
===236S===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=236S |name=Photon Swipe<br />
|damage=262*5 |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup=14 |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.236S===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=j.236S |name=Air Photon Swipe<br />
|damage=262*5 |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup=14 |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===214S===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=214S |name=Connoisseur Cut<br />
|damage=1000 |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=Throw |invuln=<br />
|startup=24 |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=Steals 500 HP on connect. <br />
}}<br />
<br />
===j.214S===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=j.214S |name=Air Connoisseur Cut<br />
|damage=1000 |smash= |prorate= |kigain=<br />
|level= |attribute= |guard=Airthrow |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=Steals 500 HP on connect.<br />
}}<br />
<br />
===22S===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=22S |name=Barrier Sphere<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=Total 48 |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.22S===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=special<br />
|input=j.22S |name=Air Barrier Sphere<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=Total 47 |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
==Z Assists==<br />
===Assist A===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=assist<br />
|input=Assist A |name=Savory Slicer<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup=20 |active= |recovery= |onBlock=+40<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===Assist B===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=assist<br />
|input=Assist B |name=Barrier Sphere<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===Assist C===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=assist<br />
|input=Assist C |name=Photon Swipe<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
==Super Moves==<br />
===236LM===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=super<br />
|input=236LM |name=Total Detonation Ball<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.236LM===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=super<br />
|input=236LM |name=Air Total Detonation Ball<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===236HS===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=super<br />
|input=236HS |name=Photon Pulse<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.236HS===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=super<br />
|input=236HS |name=Total Evasion<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===214LM===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=super<br />
|input=214LM |name=Appetizing Rush<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.214LM===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=super<br />
|input=214LM |name=Air Appetizing Rush<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===214HS===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=super<br />
|input=236HS |name=Excellent Full Course<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.214HS===<br />
{{MoveData-DBFZ |character=Lab Coat Android 21 |type=super<br />
|input=236HS |name=Air Excellent Full Course<br />
|damage= |smash= |prorate= |kigain=<br />
|level= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery= |onBlock=<br />
|blockstun= |groundHit= |airHit=<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
==Category==<br />
{{#lst:DBFZ/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=DBFZ/Lab_Coat_Android_21&diff=260629DBFZ/Lab Coat Android 212022-02-21T17:45:11Z<p>GunBlaze: Per breakdown</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{CharaOverview<br />
|overview= <br />
<br />
|lore= <br />
<br />
|quote= <br />
|voice_actor= <br />
|summary= <br />
<br />
|pros= <br />
* '''Jack of all Trades''': She just has everything.<br />
|cons= [[File:labcoat_21_cons.jpg]]<br />
|difficulty_rating=<br />
|unique_mechanic1_name=<br />
|unique_mechanic1=<br />
}}<br />
<br />
==Normal Moves==<br />
===<big>{{clr|2|5L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_5L.png |<br />
DBFZ_Lab_Coat_Android21_5LL.png |<br />
DBFZ_Lab_Coat_Android21_5LLL.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5L" or input="5LL" or input="5LLL")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
;5L<br />
* 6 frame low. The privilege starts early.<br />
----<br />
;5LL<br />
* Great range, punishes backdash after vanish.<br />
The privilege continues.<br />
----<br />
;5LLL<br />
* Command grab, 5LL has too much blockstun for the grab to connect without an assist setup.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|5M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_5M.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5M"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Deceptively tall hitbox.<br />
* 2nd hit ground bounces airborne opponents.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|5H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_5H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5H"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Enables rejumps with delay SD > j.66LM(1).<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|5S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_5S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5S"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_2L.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2L"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_2M.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2M"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Hits low twice. -47 on whiff.<br />
* 8-frame startup means you can mix people with this.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_2H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2H"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Very tall, but small horizontal reach.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|6M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_6M.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6M"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Very large; uses j.H's animation.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|6H}}</big>===<br />
<span class="input-badge">'''???'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_6H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6H"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Crushes 2H (not a Head property move) while being airborne. Privilege.<br />
* Crushes lows. Why not.<br />
* 6H > j.214S can set up mixups with lockdown assists. Not amazing but another thing to add to the list.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|3H}}</big>===<br />
<span class="input-badge">'''???'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_3H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="3H"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* she got that fresh extra low<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|j.L}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_jL.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.L"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.M}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_jM.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.M"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_jH.png|<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5LLLLLLL" or input="j.H")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|j.S}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_jS.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.S"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
===<big>{{clr|5|j.2H}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_j2H.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2H"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Placeholder<br />
</div><br />
</div><br />
<br />
==Special Moves==<br />
===<big>Savory Slicer</big>===<br />
<span class="input-badge">'''236L/M/H (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_236X.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236L" or input="236M" or input="236H")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Ki Blast invulnerable while spinning<br />
* Hits behind 21. Can catch Vanish and also be a crossup itself.<br />
</div><br />
</div><br />
<br />
===<big>???</big>===<br />
<span class="input-badge">'''214L/M/H (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_214X.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214L" or input="214M" or input="214H")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Frame 4 anti-air, H version is frame 1.<br />
* j.214H > 22H leads to massive damage.<br />
</div><br />
</div><br />
<br />
===<big>???</big>===<br />
<span class="input-badge">'''22L/M/H'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_22X.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="22L" or input="22M" or input="22H")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* OTGs opponents in sliding knockdowns and removes OTG state.<br />
* Ground bounces airborne opponents.<br />
</div><br />
</div><br />
<br />
===<big>Photon Swipe</big>===<br />
<span class="input-badge">'''236S (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_236S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236S" or input="j.236S")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Pierces opponents.<br />
* Fastest beam in the game.<br />
</div><br />
</div><br />
<br />
===<big>???</big>===<br />
<span class="input-badge">'''214S (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_214S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214S" or input="j.214S")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Steals 500 blue health on connect.<br />
</div><br />
</div><br />
<br />
===<big>Barrier Sphere</big>===<br />
<span class="input-badge">'''22S (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_236S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="22S" or input="j.22S")<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Frame 4 Barrier.<br />
* Cancels into supers with 4/6 and LM/HS inputs on catch.<br />
</div><br />
</div><br />
<br />
==Z Assists==<br />
===<big>Assist A</big>===<br />
<span class="input-badge">'''Savory Slicer'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_236X.png |RIP Yamcha, 2018-2022<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="Assist A"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Retains 236X's Ki Blast invulnerability.<br />
* Frame advantage is for all hits, last hit only is +31.<br />
</div><br />
</div><br />
<br />
===<big>Assist B</big>===<br />
<span class="input-badge">'''Barrier Sphere'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_22S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="Assist B"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Barrier assist.<br />
</div><br />
</div><br />
<br />
===<big>Assist C</big>===<br />
<span class="input-badge">'''Photon Swipe'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_236S.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="Assist C"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Piercing beam assist.<br />
</div><br />
</div><br />
<br />
==Super Moves==<br />
===<big>???</big>===<br />
<span class="input-badge">'''236L+M'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_???.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236LM"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Ground version has very high hitstun and can extend combos for neta.<br />
</div><br />
</div><br />
<br />
===<big>???</big>===<br />
<span class="input-badge">'''236H+S'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_???.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236LM"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Unreactable command grab super.<br />
* Nerfs opponent character's damage by 21% until said character dies on connect.<br />
* Buffs 21's special move damage by 21%.<br />
This super is memes. Either you take the throw and eat the damage debuff, or you eat one of her 6 lows into the super and eat the damage debuff anyway. She even gets a safejump after. Turns any of your opponent's characters into a 3-4 touch character. 21 uses special moves a lot in her combos, which makes the buff quite substantial.<br />
