When Es swings her sword, an "after image" appears from her sword called a Crest. Every Crest that appears after a sword attack has its own hitbox and works as a follow-up that activates after a period of time. The crests are often used in combos, mixups, and okizeme. The crests can disappear if Es gets hit, blocks an attack, or techs a throw.
When Es swings her sword, an "after image" appears called a Crest. Every Crest that appears after a sword attack has its own hitbox and works as a follow-up that activates after a period of time. The crests are often used in combos, mixups, and okizeme. The crests can disappear if Es gets hit, blocks an attack, or techs a throw. It should be noted that only one crest can be on screen at a time. So for example, if you place a j.D crest and then try to use a crest that activates immediately like 5D or 2D: j.D's crest will disappear.
===Overdrive: Amplifier "Avalon"===
===Overdrive: Amplifier "Avalon"===
Revision as of 23:19, 2 December 2019
Es
Play-style
Balanced - Slight emphasis on zoning
Overview
Es is the main heroine of XBlaze – Code: Embryo and a former Embryo Storage. She is the true protagonist of XBlaze Lost: Memories. She first made a cameo in BlazBlue: Central Fiction in Act II during Naoto's arcade mode. She is scheduled to be a console-exclusive character that will release in fall of 2016 for the console version of Central Fiction as a DLC character.
Drive: Crest Arts
When Es swings her sword, an "after image" appears called a Crest. Every Crest that appears after a sword attack has its own hitbox and works as a follow-up that activates after a period of time. The crests are often used in combos, mixups, and okizeme. The crests can disappear if Es gets hit, blocks an attack, or techs a throw. It should be noted that only one crest can be on screen at a time. So for example, if you place a j.D crest and then try to use a crest that activates immediately like 5D or 2D: j.D's crest will disappear.
Overdrive: Amplifier "Avalon"
Gives additional hits to Crests.
Drive moves have faster startup, allowing Es to combo into them.
Pros/Cons
Pros
Cons
Due to the range of her projectiles and normals, can control space from most distances.
Can get full corner carry from many starters, great carry overall.
Gets a lot of mileage from Crush Trigger, from fullscreen carry in normal combos to damaging conversions when used in tandem with a crest
Crests can allow you to keep your mixups plus on block, while also allowing you to continue pressure
Has limited mixup as her gatling routes are limited, cancels into specials and D buttons will always either leave a gap or put her vulnerable
Long recovery on ground buttons and not many ways to keep yourself safe if blocked, need to be careful about using them and choosing where to commit
Has a few character specific combo routes, advanced combos take some time to learn.
Damage output can be on the lower end without Bors, or if you're not using the "advanced" routes
Short ranged wrist slap. Good for setting up stagger pressure, tick grabs, and jump cancellable on block. Can try to reset pressure with a jump or go straight into j.C instant overhead. Be careful though, it can still be low profiled by things like Kokonoe's 2A or Izanami's 2B.
5C has a lot of reach but not a lot of reward on hit without a Bors buff so it's often best to use it as a whiff punish tool instead of a poking tool since 5C has a lot of recovery on whiff, making it risky to throw. If you have a Bors buff though, the risk and rewards balance out more and it becomes feasible to use as a poke in some situations.
If cancelled into from itself specifically, has 1 extra frame of recovery
Chains into itself up to 3 times
Mostly used at the beginning of pressure, similar to 5A. It's even on block and has little blockstun, making it a great for stagger pressure and tick throws. 2A can also be pretty good as a defensive tool to mash out of pressure as well since the pommel strike has a good amount of reach.
2B is a good poke to go for since it has decent reach and the recovery on whiff isn't going to leave you too vulnerable to whiff punishment. Please note though that the hurtbox on 2B is not particularly great and might lead to some trades. For this reason, you don't want to outspace your opponent with your pokes. You mostly want to aim to hit opponent's out of the startup of their pokes or catch them trying to do something in neutral. 2B is also a low but it doesn't come up much currently in her mixups.
As an interesting extra, 2B moves Es forward and be kara canceled into throws and barrier. The kara cancel can be good for some throws setups while the kara cancel into barrier is mostly useful for a crossunder left/right mixup on an opponent's neutral tech.
A rising vertical swipe with the broadsword. Sees most of its use in combos, but