</div><br />
</div><br />
<br />
===<big>???</big>===<br />
<span class="input-badge">'''214L+M (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_???.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214LM"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Teleports behind opponents for a full-screen punish.<br />
* This is her Z-Change lvl3.<br />
</div><br />
</div><br />
<br />
===<big>???</big>===<br />
<span class="input-badge">'''214H+S (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
DBFZ_Lab_Coat_Android21_???.png |<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-DBFZ}}<br />
|-<br />
{{#cargo_query:tables=MoveData_DBFZ<br />
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214HS"<br />
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
<!--Insert text below the =s and above the 2 /divs--><br />
* Does less damage but doesn't switch sides.<br />
</div><br />
</div><br />
<br />
==External References==<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:DBFZ/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/Lambda-11/Data&diff=258290BBCF/Lambda-11/Data2022-02-03T08:03:34Z<p>GunBlaze: </p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Lambda-11|image=BBCF_Lambda_Icon.png|videos=http://horibuna.web.fc2.com/BBCF/BBCF_11.html|forums=http://www.dustloop.com/forums/index.php?/forums/forum/307-%CE%BB-11/<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks|charMainPage=BBCF/Lambda-11|image=BBCF_Lambda_Icon.png|videos=https://keeponblaz.in/#/?p1chars=lambda|forums=http://www.dustloop.com/forums/index.php?/forums/forum/307-%CE%BB-11/<br />
|discord=https://discord.gg/0jwXvRdj3JpWchOv<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Lambda-11<br />
| health =10,500<br />
| prejump = 4F<br />
| backdash = 25F (1-7F Inv All)<br />
| portrait =BBCF_Lambda_Portrait.png<br />
| icon =BBCF_Lambda-11_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Lambda-11 |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=6 |active=3 |recovery=12 |onBlock=-3<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCS_Lambda_5A.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Lambda-11 |type=normal<br />
|input=5B |name=<br />
|damage=600 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=3 |recovery=17 |onBlock=-3<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCS_Lambda_6B.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Lambda-11 |type=normal<br />
|input=5C |name=<br />
|damage=160×8 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=P1 |guard=All |invuln=<br />
|startup=16 |active=X{(4)X}×7 |recovery=Total: 71 |onBlock=-8<br />
|blockstun=16 |blockstop=0/+5 |hitstop=+5 |CHstop=+7<br />
|groundHit=17 |airHit=21 |groundCH=22 |airCH=35<br />
|images=BBCS_Lambda_5C.png<br />
|hitboxes=<br />
|notes=Swords appear in 4F intervals?;Each sword is active for 3;<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Lambda-11 |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=4 |recovery=12 |onBlock=-4<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCS_Lambda_2A.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Lambda-11 |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=4 |recovery=13 |onBlock=0<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCS_Lambda_2B.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Lambda-11 |type=normal<br />
|input=2C |name=<br />
|damage=140×8 |p1=90 |p2=89 |starter=Long<br />
|level=3 |cancel=SR×3,SJR×5 |attribute=B |guard=Mid |invuln=11~19 H<br />
|startup=14 |active=1×6,2×2 |recovery=24 |onBlock=-9<br />
|blockstun=16 |blockstop=2 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=19 |groundCH=Launch |airCH=33<br />
|images=BBCS_Lambda_2C.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Lambda-11 |type=normal<br />
|input=6A |name=<br />
|damage=620 |p1=90 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=B |guard=Mid |invuln=5~11 H<br />
|startup=11 |active=6 |recovery=17 |onBlock=-6<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=26 |groundCH=22 |airCH=40<br />
|images=BBCS_Lambda_6A.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Lambda-11 |type=normal<br />
|input=6B |name=<br />
|damage=680 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=H |guard=High |invuln=<br />
|startup=24 |active=2 |recovery=15+8L |onBlock=-8<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=56<br />
|images=BBCS_Lambda_4B2.png<br />
|hitboxes=<br />
|notes=Bonus Proration 110%;<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Lambda-11 |type=normal<br />
|input=6C |name=<br />
|damage=180×8 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=22 |active=1×6 |recovery=24 |onBlock=-6<br />
|blockstun=18 |blockstop=2 |hitstop=+0 |CHstop=+5<br />
|groundHit=24 |airHit=36 + Slide 5 |groundCH=Launch |airCH=54 + Slide 5<br />
|images=BBCS_Lambda_6C.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Lambda-11 |type=normal<br />
|input=3C |name=<br />
|damage=140×8 |p1=90 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Low, Mid |invuln=<br />
|startup=11 |active=1×8 |recovery=22 |onBlock=-6<br />
|blockstun=16 |blockstop=3 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=50 + Down 23<br />
|images=BBCS_Lambda_3C.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Lambda-11 |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=8 |active=2 |recovery=10 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCS_Lambda_jA.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Lambda-11 |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=9 |active=4 |recovery=12 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCS_Lambda_jB.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Lambda-11 |type=normal<br />
|input=j.C |name=<br />
|damage=150×8 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=9 |active=1×2,2×6 |recovery=25 |onBlock=<br />
|blockstun=16 |blockstop=2 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=20 |groundCH=22 |airCH=34<br />
|images=BBCS_Lambda_jC.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.2C===<br />
{{MoveData-BBCF |character=Lambda-11 |type=normal<br />
|input=j.2C |name=<br />
|damage=150×8 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=H |guard=High/Air |invuln=<br />
|startup=15 |active=1×8 |recovery=10 |onBlock=<br />
|blockstun=16 |blockstop=3 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=24 |groundCH=22 |airCH=38<br />
|images=BBCS_Lambda_j2C.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Lambda-11 |type=drive<br />
|input=5D |name=<br />
|damage=600 |p1=80 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=P1* |guard=All |invuln=<br />
|startup=15 |active=18 |recovery=Total 47 |onBlock=<br />
|blockstun=18 |blockstop=0/+12 |hitstop=+16 |CHstop=+21<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=44<br />
|images=BBCP_Lambda_5D.png<br />
|hitboxes=<br />
|notes=Automatically cancels into followup on hit/block;During first 6 active frames, Projectile Lv2. During OD, always Projectile Lv2;<br />
}}<br />
<br />
===5D Followup===<br />
{{MoveData-BBCF |character=Lambda-11 |type=drive<br />
|input=5D Followup |name=<br />
|damage=300 [600] |p1=80 |p2=92 [94] |starter=Normal<br />
|level=4 [5] |cancel=S(J)R |attribute=P1* |guard=All |invuln=<br />
|startup=17 |active=13 |recovery=Total: 42 |onBlock=-2 [+2]<br />
|blockstun=18 [22] |blockstop=0/+5 |hitstop=+5 |CHstop=+10 [+13]<br />
|groundHit=22 [Crumple 31] |airHit=25 [27] |groundCH=Crumple 58 [Crumple 62] |airCH=40 [43]<br />
|images=BBCP_Lambda_5D.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Lambda-11 |type=drive<br />
|input=2D |name=<br />
|damage=600 |p1=80 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=P1* |guard=All |invuln=<br />
|startup=12 |active=25 |recovery=Total: 44 |onBlock=<br />
|blockstun=18 |blockstop=0/+12 |hitstop=+16 |CHstop=+21<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=44<br />
|images=BBCP_Lambda_2D.png<br />
|hitboxes=<br />
|notes=Automatically cancels into followup on hit/block;During first 5 active frames, Projectile Lv2. During OD, always Projectile Lv2;<br />
}}<br />
<br />
===2D Followup===<br />
{{MoveData-BBCF |character=Lambda-11 |type=drive<br />
|input=2D Followup |name=<br />
|damage=300 [600] |p1=80 |p2=92 [94] |starter=Normal<br />
|level=4 [5] |cancel=S(J)R |attribute=P1* |guard=All |invuln=<br />
|startup=17 |active=13 |recovery=Total: 45 |onBlock=-5 [-1]<br />
|blockstun=18 [22] |blockstop=0/+5 |hitstop=+5 |CHstop=+10 [+13]<br />
|groundHit=22 [25] |airHit=25 [27] |groundCH=27 [31] |airCH=40 [43]<br />
|images=BBCP_Lambda_2D.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Lambda-11 |type=drive<br />
|input=6D |name=<br />
|damage=600 |p1=80 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=P1* |guard=All |invuln=<br />
|startup=14 |active=22 |recovery=Total: 44 |onBlock=<br />
|blockstun=18 |blockstop=0/+12 |hitstop=+12 |CHstop=+16<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCP_Lambda_6D.png<br />
|hitboxes=<br />
|notes=Automatically cancels into followup on hit/block;During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2;<br />
}}<br />
<br />
===6D Followup===<br />
{{MoveData-BBCF |character=Lambda-11 |type=drive<br />
|input=6D Followup |name=<br />
|damage=300 [600] |p1=80 |p2=92 [94] |starter=Normal<br />
|level=4 [5] |cancel=S(J)R |attribute=P1* |guard=All |invuln=<br />
|startup=19 |active=13 |recovery=Total: 54 |onBlock=-12 [-8]<br />
|blockstun=18 [22] |blockstop=+5 |hitstop=+5 |CHstop=+10 [+13]<br />
|groundHit=22 [25] |airHit=25 [27] |groundCH=27 [31] |airCH=40 [43]<br />
|images=BBCP_Lambda_6D.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===4D===<br />
{{MoveData-BBCF |character=Lambda-11 |type=drive<br />
|input=4D |name=<br />
|damage=600 |p1=80 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=P1* |guard=High/Air |invuln=<br />
|startup=27 |active=3 |recovery=Total: 56 |onBlock=<br />
|blockstun=18 |blockstop=0/+12 |hitstop=+12 |CHstop=+16<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCP_Lambda_4D.png<br />
|hitboxes=<br />
|notes=Automatically cancels into followup on hit/block;<br />
}}<br />
<br />
===4D Followup===<br />
{{MoveData-BBCF |character=Lambda-11 |type=drive<br />
|input=4D Followup |name=<br />
|damage=300 [600] |p1=80 |p2=92 [94] |starter=Normal<br />
|level=4 [5] |cancel=S(J)R |attribute=P1* |guard=All |invuln=<br />
|startup=17 |active=13 |recovery=Total: 48 |onBlock=-8 [-4]<br />
|blockstun=18 [22] |blockstop=+5 |hitstop=+5 |CHstop=+10 [+13]<br />
|groundHit=22 [25] |airHit=25 [27] |groundCH=27 [31] |airCH=40 [43]<br />
|images=BBCP_Lambda_4D.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Lambda-11 |type=drive<br />
|input=j.D |name=<br />
|damage=600 |p1=80 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=P1* |guard=All |invuln=<br />
|startup=13 |active=10 |recovery=Total: 56 |onBlock=<br />
|blockstun=18 |blockstop=0/+10 |hitstop=+14 |CHstop=+19<br />
|groundHit=19 [Launch] |airHit=10 |groundCH=Launch |airCH=25 [40]<br />
|images=BBCP_Lambda_jD.png<br />
|hitboxes=<br />
|notes=Automatically cancels into followup on hit/block;During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2;<br />
}}<br />
<br />
===j.D Followup===<br />
{{MoveData-BBCF |character=Lambda-11 |type=drive<br />
|input=j.D Followup |name=<br />
|damage=300 [600] |p1=80 |p2=92 [94] |starter=Normal<br />
|level=4 [5] |cancel=S(J)R |attribute=P1* |guard=All |invuln=<br />
|startup=18 |active=13 |recovery=Total: 43 |onBlock=<br />
|blockstun=18 [22] |blockstop=+5 |hitstop=+5 |CHstop=+10 [+13]<br />
|groundHit=22 [25] |airHit=25 [27] |groundCH=27 [31] |airCH=40 [43]<br />
|images=BBCP_Lambda_jD.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.2D===<br />
{{MoveData-BBCF |character=Lambda-11 |type=drive<br />
|input=j.2D |name=<br />
|damage=600 |p1=80 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=P1* |guard=All |invuln=<br />
|startup=11 |active=25 |recovery=Total: 56 |onBlock=<br />
|blockstun=18 |blockstop=0/+10 |hitstop=+14 |CHstop=+19<br />
|groundHit=19 [Launch] |airHit=10 |groundCH=Launch |airCH=25 [40]<br />
|images=BBCP_Lambda_j2D.png<br />
|hitboxes=<br />
|notes=Automatically cancels into followup on hit/block;During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2;<br />
}}<br />
<br />
===j.2D Followup===<br />
{{MoveData-BBCF |character=Lambda-11 |type=drive<br />
|input=j.2D Followup |name=<br />
|damage=300 [600] |p1=80 |p2=92 [94] |starter=Normal<br />
|level=4 [5] |cancel=S(J)R |attribute=P1* |guard=All |invuln=<br />
|startup=18 |active=13 |recovery=Total: 43 |onBlock=<br />
|blockstun=18 [22] |blockstop=+5 |hitstop=+5 |CHstop=+10 [+13]<br />
|groundHit=22 [25] |airHit=25 [27] |groundCH=27 [31] |airCH=40 [43]<br />
|images=BBCP_Lambda_j2D.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.6D===<br />
{{MoveData-BBCF |character=Lambda-11 |type=drive<br />
|input=j.6D |name=<br />
|damage=600 |p1=80 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=P1* |guard=All |invuln=<br />
|startup=13 |active=6 |recovery=Total: 55 |onBlock=<br />
|blockstun=18 |blockstop=0/+10 |hitstop=+14 |CHstop=+19<br />
|groundHit=19 [Launch] |airHit=10 |groundCH=Launch |airCH=25 [40]<br />
|images=BBCP_Lambda_j6D.png<br />
|hitboxes=<br />
|notes=Automatically cancels into followup on hit/block;During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2;<br />
}}<br />
<br />
===j.6D Followup===<br />
{{MoveData-BBCF |character=Lambda-11 |type=drive<br />
|input=j.6D Followup |name=<br />
|damage=300 [600] |p1=80 |p2=92 [94] |starter=Normal<br />
|level=4 [5] |cancel=S(J)R |attribute=P1* |guard=All |invuln=<br />
|startup=18 |active=13 |recovery=Total: 43 |onBlock=<br />
|blockstun=18 [22] |blockstop=+5 |hitstop=+5 |CHstop=+10 [+13]<br />
|groundHit=22 [25] |airHit=25 [27] |groundCH=27 [31] |airCH=40 [43]<br />
|images=BBCP_Lambda_j6D.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
==Universal Mechanics==<br />
===BC===<br />
{{MoveData-BBCF |character=Lambda-11 |type=other<br />
|input=BC |name=Ground Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=SR |attribute=T |guard=Throw(70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch |airHit=40 + WBounce 100 |groundCH= |airCH=<br />
|images=BBCS_Lambda_throw.png<br />
|hitboxes=<br />
|notes=Minimum Damage 100%: 1500;<br />
}}<br />
<br />
===4BC===<br />
{{MoveData-BBCF |character=Lambda-11 |type=other<br />
|input=4BC |name=Ground Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=SR |attribute=T |guard=Throw(70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch |airHit=40 + WBounce 100 |groundCH= |airCH=<br />
|images=BBCS_Lambda_throw.png<br />
|hitboxes=<br />
|notes=Minimum Damage 100%: 1500;<br />
}}<br />
<br />
===j.BC===<br />
{{MoveData-BBCF |character=Lambda-11 |type=other<br />
|input=j.BC |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=SR |attribute=T |guard=Throw(70) |invuln=<br />
|startup=7 |active=3 |recovery=23+3L |onBlock=<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit= |airHit=53 + GBounce |groundCH= |airCH=<br />
|images=BBCS_Lambda_AThrow.png<br />
|hitboxes=<br />
|notes=Minimum Damage 100%: 1500;<br />
}}<br />
<br />
===6AB===<br />
{{MoveData-BBCF |character=Lambda-11 |type=other<br />
|input=6AB |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=2 |recovery=32 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCS_Lambda_6B.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===5AB===<br />
{{MoveData-BBCF |character=Lambda-11 |type=other<br />
|input=5AB |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0<br />
|blockstun=24 |blockstop=12 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 60 |airHit=60 + WBounce 60 + Slide 34 |groundCH=Crumple 120 |airCH=74 + WBounce 60 + Slide 34<br />
|images=BBCP_Lambda_CT.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===5[AB]===<br />
{{MoveData-BBCF |character=Lambda-11 |type=other<br />
|input=5[AB] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~61 |active=1 |recovery=25 |onBlock=0<br />
|blockstun=24 |blockstop=12 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 60 |airHit=60 + WBounce 60 + Slide 34 |groundCH=Crumple 120 |airCH=74 + WBounce 60 + Slide 34<br />
|images=BBCP_Lambda_CT.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
==Specials==<br />
===236A===<br />
{{MoveData-BBCF |character=Lambda-11 |type=special<br />
|input=236A |name=Act Parcer Zwei<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=34 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Lambda_ActParserA.png<br />
|hitboxes=<br />
|notes=Can go through opponent 8-13;Can cancel into Throw, Exiga Nail, EA, or Astral 19~34;<br />
}}<br />
<br />
===236B===<br />
{{MoveData-BBCF |character=Lambda-11 |type=special<br />
|input=236B |name=Act Parcer Tri<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=18~24 |active=3 |recovery=19 |onBlock=-5<br />
|blockstun=16 |blockstop=15 |hitstop=+0 |CHstop=+2<br />
|groundHit=21 |airHit=31 + Slide 5 |groundCH=Crumple 54 |airCH=45 + Slide 5<br />
|images=BBCF_Lambda_ActParserTri.png<br />
|hitboxes=<br />
|notes=Can cancel into Act Parcer followups on hit/block;Can cancel into Act Parcer followups on whiff ??-??;<br />
}}<br />
<br />
===236B 6A===<br />
{{MoveData-BBCF |character=Lambda-11 |type=special<br />
|input=236B 6A |name=Act Parcer Tri: Spada<br />
|damage=1100 |p1=90 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=21 |active=4 |recovery=18+7L |onBlock=-13<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=45 |groundCH=Launch |airCH=60<br />
|images=BBCS_Lambda_ActParserSpada.png<br />
|hitboxes=<br />
|notes=Can pass through opponent 1-42F;<br />
}}<br />
<br />
===236B 6B===<br />
{{MoveData-BBCF |character=Lambda-11 |type=special<br />
|input=236B 6B |name=Act Parcer Tri: Blade<br />
|damage=950 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=F |guard=Low/Air |invuln=<br />
|startup=11 |active=6 |recovery=16 |onBlock=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=54<br />
|images=BBCS_Lambda_ActParserB.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===236C===<br />
{{MoveData-BBCF |character=Lambda-11 |type=special<br />
|input=236C |name=Act Parcer Tri: Cavalier<br />
|damage=1500 |p1=90 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=B |guard=Mid |invuln=<br />
|startup=30 |active=4 |recovery=22 |onBlock=-5<br />
|blockstun=20 |blockstop=20 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + WBounce 36 |groundCH=Launch |airCH=79 + WBounce 60 + WStick 39<br />
|images=BBCS_Lambda_ActParserC.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Lambda-11 |type=special<br />
|input=236D |name=Sickle Storm<br />
|damage=400×4 |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=P1 |guard=All |invuln=<br />
|startup=37 |active=Until Offscreen |recovery=Total 61 |onBlock=<br />
|blockstun=16 |blockstop=0/+4 |hitstop=+4 |CHstop=+6<br />
|groundHit=17 |airHit=30 + Down 23 |groundCH=22 |airCH=44 + Down 23<br />
|images=BBCP_Lambda_SickleStorm.png<br />
|hitboxes=<br />
|notes=During OD, fires 2 blades with same properties;<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Lambda-11 |type=special<br />
|input=j.214D |name=Crescent Saber<br />
|damage=1000 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=R |attribute=P1 |guard=High/Air |invuln=<br />
|startup=16 |active=9 |recovery=Total: Until L+9 |onBlock=<br />
|blockstun=16 |blockstop=0/+7 |hitstop=+7 |CHstop=+9<br />
|groundHit=Launch |airHit=40 + Down 28 |groundCH=Launch |airCH=40 + Down 28<br />
|images=BBCP_Lambda_CrescentSaber.png<br />
|hitboxes=<br />
|notes=Hits crossup during last 4 active frames;<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Lambda-11 |type=special<br />
|input=214D |name=Spike Chaser<br />
|damage=1200 |p1=80 |p2=94 |starter=Long<br />
|level=5 |cancel=R |attribute=P2 |guard=All |invuln=<br />
|startup=27 |active=31<br/>[Until Offscreen] |recovery=Total: 69 |onBlock=-7<br />
|blockstun=20 |blockstop=0/+15 |hitstop=+15 |CHstop=+15<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=56<br />
|images=BBCP_Lambda_SpikeChaser.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===22D===<br />
{{MoveData-BBCF |character=Lambda-11 |type=special<br />
|input=22D |name=Exiga Nail<br />
|damage=1000 |p1=80 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=P1 |guard=All |invuln=1~7 All<br />
|startup=26 |active=30 |recovery=Total 54+5L<br/>[Total 39] |onBlock=<br />
|blockstun=18 |blockstop=0/+12 |hitstop=+12 |CHstop=+17<br />
|groundHit=Crumple 29 |airHit=19 + GBounce |groundCH=Crumple 58 |airCH=34 + GBounce + WBounce 44<br />
|images=BBCP_Lambda_Exiga_Nail.png;BBCP_Lambda_Exiga_Nail_2.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Lambda-11 |type=special<br />
|input=214A |name=Gravity Seed<br />
|damage=800 |p1=80 |p2=99 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=13 |active=3 |recovery=18 |onBlock=-2<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=45 |groundCH=Launch |airCH=63<br />
|images=BBCS_Lambda_GravitySeed.png<br />
|hitboxes=<br />
|notes=Fatal Counter;<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Lambda-11 |type=super<br />
|input=632146D |name=Calamity Sword<br />
|damage=2400 [2800] |p1=70 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=P2 |guard=High |invuln=1~11 All<br />
|startup=10+(52 Flash)+1 |active=9 |recovery=Total: 68 |onBlock=-27<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=100 + GBounce |groundCH=Launch |airCH=115 + GBounce<br />
|images=BBCP_Lambda_CalamitySword.png<br />
|hitboxes=<br />
|notes=Values in [] are during OD;Minimum Damage 40% [45%]: 960 [1260];<br />
}}<br />
<br />
===j.632146D===<br />
{{MoveData-BBCF |character=Lambda-11 |type=super<br />
|input=j.632146D |name=Air Calamity Sword<br />
|damage=2400 [2800] |p1=70 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=P2 |guard=High/Air |invuln=<br />
|startup=8+(42 Flash)+5 |active=9 |recovery=Total: Until L+5 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=100 + GBounce |groundCH=Launch |airCH=115 + GBounce<br />
|images=BBCP_Lambda_CalamitySword.png<br />
|hitboxes=<br />
|notes=Values in [] are during OD;Minimum Damage 40% [45%]: 960 [1260];<br />
}}<br />
<br />
===236236D===<br />
{{MoveData-BBCF |character=Lambda-11 |type=super<br />
|input=236236D |name=Legacy Edge<br />
|damage=130×19 [130×29] |p1=100 |p2=79 |starter=Normal<br />
|level=3 |cancel=R |attribute=P2 |guard=All |invuln=<br />
|startup=16+(41 Flash)+9 |active=X{(4)X}×19 [×29] |recovery=Total: 57 |onBlock=+59 [+99]<br />
|blockstun=16 |blockstop=0/+2 |hitstop=+2 |CHstop=+4<br />
|groundHit=17 |airHit=40 + WBounce |groundCH=22 |airCH=54 + WBounce<br />
|images=BBCP_Lambda_LegacyEdge.png<br />
|hitboxes=<br />
|notes=Values in [] are during OD;Minimum Damage 10%: 312 [481];Swords appear in 4F intervals;<br />
}}<br />
<br />
==Exceed Accel==<br />
===ABCD===<br />
{{MoveData-BBCF |character=Lambda-11 |type=exceed accel<br />
|input=ABCD |name=Duo Cultus<br />
|damage=600, 200×6, 1230<br/>{600,300×9, 2530} |p1=100 |p2=100 |starter=Long<br />
|level= |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10<br />
|blockstun=26 |blockstop=20 |hitstop=20, 3×6 {×9}, 20 |CHstop=+0<br />
|groundHit=Launch |airHit=60 |groundCH= |airCH=<br />
|images=BBCF_Lambda_Duo Cultus.png;BBCF_Lambda_Duo_Cultus_2.png<br />
|hitboxes=<br />
|notes=Values in [] are when canceled into or immediately after activating Overdrive;Values in {} are during Active Flow;Minimum Damage 10%: 303 {583+58};<br />
}}<br />
==Astral Heat==<br />
===214214D===<br />
{{MoveData-BBCF |character=Lambda-11 |type=astral<br />
|input=214214D |name=Sword of Destruction<br />
|damage=40000 |p1= |p2= |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=13~28 All<br />
|startup=13+(101 Flash)+7 |active=9 |recovery=21 |onBlock=-9<br />
|blockstun=20 |blockstop=0 |hitstop=+0 |CHstop=+0<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCS_Lambda_SOD.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/Nu-13/Data&diff=258289BBCF/Nu-13/Data2022-02-03T08:01:19Z<p>GunBlaze: </p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Nu-13|image=BBCF_Nu_Icon.png|videos=http://horibuna.web.fc2.com/BBCF/BBCF_13.html|forums=http://www.dustloop.com/forums/index.php?/forums/forum/73-v-13/<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks|charMainPage=BBCF/Nu-13|image=BBCF_Nu_Icon.png|videos=https://keeponblaz.in/#/?p1chars=nu|forums=http://www.dustloop.com/forums/index.php?/forums/forum/73-v-13/<br />
|discord=https://discord.gg/0joaFdFvIzDXkFTo<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Nu-13<br />
| health =10,000<br />
| prejump = 4F<br />
| backdash = 24F (1-7F Inv All)<br />
| portrait =BBCF_Nu_Portrait.png<br />
| icon =BBCF_Nu-13_Icon.png<br />
| umo=[[BBCF/Nu-13#Act Parcer|Act Parcer]]<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Nu-13 |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSOJR |attribute=B |guard=All |invuln=<br />
|startup=6 |active=3 |recovery=12 |onBlock=-3<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCP_Nu_5A.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Nu-13 |type=normal<br />
|input=5B |name=<br />
|damage=510 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SOJR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=3 |recovery=14 |onBlock=0<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCP_Nu_5B.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Nu-13 |type=normal<br />
|input=5C |name=<br />
|damage=160×8 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SOR |attribute=P1 |guard=All |invuln=<br />
|startup=16 |active=X{(4)X}×7 |recovery=Total 71 |onBlock=-8<br />
|blockstun=16 |blockstop=0/+3 |hitstop=+3 |CHstop=+5<br />
|groundHit=20 |airHit=23 |groundCH=25 |airCH=37<br />
|images=BBCP_Nu_5C.png<br />
|hitboxes=<br />
|notes=Each sword is active for 3F;<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Nu-13 |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=SOR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=4 |recovery=12 |onBlock=-4<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCP_Nu_2A.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Nu-13 |type=normal<br />
|input=2B |name=<br />
|damage=480 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SOR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=4 |recovery=10 |onBlock=0<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCP_Nu_2B.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Nu-13 |type=normal<br />
|input=2C |name=<br />
|damage=140×8 |p1=90 |p2=89 |starter=Long<br />
|level=3 |cancel=SOJR |attribute=B |guard=Mid×2,All×6 |invuln=11~17 H<br />
|startup=14 |active=1×6,2×2 |recovery=23 |onBlock=-9<br />
|blockstun=16 |blockstop=2 |hitstop=+0 |CHstop=+2<br />
|groundHit=23 |airHit=23 |groundCH=Launch |airCH=37<br />
|images=BBCP_Nu_2C.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Nu-13 |type=normal<br />
|input=6A |name=<br />
|damage=670 |p1=90 |p2=89 |starter=Long<br />
|level=3 |cancel=SOJR |attribute=B |guard=Mid |invuln=5~11 H<br />
|startup=11 |active=6 |recovery=17 |onBlock=-6<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=26 |groundCH=22 |airCH=40<br />
|images=BBCP_Nu_6A.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Nu-13 |type=normal<br />
|input=6B |name=<br />
|damage=740 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SOJR |attribute=B |guard=Mid |invuln=<br />
|startup=10 |active=5 |recovery=15 |onBlock=-3<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCP_Nu_6B.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Nu-13 |type=normal<br />
|input=6C |name=<br />
|damage=180×8 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SODaR |attribute=B |guard=Midx2,Allx6 |invuln=<br />
|startup=22 |active=1×8 |recovery=24 |onBlock=-6<br />
|blockstun=21 |blockstop=2 |hitstop=+0 |CHstop=+5<br />
|groundHit=24 |airHit=36 + Slide 10 |groundCH=Launch |airCH=54 + Slide 10<br />
|images=BBCP_Nu_6C.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Nu-13 |type=normal<br />
|input=3C |name=<br />
|damage=140×8 |p1=90 |p2=89 |starter=Long<br />
|level=3 |cancel=SOR |attribute=F |guard=Lowx3, Allx5 |invuln=<br />
|startup=11 |active=1×8 |recovery=22 |onBlock=-6<br />
|blockstun=16 |blockstop=3 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=50 + Down 23×3, 50×5<br />
|images=BBCP_Nu_3C.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Nu-13 |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=SOJR |attribute=H |guard=High/Air |invuln=<br />
|startup=8 |active=2 |recovery=10 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCP_Nu_jA.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Nu-13 |type=normal<br />
|input=j.B |name=<br />
|damage=590 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SOJR |attribute=H |guard=High/Air |invuln=<br />
|startup=9 |active=4 |recovery=12 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCP_Nu_jB.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Nu-13 |type=normal<br />
|input=j.C |name=<br />
|damage=150×8 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SOJR |attribute=H |guard=High/Air |invuln=<br />
|startup=9 |active=1×2,2×6 |recovery=25 |onBlock=<br />
|blockstun=16 |blockstop=2 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=20 |groundCH=22 |airCH=34<br />
|images=BBCP_Nu_jC.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.2C===<br />
{{MoveData-BBCF |character=Nu-13 |type=normal<br />
|input=j.2C |name=<br />
|damage=150×8 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SOJR |attribute=H |guard=High/Air |invuln=<br />
|startup=15 |active=1×8 |recovery=10 |onBlock=<br />
|blockstun=16 |blockstop=3 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=24 |groundCH=22 |airCH=38<br />
|images=BBCP_Nu_j2C.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Nu-13 |type=drive<br />
|input=5D |name=<br />
|damage=600 |p1=80 |p2=92 |starter=Normal<br />
|level=4 |cancel=SODr(J)R |attribute=P1 |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=Total 48 |onBlock=-12 [-4]<br />
|blockstun=16 |blockstop=4/+5 |hitstop=+5 |CHstop=+10<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=32<br />
|images=BBCP_Nu_5D.png<br />
|hitboxes=<br />
|notes=Can cancel into dashes on hit/block~36F;During first 6 active frames, Projectile Lv2. During OD, always Projectile Lv2;<br />
}}<br />
<br />
===5DD===<br />
{{MoveData-BBCF |character=Nu-13 |type=drive<br />
|input=5DD |name=<br />
|damage=300 |p1=80 |p2=92 |starter=Normal<br />
|level=4 |cancel=SODr(J)R |attribute=P1 |guard=All |invuln=<br />
|startup=13 |active=6 |recovery=Total 48 |onBlock= -11 [-6]<br />
|blockstun=20 |blockstop=4/+4 |hitstop=+4 |CHstop=+9<br />
|groundHit=23 |airHit=25 |groundCH=28 |airCH=40<br />
|images=BBCP_Nu_5DD.png<br />
|hitboxes=<br />
|notes=Can cancel into dashes on hit/block~36F;<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Nu-13 |type=drive<br />
|input=2D |name=<br />
|damage=600 |p1=80 |p2=92 |starter=Normal<br />
|level=4 |cancel=SODr(J)R |attribute=P1 |guard=All |invuln=<br />
|startup=11 |active=11 |recovery=Total 45 |onBlock=-13 [-5]<br />
|blockstun=16 |blockstop=4/+5 |hitstop=+5 |CHstop=+10<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=32<br />
|images=BBCP_Nu_2D.png<br />
|hitboxes=<br />
|notes=Can cancel into dashes on hit/block~33F;During first 5 active frames, Projectile Lv2. During OD, always Projectile Lv2;<br />
}}<br />
<br />
===2DD===<br />
{{MoveData-BBCF |character=Nu-13 |type=drive<br />
|input=2DD |name=<br />
|damage=300 |p1=80 |p2=92 |starter=Normal<br />
|level=4 |cancel=SODr(J)R |attribute=P1 |guard=All |invuln=<br />
|startup=13 |active=6 |recovery=Total 51 |onBlock=-14 [-9]<br />
|blockstun=20 |blockstop=4/+4 |hitstop=+4 |CHstop=+9<br />
|groundHit=23 |airHit=25 |groundCH=28 |airCH=40<br />
|images=BBCP_Nu_2DD.png<br />
|hitboxes=<br />
|notes=Can cancel into dashes on hit/block~39F;<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Nu-13 |type=drive<br />
|input=6D |name=<br />
|damage=600 |p1=80 |p2=92 |starter=Normal<br />
|level=4 |cancel=SODr(J)R |attribute=P1 |guard=All |invuln=<br />
|startup=13 |active=13 |recovery=Total 45 |onBlock=-11 [-3]<br />
|blockstun=16 |blockstop=4/+5 |hitstop=+5 |CHstop=+10<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=32<br />
|images=BBCP_Nu_6D.png<br />
|hitboxes=<br />
|notes=Can cancel into dashes on hit/block~36F;During first 3 active frames, Projectile Lv2. During OD, always Projectile Lv2;<br />
}}<br />
<br />
===6DD===<br />
{{MoveData-BBCF |character=Nu-13 |type=drive<br />
|input=6DD |name=<br />
|damage=300 |p1=80 |p2=92 |starter=Normal<br />
|level=4 |cancel=SODr(J)R |attribute=P1 |guard=All |invuln=<br />
|startup=13 |active=6 |recovery=Total 56 |onBlock=-19 [-14]<br />
|blockstun=20 |blockstop=4/+4 |hitstop=+4 |CHstop=+9<br />
|groundHit=23 |airHit=25 |groundCH=28 |airCH=40<br />
|images=BBCP_Nu_6DD.png<br />
|hitboxes=<br />
|notes=Can cancel into dashes on hit/block~44F;<br />
}}<br />
<br />
===4D===<br />
{{MoveData-BBCF |character=Nu-13 |type=drive<br />
|input=4D |name=<br />
|damage=600 |p1=80 |p2=92 |starter=Normal<br />
|level=4 |cancel=SODr(J)R |attribute=P1 |guard=High/Air |invuln=<br />
|startup=27 |active=3 |recovery=Total 57 |onBlock=-9 [-1]<br />
|blockstun=16 |blockstop=4/+5 |hitstop=+5 |CHstop=+10<br />
|groundHit=17 |airHit=17 |groundCH=25 |airCH=35<br />
|images=BBCP_Nu_4D.png<br />
|hitboxes=<br />
|notes=Can cancel into dashes on hit/block~48F;Fatal Counter;<br />
}}<br />
<br />
===4DD===<br />
{{MoveData-BBCF |character=Nu-13 |type=drive<br />
|input=4DD |name=<br />
|damage=300 |p1=80 |p2=92 |starter=Normal<br />
|level=4 |cancel=SODr(J)R |attribute=P1 |guard=All |invuln=<br />
|startup=13 |active=6 |recovery=Total 50 |onBlock=-13 [-8]<br />
|blockstun=20 |blockstop=4/+4 |hitstop=+4 |CHstop=+9<br />
|groundHit=23 |airHit=25 |groundCH=28 |airCH=40<br />
|images=BBCP_Nu_4DD.png<br />
|hitboxes=<br />
|notes=Can cancel into dashes on hit/block~38F;<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Nu-13 |type=drive<br />
|input=j.D |name=<br />
|damage=600 |p1=80 |p2=92 |starter=Normal<br />
|level=4 |cancel=SODr(J)R |attribute=P1 |guard=All |invuln=<br />
|startup=13 |active=10 |recovery=Total 50+5L |onBlock=<br />
|blockstun=16 |blockstop=4/+5 |hitstop=+5 |CHstop=+10<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=32<br />
|images=BBCP_Nu_jD.png<br />
|hitboxes=<br />
|notes=Can cancel into dashes on hit/block~38F;During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2;<br />
}}<br />
<br />
===j.DD===<br />
{{MoveData-BBCF |character=Nu-13 |type=drive<br />
|input=j.DD |name=<br />
|damage=300 |p1=80 |p2=92 |starter=Normal<br />
|level=4 |cancel=SODr(J)R |attribute=P1 |guard=All |invuln=<br />
|startup=13 |active=6 |recovery=Total 38 |onBlock=<br />
|blockstun=20 |blockstop=4/+4 |hitstop=+4 |CHstop=+9<br />
|groundHit=23 |airHit=25 |groundCH=28 |airCH=40<br />
|images=BBCP_Nu_jD.png<br />
|hitboxes=<br />
|notes=Can cancel into dashes on hit/block~23F;<br />
}}<br />
<br />
===j.2D===<br />
{{MoveData-BBCF |character=Nu-13 |type=drive<br />
|input=j.2D |name=<br />
|damage=600 |p1=80 |p2=92 |starter=Normal<br />
|level=4 |cancel=SODr(J)R |attribute=P1 |guard=All |invuln=<br />
|startup=11 |active=8 |recovery=Total 50+5L |onBlock=<br />
|blockstun=16 |blockstop=4/+5 |hitstop=+5 |CHstop=+10<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=32<br />
|images=BBCP_Nu_j2D.png<br />
|hitboxes=<br />
|notes=Can cancel into dashes on hit/block~40F;During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2;<br />
}}<br />
<br />
===j.2DD===<br />
{{MoveData-BBCF |character=Nu-13 |type=drive<br />
|input=j.2DD |name=<br />
|damage=300 |p1=80 |p2=92 |starter=Normal<br />
|level=4 |cancel=SODr(J)R |attribute=P1 |guard=All |invuln=<br />
|startup=13 |active=6 |recovery=Total 51 |onBlock=<br />
|blockstun=20 |blockstop=4/+4 |hitstop=+4 |CHstop=+9<br />
|groundHit=23 |airHit=25 |groundCH=28 |airCH=40<br />
|images=BBCP_Nu_j2D.png<br />
|hitboxes=<br />
|notes=Can cancel into dashes on hit/block~39F;<br />
}}<br />
<br />
===j.6D===<br />
{{MoveData-BBCF |character=Nu-13 |type=drive<br />
|input=j.6D |name=<br />
|damage=600 |p1=80 |p2=92 |starter=Normal<br />
|level=4 |cancel=SODr(J)R |attribute=P1 |guard=All |invuln=<br />
|startup=13 |active=6 |recovery=Total 50+5L |onBlock=<br />
|blockstun=16 |blockstop=4/+5 |hitstop=+5 |CHstop=+10<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=32<br />
|images=BBCP_Nu_j6D.png<br />
|hitboxes=<br />
|notes=Can cancel into dashes on hit/block~38F;During first 2 active frames, Projectile Lv2. During OD, always Projectile Lv2;<br />
}}<br />
<br />
===j.6DD===<br />
{{MoveData-BBCF |character=Nu-13 |type=drive<br />
|input=j.6DD |name=<br />
|damage=300 |p1=80 |p2=92 |starter=Normal<br />
|level=4 |cancel=SODr(J)R |attribute=P1 |guard=All |invuln=<br />
|startup=13 |active=6 |recovery=Total 38 |onBlock=<br />
|blockstun=20 |blockstop=4/+4 |hitstop=+4 |CHstop=+9<br />
|groundHit=23 |airHit=25 |groundCH=28 |airCH=40<br />
|images=BBCP_Nu_j6D.png<br />
|hitboxes=<br />
|notes=Can cancel into dashes on hit/block~23F;<br />
}}<br />
<br />
===xD OD Followup===<br />
{{MoveData-BBCF |character=Nu-13 |type=drive<br />
|input=xD OD Followup |name=<br />
|damage=300 |p1=80 |p2=92 |starter=Normal<br />
|level=4 |cancel= |attribute=P1 |guard= |invuln=<br />
|startup=5 after previous sword |active=See notes |recovery= |onBlock=<br />
|blockstun=16 |blockstop=0/+4 |hitstop=+4 |CHstop=+9<br />
|groundHit=23 |airHit=25 |groundCH=38 |airCH=40<br />
|images=<br />
|hitboxes=<br />
|notes=Active frames same as previous sword;<br />
}}<br />
<br />
===xDD OD Followup===<br />
{{MoveData-BBCF |character=Nu-13 |type=drive<br />
|input=xDD OD Followup |name=<br />
|damage=300 |p1=80 |p2=92 |starter=Normal<br />
|level=4 |cancel= |attribute=P1 |guard= |invuln=<br />
|startup=1 after previous sword |active=13 |recovery= |onBlock=<br />
|blockstun=24 |blockstop=0/+4 |hitstop=+4 |CHstop=+9<br />
|groundHit=25 |airHit=29 |groundCH=30 |airCH=44<br />
|images=<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
==Universal Mechanics==<br />
===BC===<br />
{{MoveData-BBCF |character=Nu-13 |type=other<br />
|input=BC |name=Ground Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel= |attribute=T |guard=Throw(70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch |airHit=40 + WBounce 100 |groundCH= |airCH=<br />
|images=BBCP_Nu_Throw.png<br />
|hitboxes=<br />
|notes=Minimum Damage 100%: 1500;<br />
}}<br />
<br />
===j.BC===<br />
{{MoveData-BBCF |character=Nu-13 |type=other<br />
|input=j.BC |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=R |attribute=T |guard=Throw(120) |invuln=<br />
|startup=7 |active=3 |recovery=23+3L |onBlock=<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit= |airHit=53 + GBounce |groundCH= |airCH=<br />
|images=BBCP_Nu_AThrow.png<br />
|hitboxes=<br />
|notes=Minimum Damage 100%: 1500;<br />
}}<br />
<br />
===6AB===<br />
{{MoveData-BBCF |character=Nu-13 |type=other<br />
|input=6AB |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=2 |recovery=32 |onBlock=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCP_Nu_6B.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===5AB===<br />
{{MoveData-BBCF |character=Nu-13 |type=other<br />
|input=5AB |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + WBounce 60 + Slide 15 |groundCH=Crumple 100 |airCH=74 + WBounce 60 + WStick 35 + Slide 15<br />
|images=BBCP_Nu_CT.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===5[AB]===<br />
{{MoveData-BBCF |character=Nu-13 |type=other<br />
|input=5[AB] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~61 |active=1 |recovery=25 |onBlock=0<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + WBounce 60 + Slide 15 |groundCH=Crumple 100 |airCH=74 + WBounce 60 + WStick 35 + Slide 15<br />
|images=BBCP_Nu_CT.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
==Specials==<br />
===D 66===<br />
{{MoveData-BBCF |character=Nu-13 |type=special<br />
|input=D > 66 |name=Ground D > Forward Dash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=41 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCP_Nu_ActParser.png<br />
|hitboxes=<br />
|notes=Can pass through opponent 12-24;<br />
}}<br />
<br />
===D 44===<br />
{{MoveData-BBCF |character=Nu-13 |type=special<br />
|input=D > 44 |name=Ground D > Back Dash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~8 All<br />
|startup= |active= |recovery=30 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCP_Nu_ActParser.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.D 66===<br />
{{MoveData-BBCF |character=Nu-13 |type=special<br />
|input=j.D > 66 |name=Air D > Forward Dash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=37 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCP_Nu_ActParser.png<br />
|hitboxes=<br />
|notes=Can pass through opponent 9-19;<br />
}}<br />
<br />
===j.D 44===<br />
{{MoveData-BBCF |character=Nu-13 |type=special<br />
|input=j.D > 44 |name=Air D > Back Dash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=33 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCP_Nu_ActParser.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Nu-13 |type=special<br />
|input=236D |name=Sickle Storm<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=P1 |guard=Low/Air |invuln=<br />
|startup=16 |active=Until Hit |recovery=Total 63 |onBlock=-20<br />
|blockstun=16 |blockstop=0/+11 |hitstop=+11 |CHstop=+13<br />
|groundHit=Launch |airHit=40 + WBounce |groundCH=Launch |airCH=40 + WBounce + Slide 10<br />
|images=BBCP_Nu_SickleStormDia.png<br />
|hitboxes=<br />
|notes=Fatal Counter;Can cancel into Slow Field, Luminous on hit/block;During OD, can cancel into dash on whiff;<br />
}}<br />
<br />
===236[D]===<br />
{{MoveData-BBCF |character=Nu-13 |type=special<br />
|input=236[D] |name=Sickle Storm (Hold)<br />
|damage=980 |p1=80 |p2=92 |starter=Normal<br />
|level=4 |cancel=SR |attribute=P1 |guard=Low/Air |invuln=<br />
|startup=33 |active=Until Hit |recovery=Total 60 |onBlock=+3<br />
|blockstun=18 |blockstop=0/+12 |hitstop=+12 |CHstop=+17<br />
|groundHit=Launch |airHit=48 + WBounce + Slide 10 |groundCH=Launch |airCH=66 + WBounce + Slide 10<br />
|images=BBCP_Nu_SickleStormDia.png<br />
|hitboxes=<br />
|notes=Fatal Counter;Can cancel into Slow Field, Luminous on hit/block;During OD, can cancel into dash on whiff;<br />
}}<br />
<br />
===236D~C===<br />
{{MoveData-BBCF |character=Nu-13 |type=special<br />
|input=236D~C |name=Sickle Storm (C)<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=P1 |guard=Low/Air |invuln=<br />
|startup=24 |active=Until Hit |recovery=Total 63 |onBlock=-12<br />
|blockstun=16 |blockstop=0/+11 |hitstop=+11 |CHstop=+13<br />
|groundHit=Crumple 39 |airHit=40 + WBounce + Slide 10 |groundCH=Crumple 78 |airCH=54 + WBounce + Slide 10<br />
|images=BBCP_Nu_SickleStormDia.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Nu-13 |type=special<br />
|input=j.214D |name=Crescent Saber<br />
|damage=1000 [1100] |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=R |attribute=P1 |guard=High/Air |invuln=<br />
|startup=18 |active=6 |recovery=Total 55+9L |onBlock=-4<br />
|blockstun=16 |blockstop=0/+11 |hitstop=+11 |CHstop=+13<br />
|groundHit=Launch |airHit=40 + Down 23 [70 + GBounce + Down 23] |groundCH=Launch |airCH=54 + Down 23 [84 + GBounce + Down 23]<br />
|images=BBCP_Nu_CrescentSaber.png<br />
|hitboxes=<br />
|notes=Frame advantage calculated off of lowest jump possible;<br />
}}<br />
<br />
===j.214[D]===<br />
{{MoveData-BBCF |character=Nu-13 |type=special<br />
|input=j.214[D] |name=Crescent Saber (Hold)<br />
|damage=1200 [1320] |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=R |attribute=P1 |guard=High/Air |invuln=<br />
|startup=35 |active=6 |recovery=Total 55+9L |onBlock=+8<br />
|blockstun=16 |blockstop=0/+11 |hitstop=+11 |CHstop=+13<br />
|groundHit=Launch |airHit=40 + Down 23 [70 + GBounce + Down 23] |groundCH=Launch |airCH=54 + Down 23 [84 + GBounce + Down 23]<br />
|images=BBCP_Nu_CrescentSaber.png<br />
|hitboxes=<br />
|notes=Frame advantage calculated off of lowest jump possible;<br />
}}<br />
<br />
===j.214D~C===<br />
{{MoveData-BBCF |character=Nu-13 |type=special<br />
|input=j.214D~C |name=Crescent Saber (C)<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=Total 55 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCP_Nu_CrescentSaber.png<br />
|hitboxes=<br />
|notes=Can cancel into anything except blocking, double jump 14F onwards;Can only be used oncer per jump;<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Nu-13 |type=special<br />
|input=214D |name=Luminous Slave<br />
|damage=800 |p1=80 |p2=92 |starter=Short<br />
|level=4 |cancel=R |attribute=P1 |guard=All |invuln=<br />
|startup=51 |active=Until Hit |recovery=Total 52 |onBlock=<br />
|blockstun=18 |blockstop=0/+12 |hitstop=+12 |CHstop=+17<br />
|groundHit=Launch |airHit=33 |groundCH=Launch |airCH=48<br />
|images=BBCF_Nu_LuminousSlave.png<br />
|hitboxes=<br />
|notes=During OD, fires a second shot 10F after first;<br />
}}<br />
<br />
===214[D]===<br />
{{MoveData-BBCF |character=Nu-13 |type=special<br />
|input=214[D] |name=Luminous Slave (Hold)<br />
|damage=1000 |p1=80 |p2=92 |starter=Short<br />
|level=4 |cancel=R |attribute=P1 |guard=All |invuln=<br />
|startup=see notes |active=Until Hit |recovery=Total 61 |onBlock=<br />
|blockstun=18 |blockstop=0/+12 |hitstop=+12 |CHstop=+17<br />
|groundHit=Launch |airHit=33 |groundCH=Launch |airCH=48<br />
|images=BBCF_Nu_LuminousSlave.png<br />
|hitboxes=<br />
|notes=Shot fires 38F after pressing D again;During OD, fires a second shot 10F after first;<br />
}}<br />
<br />
===214D~C===<br />
{{MoveData-BBCF |character=Nu-13 |type=special<br />
|input=214D~C |name=<br />
|damage=800 |p1=80 |p2=92 |starter=Short<br />
|level=4 |cancel=R |attribute=P1 |guard=All |invuln=<br />
|startup=31 |active=Until Hit |recovery=Total 61 |onBlock=<br />
|blockstun=18 |blockstop=0/+12 |hitstop=+12 |CHstop=+17<br />
|groundHit=Launch |airHit=33 |groundCH=Launch |airCH=48<br />
|images=BBCF_Nu_LuminousSlave.png<br />
|hitboxes=<br />
|notes=During OD, fires a second shot 10F after first;<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Nu-13 |type=special<br />
|input=623C |name=Supra Rage<br />
|damage=700, 140×7 |p1=80 |p2=89 |starter=Very Short<br />
|level=3 |cancel=R |attribute=B |guard=Mid |invuln=5~15 H<br />
|startup=12 |active=1×8 |recovery=10+27L |onBlock=-21<br />
|blockstun=16 |blockstop=2 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=49 |groundCH=Launch |airCH=63<br />
|images=BBCP_Nu_SupraRage.png<br />
|hitboxes=<br />
|notes=First hit to hit opponent always does 700. Remaining hits do 140;<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Nu-13 |type=special<br />
|input=j.623C |name=Air Supra Rage<br />
|damage=700, 140×7 |p1=90 |p2=89 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Mid |invuln=1~12 T<br />
|startup=9 |active=1×8 |recovery=Until L+24 |onBlock=<br />
|blockstun=16 |blockstop=2 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=49 |groundCH=Launch |airCH=63<br />
|images=BBCP_Nu_SupraRage.png<br />
|hitboxes=<br />
|notes=First hit to hit opponent always does 700. Remaining hits do 140;<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Nu-13 |type=special<br />
|input=214A |name=Gravity Seed<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup=13 |active= |recovery=Total: 42 |onBlock=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCP_Nu_GravitySeed.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Nu-13 |type=super<br />
|input=632146D |name=Calamity Sword<br />
|damage=2400 [1400×4] |p1=70 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=P2 |guard=All |invuln=1~11 All<br />
|startup=10+(52 Flash)+1 |active=9<br/>[{9(6)}×4] |recovery=Total 52<br/>[Total 84] |onBlock=-11 [-9]<br />
|blockstun=18 |blockstop=0/+12 |hitstop=+12 |CHstop=+17<br />
|groundHit=Launch |airHit=100 + Down 23 |groundCH=Launch |airCH=115 + Down 23<br />
|images=BBCP_Nu_CalamitySword.png<br />
|hitboxes=<br />
|notes=Values in [] are during OD;Minimum Damage 40% [23%]: 960 [1288];<br />
}}<br />
<br />
===j.632146D===<br />
{{MoveData-BBCF |character=Nu-13 |type=super<br />
|input=j.632146D |name=Air Calamity Sword<br />
|damage=2400 [1400×4] |p1=70 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=P2 |guard=All |invuln=<br />
|startup=8+(42 Flash)+5 |active=9<br/>[{9(6)}×4] |recovery=Total Until L+3<br/>[Total Until L+5] |onBlock=<br />
|blockstun=18 |blockstop=0/+12 |hitstop=+12 |CHstop=+17<br />
|groundHit=Launch |airHit=100 + Down 23 |groundCH=Launch |airCH=115 + Down 23<br />
|images=BBCP_Nu_CalamitySword.png<br />
|hitboxes=<br />
|notes=Values in [] are during OD;Minimum Damage 40% [23%]: 960 [1288];<br />
}}<br />
<br />
===236236D===<br />
{{MoveData-BBCF |character=Nu-13 |type=super<br />
|input=236236D |name=Legacy Edge<br />
|damage=130×24 [130×37] |p1=100 |p2=79 |starter=Normal<br />
|level=3 |cancel=R |attribute=P2 |guard=All |invuln=1~19 P<br />
|startup=16+(41 Flash)+9 |active=X{(4)X}×23<br/>[X{(4)X}×36] |recovery=Total: 57 |onBlock=+79 [+131]<br />
|blockstun=16 |blockstop=0/+2 |hitstop=+2 |CHstop=+4<br />
|groundHit=Launch |airHit=40 + WBounce |groundCH=Launch |airCH=54 + WBounce<br />
|images=BBCP_Nu_LegacyEdge.png<br />
|hitboxes=<br />
|notes=Values in [] are during OD;Minimum Damage 10%: 312 [481];<br />
}}<br />
<br />
==Exceed Accel==<br />
===ABCD===<br />
{{MoveData-BBCF |character=Nu-13 |type=exceed accel<br />
|input=ABCD |name=True Impreza<br />
|damage=600, 197×12<br/>{600, 170×30} |p1=100 |p2=100 |starter=Long<br />
|level= |cancel= |attribute=P2 |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=10 |recovery=Total 61<br/>[Total 51] |onBlock=-15<br />
|blockstun=26 |blockstop=20 |hitstop=20, 0/+4×12 {×30} |CHstop=+0, +4×12 {×30}<br />
|groundHit=Crumple 69 + Down 28 |airHit=Stand |groundCH= |airCH=<br />
|images=BBCF_Nu_TrueImpreza.png;BBCF_Nu_TrueImpreza2.png<br />
|hitboxes=<br />
|notes=Values in [] are when canceled into or immediately after activating Overdrive;Values in {} are during Active Flow;Minimum Damage 10%: 288 {570+36};<br />
<br />
}}<br />
<br />
==Astral Heat==<br />
===214214D===<br />
{{MoveData-BBCF |character=Nu-13 |type=astral<br />
|input=214214D |name=Sword of Destruction<br />
|damage=40000 |p1= |p2= |starter=Long<br />
|level= |cancel= |attribute=B |guard=All |invuln=13~28 All<br />
|startup=13+(101 Flash)+7 |active=9 |recovery=21 |onBlock=-13<br />
|blockstun= |blockstop=0 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCP_Nu_SwordofDestruction.png;BBCP_Nu_SwordofDestruction2.png<br />
|hitboxes=<br />
|notes=<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>GunBlazehttps://www.dustloop.com/wiki/index.php?title=BBCF/Mu-12&diff=257867BBCF/Mu-122022-01-31T22:43:34Z<p>GunBlaze: </p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Mu is a '''well-rounded character''' with a combination fighting style. Using her Drive, Mu is able to set up turrets (referred to as Steins) on the field that shoot lasers automatically, allowing her to operate independently while her turrets can assist her in neutral. Mu can also use the turrets for setplay, preparing complex traps for victims defending against her knockdown. Boasting '''some of the best pokes''' in the game makes it easy for Mu to get the drop on opponents in neutral while Steins give her access to unique methods of extending her pressure.<br />
<br />
The disjointed nature of the Steins can be your greatest asset in working around problems. Flexible players will enjoy her wide moveset as it provides a '''vast array of options''' to work with.<br />
|lore= Mu-12 is the true form of Noel Vermillion after fusing with the True Azure through Terumi's ambitions to destroy the Master Unit Amaterasu and erase the world from its existence. Known as the "Godslaying Sword, Kusanagi", she is among the most powerful entities in existence. When Noel was initially forced into this form she became nihilistic, aggressive, self hating and desired little more than the destruction of the world due to past mistreatment and Terumi's manipulations. Noel later gains the ability to use the form at will while maintaining her normal personality with the help of Rachel to protect those she cares about, gaining significantly more confidence and a deeper voice while using it. After the events of Chronophantasma, Mu has somehow been separated from Noel as a denial of her existence. She seeks to refuse with Noel to become whole again.<br />
|voice_actor= Kanako Kondō<br />
|summary= Invests in screen control at any range with whiff-cancelable steins.<br />
|pros=<br />
*Does solid damage on average.<br />
*Has a great backdash.<br />
*Has a decent DP on top of a full kit of defensive tools, making her hard to lock down.<br />
*Prominent zoning game that allows for dominant neutral control.<br />
*Setplay oriented with strong knockdown, okizeme, and mix up in the corner.<br />
*Many anti air options.<br />
*Great range on her pokes<br />
<br />
|cons=<br />
*Can be difficult to play well to her full potential without knowledge of drive timings for improvised pressure and combos.<br />
*Meterless reversal is rather flawed.<br />
*Steins give the opponent many opportunities to easily gain meter with IB.<br />
*Tied for lowest health in the game.<br />
<br />
|unique_mechanic1_name= Drive: Steins Gunner<br />
|unique_mechanic1=<br />
Steins Gunner projects an intangible energy node (Stein) to the targeted location. Steins have a "heating" period before they fire, and will cease heating if Mu is hit or blocks an attack. Steins lock onto the opponent during the heating period; once the Stein has finished heating up, it will fire, causing most attacks to trade/lose. Steins can also be charged by holding down the Drive button while projecting the Stein. Charged Steins take longer to heat up, but have much more powerful beams. Up to 4 Steins can be on the stage at a time; if Mu tries to set a 5th Stein, it will replace the oldest one. Steins are also used for two of Mu's special attacks and one of her supers; Totsuka Blade, Tokotachi Blade, and Blessed Mirror detailed later.<br />
<br />
An '''important note''' is that ''all'' Stein summons are cancellable into Specials, Drives, Jumps, {{clr|3|C}} Normals, and {{clr|2|6B}} on whiff. Mastering whiff-cancel timings and varying your options is very critical to succeeding with the character overall.<br />
|unique_mechanic2_name= Overdrive: Steins Geiser<br />
|unique_mechanic2=<br />
New Steins always fire charged lasers. The heating period is completely eliminated; instead, they lock on and fire immediately after being set. Steins will also fire even if Mu is hit or blocks, so long as she is not in hitstun or blockstun when they attempt to fire. Steins Geiser does not instantly change Steins that have already been set. Additionally, all of Mu's Drive related attacks become much stronger. See each move's section for details.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|4|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Mu_5A.png |Stabby stab~!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump Cancelable<br />
*Whiffs crouchers<br />
<br />
A mostly typical standing jab. Whiffs on most characters' crouching hurtbox, hits Hakumen and Tager crouching and Kagura blocking if canceled into off another button. Excellent hitbox and active window with a minimal extended hitbox causes this move to clash quite often. Mu's {{clr|4|5A}} is most effective as a fast ground-to-air poke, and as a normal to stagger her interior pressure, setting up throws and frame-traps. {{clr|4|2A}} in general is a slightly more effective tool to use in neutral against grounded opponents, but {{clr|4|5A}}'s higher hitbox makes it the choice against airborne opponents.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Mu_5B.png |Mori's favorite Mu button to nerf for some reason.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump Cancelable<br />
<br />
{{clr|2|5B}} is almost exclusively a pressure and punish tool. The reason being that the recovery, hitbox and frame advantage for a standing B normal are all rather bad. Infact, {{clr|2|5B}} recovers only 2 frames faster than {{clr|3|5C}}! Pair this up with an unreliable hitbox and you have a button that generally isn't worth using in neutral. {{clr|2|5B}}'s true strength is the number of options it has following it, and leading into it. {{clr|2|5B}} gatlings into nearly all of Mu's other normals, and can be late chained out of at almost any time. It's also jump cancelable! Combining this with varied use of Special Cancels, Drive cancels and Jump cancels lead to this move despite its issues having an important place in pressure and mixup.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Mu_5C.png |Give {{clr|3|5C}}. Receive despair.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Immense normal, and one of the fastest for the amount of coverage, {{clr|3|5C}} is one of the better pokes in the game; a very deadly tool when implemented correctly. {{clr|3|5C}} is the go-to normal for combos, as the damage/proration ratio is very good. It leads to nice damage on normal hit in the corner, or counter-hit midscreen with meter. Because of the enormous hitbox, it's easy to confirm into {{clr|3|5C}} to pick up a full combo as soon as possible after landing a hit. {{clr|3|5C}} has an extended hurtbox that reaches just over half the length of its hitbox and discourages using {{clr|3|5C}} as an anti-air among other things, so ideally you'll want to space this as often as you can without inhibiting your options on hit.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Mu_2A.png |A bog standard {{clr|4|2A}}, but with stabbing!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Throw Cancelable<br />
<br />
A typical crouching jab. Similar to {{clr|4|5A}} in terms of characteristics. Unlike {{clr|4|5A}} however, {{clr|4|2A}} is able to hit all characters crouching. The ability to cancel into a throw makes this move a dangerous pressure tool when used correctly, even with a -2 frame advantage. The key feature to the pressure ability of {{clr|4|2A}} is its ability to late-chain into itself and other moves. The late-chain into itself allows you to be a lot less predictable with your blockstrings, and can level up your pressure from a character whose pressure is only sub-par. Its ability to cancel into throw also allows for deeper mind games. A common example would be causing throw reject miss against the Throw Option Select, though other uses for its cancel into throw can be found.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Mu_2B.png |Secretly Mu's true best button. Don't tell anyone!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Overall, Mu's most effective and well rounded normal. Excellent hitbox, startup, recovery in almost every situation. With the character's ability to convert any hit near the corner into good damage, this normal is her most consistent origin of damage output. {{clr|2|2B}} shares most of {{clr|2|5B}}'s strengths with almost none of its weaknesses, this includes {{clr|2|5B}}'s ability to gattling into nearly anything else. It does lose the ability to jump cancel, but gains hitting low in its place. {{clr|2|2B}} excels at everything from poking to use as a cross-under normal, and its liberal application should never be underestimated. Due to the excellent hitbox and speedy startup, it will beat out tools that many characters rely on in neutral especially when paired with dashing momentum, while also being nearly impossible to whiff punish as well as even on block.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Mu_2C.png |Part the skies and rid them of non-believers!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump Cancelable<br />
<br />
One of Mu's anti-airs, while the hitbox is very big with more vertical range than any of her other options by quite alot, the invulnerability to air moves is rather average. Being her biggest anti air it is also naturally her most punishable on whiff so avoid getting predictable with this. Also very useful in ground blockstrings because if your opponent is expecting you to gatling into {{clr|3|5C}}, you can instead special cancel into a projectile (that varies according to the situation) to restart applying your pressure.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Mu_6A.png |Lean back on those weak air to grounds and let them fall into your armblades!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump Cancelable<br />
*Anti-air<br />
Another of Mu's anti-airs, and probably the one you'll be using most frequently. Floats on CH. Faster than {{clr|3|2C}}, and good horizontal range, but not very good vertically. It also recovers significantly faster than {{clr|3|2C}} so it's less susceptible to double jump baits. {{clr|4|6A}} also has some use in blockstrings because it has many gatling options.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Mu_6B.png |Mu's signature overhead.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
<br />
Very strong combo and offensive tool. Diverse gatling window into and out of mixup, very long range and huge reward. Faster than average startup compared to other characters' overheads, but the catch is that only the second hit is an overhead. Thus you'll often need to space it out so that only the second hit will land, or spend meter to rapid cancel the first hit and hit them low with {{clr|2|2B}}. Steins can be used to cover the startup and prevent them from disrespecting you. The second hit of {{clr|2|6B}} is a ground bounce for which it sees much use in confirms.<br />
<br />
Mu retracts her feet from the floor during the forward roll of the animation, letting her dodge sweeping attacks, aka classic "low crush" or "high profile", but not the same as having actual foot invulnerability. This property will let you beat some attacks, but is not widely applicable.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Mu_6C.png |The disjointed spike of godslaying! Getting a fatal with this is a license to delete them.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Deadzone in front of Mu.<br />
* Fatal Counter.<br />
** Wall bounces at midscreen on CH.<br />
{{clr|3|6C}}'s most practical use neutral-wise is to punish other characters using moves with slow recovery at a certain range from you. For example, Rachel summoning George XIII or Arakune F-Inverse without needing to block the side hitboxes first and thus grant him the ability to rapid cancel. <br />
<br />
This move will be seen in nearly every corner combo (And some midscreen ones for the corner carry). It will nearly always combo from {{clr|3|5C}} regardless of context (Crouching, ch, etc). Some characters will need {{clr|3|6C}} to be spaced slightly less due to smaller hurtboxes interacting with its dead zone (Particularly wallsplat hurtboxes in corners). {{clr|3|6C}} can be used in blockstrings as a frame trap or simply to push your opponent farther away and giving you even more blockstun to drive cancel or special cancel into something. Can be gattling'd into without the gap using {{clr|3|2C}} instead of {{clr|3|5C}}.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Mu_3C.png |The forbidden, jump cancelable sweep! Those humans won't act so tough once they lose their legs!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump Cancelable<br />
<br />
This move is mostly used as a block string ender or pressure reset with steins, because it can be cancelled into from most of Mu's normals, and is jump cancelable on block. It also hits low so it can be used for mixup from a blocked {{clr|2|5B}}/{{clr|4|6A}} if you have already used {{clr|2|2B}} in your blockstring. This is especially useful in the corner, because you can get very decent meterless damage off of it. Can be used as a meterless combo ender in the corner, but is generally inferior to stein setups. Doesn't have many uses at neutral, but is good for punishing moves that are vulnerable only to lows (Tager's voltech charge, Tager's {{clr|4|6A}}, Litchi's Ittsuu), because on counterhit you get a full combo.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|4|{{clr|4|j.A}}}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Mu_jA.png |A rare sight outside of reverse chaining from {{clr|2|{{clr|2|j.B}}}}.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
As her fastest air normal, Mu's {{clr|4|{{clr|4|j.A}}}} is used mainly to make her jump-ins more plus on reverse chain, it can also be used to set up airthrow TRM via mixing up the {{clr|4|{{clr|4|j.A}}}} > {{clr|3|{{clr|3|j.C}}}} late chain and the {{clr|4|{{clr|4|j.A}}}} > {{clr|2|{{clr|2|j.B}}}}+{{clr|3|C}} chain. In air-to air poking situations, it finds little use in comparison to Mu's airthrow or {{clr|3|{{clr|3|j.C}}}}'s in terms of effective reward and applicability.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|2|{{clr|2|j.B}}}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Mu_jB.png |On the slow side and whiffs hard for {{clr|2|{{clr|2|j.B}}}}, but it's key to Mu's pressure.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
{{clr|2|{{clr|2|j.B}}}} has a great hitbox, though the startup, more notably the recovery, make for it's failings as an air to air poke. Though it's a bit faster overall than {{clr|3|{{clr|3|j.C}}}}, it doesn't have the incredible coverage and reward. {{clr|2|{{clr|2|j.B}}}}'s real strength is as a jumpin option, as it is the only air normal Mu has that hits below her besides {{clr|3|j.2C}} and can reliably be made plus/safe even without steins by reverse chaining into j.A. It also has a great crossup hitbox.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|{{clr|3|j.C}}}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Mu_jC.png |Teach the lesser life forms a lesson about air dominance with this!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
{{clr|3|{{clr|3|j.C}}}} has a very good hitbox with decent start up. Best used as a spaced out air-to-air move. This move shouldn't be used as a jump in as her hurtbox goes down more than the actual move hitbox. It works as a spaced out air-to-ground if you are in the air and your opponent is running towards you. Otherwise, this move will whiff on most characters when they are crouching. This move shouldn't be spammed unless you have put some distance between you and your opponent as this move has landing recovery. <br />
<br />
Round start back IAD > Falling {{clr|3|{{clr|3|j.C}}}} is a relatively safe and useful neutral and round start option, with a majority of the cast having no reliable means of punishing her for it. But like nearly all things doing it too frequently can work against you in matchups where the other character is under no pressure to be that aggressive.<br />
</div><br />
</div><br />
<br />
===<big>{{clr|3|j.2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Mu_j2C.png |It's impossible to whiff this even if you tried.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
{{clr|3|j.2C}} has a very good hitbox but has a somewhat slow start up. This is best used as an air-to-ground move but also works in some air-to-air situations. If people try to get in this is very good spaced as if your opponent tries to AA Mu, they would be under the assumption that this move won't come out most of the time. If the opponent's Anti-Air (AA) hitbox is taken into consideration, he or she would get counter hit due to the spacing and hitbox because of the huge horizontal hitbox. <br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
<br />
===<big>Ground Summon Stein</big>===<br />
<span class="input-badge">'''{{clr|5|5D}}/{{clr|5|2D}}/{{clr|5|6D}}/{{clr|5|4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Mu_bit.png |<br />
BBCP_Mu_groundD.png |A Godslayer's best friend!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5D OD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Sets a stein in the indicated position<br />
*Steins sit in position for a short while before firing a half-screen laser to attack the opponent.<br />
*While in startup, steins will rotate as required to keep aim at your opponent, after firing they will maintain whatever facing they had when they fired.<br />
*Startup listed is for the stein's own attack. Mu herself only animates the move for the listed recovery time.<br />
*Any version can cancel into any other (Including charged versions), but only once per chain.<br />
*Steins can be whiff canceled on the following frames for each input: {{clr|5|5D}}/{{clr|5|4D}}=14F, {{clr|5|6D}}=16F, /{{clr|5|2D}}=18F. <br />
<br />
Ah yes, the steins. Without them Mu wouldn't be...well Mu. As mentioned above, steins shoot a laser after a predetermined amount of time following deployment. This laser travels roughly half a screen away from the steins position before disappearing. Afterwards the stein will remain on screen for use with 2 of her specials and one of her distortions. Up to 4 of them can be placed at once with any over that number deleting the oldest stein.<br />
<br />
While at the surface they might seem rather underwhelming, their true strength and a major aspect of playing Mu is the sheer number of things you can use both the laser shot itself for, the specials using them and the actions you can cancel into from a stein placement as well as the ability to cancel buttons into steins on both hit and block. Any of Mu's buttons can be canceled into a stein placement and she can cancel any stein placement into: Jump, Special/Super, and any {{clr|3|C}} normal. The number and complexity of things you can do with steins could take an entire page to cover alone so play around with them yourself and you might just find one!<br />
</div><br />
</div><br />
<br />
===<big>Charged Ground Summon Stein</big>===<br />
<span class="input-badge">'''{{clr|5|5[D]}}/{{clr|5|2[D]}}/{{clr|5|6[D]}}/{{clr|5|4[D]}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Mu_bitCharged.png |<br />
BBCP_Mu_groundD.png |A Godslayer's CHARGED best friend!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5[D]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Same as above, except for the following differences:<br />
*The stein takes longer to fire, but now shoots a higher damage, fullscreen laser.<br />
*Mu animates for a slightly longer period of time thus pushing back the earliest frame you can cancel into something.<br />
*The longer startup also results in the stein adjusting its aim for a longer period.<br />
*This charged laser is what all steins placed in OD will fire without any of the penalties/differences mentioned above.<br />
</div><br />
</div><br />
<br />
===<big>Air Summon Stein</big>===<br />
<span class="input-badge">'''{{clr|5|{{clr|5|j.D}}}}/{{clr|5|j.2D}}/{{clr|5|j.6D}}/{{clr|5|j.4D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Mu_bit.png |<br />
BBCS_Mu_airD.png |A Godslayer's more combo/setup oriented best friend!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="j.D" or input="j.D OD")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
Air steins are the slightly more situational alternative to ground steins. Like ground steins these can be canceled into all of the same things including jump so long as you had not spent your air action already. Particular uses for these that can't be done by ground steins include using its ability to stop air momentum to bait anti-airs and whiff punish with {{clr|3|j.2C}} and in combos for both the momentum and to squeeze in an extra {{clr|3|j.2C}} though canceling a {{clr|3|j.2C}} into an air stein.<br />
</div><br />
</div><br />
<br />
===<big>Charged Air Summon Stein</big>===<br />
<span class="input-badge">'''{{clr|5|j.[D]}}/{{clr|5|j.2[D]}}/{{clr|5|j.6[D]}}/{{clr|5|j.4[D]}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Mu_bitCharged.png|<br />
BBCS_Mu_airD.png|A Godslayer's more combo/setup oriented and CHARGED best friend!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.[D]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Same as air steins, but with all of the tradeoffs and differences mentioned in the charged ground stein section.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Ground Throw</big>===<br />
<span class="input-badge">'''{{clr|2|4}}/{{clr|2|5B}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Mu_throw.png |Back to jail with you! Implementing the occasional throw into your stein pressure does wonders.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cancels into D buttons.<br />
<br />
The Murakumo throw. Mu lifts the other character up and then stabs them with her petals, launching them upward for a followup. The animation is 100% identical on back throw with only the direction of the launch changing. Can be followed up with microdash {{clr|4|6A}} routes or {{clr|3|2C}} though the timing is rather strict on the latter.<br />
</div><br />
</div><br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|2|{{clr|2|j.B}}}}+{{clr|3|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Mu_AThrow.png |Where do you think you're going?<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Switches sides<br />
Overall mostly the same as her back throw besides its usage and the animation. Same followups work.<br />
</div><br />
</div><br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|4|6A}}+{{clr|2|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Mu_5B.png |This can and will fail you at the worst possible moments.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Costs 50% Heat<br />
*180F Heat Gauge Cooldown<br />
While Counter Assaults (CA) are useful in getting out of pressure, Mu will want to be conscious of where her opponents will be after an attack is blocked since her Counter Assault does not have much range. Sharing the same animation as her {{clr|2|5B}}, it has a unique hitbox and frame data.<br />
</div><br />
</div><br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|4|5A}}+{{clr|2|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Mu_CT.png |Crush their guard, and then their pitiful, inferior existence afterwards~!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Floats on air hit<br />
Thanks to steins giving her the ability to confirm it, Mu is able to get better overall reward off of her uncharged crush trigger than most of the cast and doesn't need the corner to do so. Also, the attack itself works similarly to a projectile in that Mu's hurtbox doesn't extend much.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Arrows of Heaven </big>===<br />
<span class="input-badge">'''{{clr|4|236A}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Mu_ArrowsOfHeaven.png |<small>"Ame no Habaya!"</small><br>Great to throw out once and awhile in some matchups, high risk/more dangerous to you in others.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="236A" or input="j.236A")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
{{clr|4|236A}} summons a lightning ball that is able to deal 3 hits to the opponent or absorb 3 projectiles (spark bolt not included). It is a very good zoning tool as the trajectory arcs upwards (Downwards if used in the air). It keeps characters like Ragna and Makoto at bay really well as it is hard for them to approach if it is in play. Though, it should be cautiously used if it is used against a character with high mobility such as Taokaka or Valkenhayn as they can jump over it with their movement options and still get in easily or Hakumen, whom using it against is just handing him a free void.<br />
</div><br />
</div><br />
<br />
===<big>Origins</big>===<br />
<span class="input-badge">'''{{clr|3|623C}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Mu_Origins.png |<small>"Tsunugui!"</small><br>Get those filthy humans off you with this diamond that also happens to be a meterless reversal!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="623C" or input="j.623C")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Ground version wall bounces in the corner<br />
*Air version wallsticks in the corner<br />
{{clr|3|623C}} is Mu's idea of a reversal move. It gets invulnerability for the first 8 frames then it trades that for full body guard point until frame 21, making it one of the longer invulnerability times. It's hitbox covers all around Mu which makes it so you can't bait the DP by crossing her up. One downside to this move is that it can be susceptible to certain safejumps and Option-Selects due to the 14F startup. It's also not air unblockable (though not as significant a shortcoming). It also has very poor reach vertically and horizontally and Mu doesn't move at all when she uses it, meaning it can be basically useless against some more long ranged pokes and footsies.<br />
<br />
Cancelling steins into the air and ground versions of this move can make your zoning game very difficult for your opponents to deal with. The air version can also be used as a crossup when combined with an instant air dash, very risky though, and requires meter or a setup to combo afterwards.<br />
</div><br />
</div><br />
<br />
===<big>Sword of Decimation </big>===<br />
<span class="input-badge">'''{{clr|3|63214C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Mu_SOD.png |<small>"Furu no Tsurugi!"</small><br>Huge chargeable slash, but mostly used for combos.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="63214C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
* Chargeable<br />
* Fatal Counter<br />
** Wall bounces on CH<br />
Uncharged: In pressure SoD primarily serves as an alternative to {{clr|3|6C}}. SoD is slightly faster than {{clr|3|6C}} and having frame advantage that is juuuust good enough to make it very hard for most of the cast to punish you outside of close range. In exchange you lose the ability to stein cancel said recovery. Its also exceptionally plus on RC with {{clr|2|2B}} becoming airtight should they block or lead to nice corner carry and a confirm should it hit. As for use in combos it ground slides making it great for extending combos near/in the corner. SoD is also a standard ender in many combos including mid screen with some of Mu's more zoning oriented matchups to send them away from you.<br />
<br />
Charged: Purely a combo tool. The charged version gives you a wall bounce and a ton of untech time so its found in many corner routes. It should go without saying using this for much else is a bad idea as its both slow and little to no more safe than the uncharged version. Side note that this charged version is often written in combo notation as SoD2 or SOD2 as despite appearances there are no in-between levels of charge, just uncharged and max.<br />
</div><br />
</div><br />
<br />
===<big>Totsuka Blade </big>===<br />
<span class="input-badge">'''{{clr|5|236D}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Mu_TotsukaBlade.png |<small>"Ame no Totsuka!"</small><br>A big reason some hate fighting Mu, and perhaps one reason YOU should love her!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fires a laser at the stein marked 1, which then bounces it to stein #2 etc... <br />
*Once all steins have bounced the laser, the last stein bounces it towards your opponent's location.<br />
*Each stein disappears shortly after reflecting the laser.<br />
*Does not disappear if Mu is attacked.<br />
*Interrupts newly placed steins still charging up their own shot.<br />
*If no steins are set, this move animates as normal but nothing is fired.<br />
*In OD: Much lower recovery and does slightly more damage.<br />
<br />
<br />
{{clr|5|236D}} is a decent move move to use in neutral because it travels through all the steins and then heads towards Mu's opponent. It forces your opponent to block, even when they are hitting Mu after the laser comes out due to the laser aiming at Mu's opponent after it has passed through the last stein. The gaps between {{clr|5|236D}} and her strings are variable due to placement of steins and which attacks Mu uses to force her opponent to block which could lead to ambiguous mix ups/frame traps.<br />
<br />
This move is best used when Mu is relatively far from her opponent or right as her opponent is knocked down to the ground so she has time to set up the laser as it has quite a bit of startup. CF2's faster laser but higher recovery means less blockstun, and multiple steins are recommended when using this move, to guarantee at least some effectiveness. This does however give it new uses, especially when fighting zoners such as Rachel, to force them to block.<br />
</div><br />
</div><br />
<br />
===<big>Tokotachi Blade</big>===<br />
<span class="input-badge">'''{{clr|5|214D}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Mu_Kuninotokotachi.png |<small>"Kuninotokotachi!"</small><br>The Drones of Godslaying.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Launches all currently placed steins in the direction they're currently facing (not necessarily towards the opponent). After coliding with anything or flying offscreen, they vanish.<br />
*Prevents newly laid steins from firing.<br />
*Can still be used without steins present, but is pointless to do so.<br />
*In OD, the steins will explode after making contact resulting in more hitstun, blockstun and damage. This is similar to her {{clr|5|214D}} in older versions.<br />
<br />
The CF replacement for Mu's old {{clr|5|214D}}, Ame no Habakiri/Divine Wraith of the Heavens. While its functions overlap somewhat with Totsuka, it nevertheless is overall an improvement as it retains a use in combos while also becoming more useful in neutral as a lower recovery alternative to Totsuka. Also, this move has a deceptively high amount of hitstun especially on counter hit often allowing you to cross the screen for a small confirm and bring them to the corner.<br />
</div><br />
</div><br />
<br />
===<big>Sword of Infinity </big>===<br />
<span class="input-badge">'''{{clr|2|63214B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Mu_Ikutachi.png |<small>"Ikutachi!"</small><br>Please abuse responsibly.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="63214B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Launches extremely high on CH<br />
Advancing crossup attack that launches on hit. Mostly used in combos and for canceling into after a midscreen {{clr|3|6C}} for extra corner carry. The distance travelled in combination with the short recovery make for a useful repositioning tool.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
===<big>Wisdom of the Divines</big>===<br />
<span class="input-badge">'''{{clr|3|632146C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Mu_WisdomOfTheDivines.png |<small>"Omohikane!"</small><br>Mu's ''other'' reversal...<br />
BBCS_Mu_WisdomOfTheDivines2.png |...and also her "Kill them" tool.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="632146C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*180F Heat Gauge Cooldown<br />
*20% minimum damage (Normal: 800 Overdrive: 1360)<br />
*Hithox starts off very close to mu and grows every two active frames until it reaches full size.<br />
<br />
Situational reversal. Combo ender when going for the kill. Below average minimum damage will often mean you'll need either to double super with yata or use OD to ensure this will kill.<br />
</div><br />
</div><br />
<br />
===<big>Blessed Mirror</big>===<br />
<span class="input-badge">'''{{clr|5|632146D}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Mu_BlessedMirror.png |<small>"Yata no Kagami!"</small><br>Get out of my screenspace, filthy human!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="632146D" or input="j.632146D")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Extra Lasers")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="632146D Extra Laser"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fires one laser at each available stein, one laser directly at the opponent and, if in overdrive, one additional laser at your opponent for each active stein. Each laser aimed at a stein will then be bounced from that stein towards your opponent, leading to a maximum of 9 hits overall, 13 in overdrive.<br />
*180F Heat Gauge Cooldown<br />
*Each laser has 10% minimum damage (64)<br />
<br />
Great to retake control of the screen in some ambiguous situations, and when several steins are on the screen. Do keep in mind your opponent's options as they can use the superflash to counter it, if they have the tools to do so. Also can be used as a combo ender in some instances depending on the placement of your steins, or to add more unburstable damage in double super with omo when going for the kill.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
===<big>Pillar of Light</big>===<br />
<span class="input-badge">'''{{clr|4|A}}+{{clr|2|B}}+{{clr|3|C}}+{{clr|5|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Mu_ExceedAccel.png |Bombs away!<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*[[BBCF/Offense#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
<br />
On startup, Mu lunges at her opponent with her blades using a combination of her {{clr|4|6A}} and {{clr|3|5C}} animations. If she hits, Mu will have her blades surround the opponent, for them to become an orb and drop to the ground, causing an explosion. Has only a bit less horizontal range than her 5c and thus significantly more than Mu's DP, but its inherently telegraphed as all EAs are. Leaves most characters close enough to get hit by 2b should they attempt to delay tech or forward roll.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Sword of the Godslayer </big>===<br />
<span class="input-badge">'''{{clr|5|222D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Mu_SwordOfTheGodslayer.png |''"Blade of sin stained in blood, which calleth the end...''<br />
BBCP_Mu_SwordOfTheGodslayer2.png |''...Embraceth sin perpetual, and doth fall into the blue."''<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="222D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Costs 100% Heat<br />
*180F Heat Gauge Cooldown<br />
A very practical astral that's also blessed with an easy input. Many standard Mu routes have spots you can use this instead and just about any hit with or into a {{clr|3|C}} normal or {{clr|2|6B}} will work so long as you aren't too far.<br />
<br />
'''Combos Directly From...'''<br />
*{{clr|2|6B}} (either hit)<br />
*{{clr|3|C}} normals<br />
*Ground Throws<br />
*{{clr|2|63214B}}<br />
*...And a lot more!<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Mu}}<br />
<br />
==External References==<br />
*[https://docs.google.com/document/d/1XTX921JvNppLLfgn_EH1Ax4k8eU3rW000VkoGTAlQIw/edit?usp=sharing Combo Doc]<br />
*[https://www.youtube.com/watch?v=-wgl0QcVBRI Guide to Mu Offense]<br />
*Japanese Name: ミュー·トゥエルブ<br />
*[http://www26.atwiki.jp/myuu12/ Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1368344404/l50 Japanese BBS]<br />
*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=mu&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Mu-12/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>GunBlaze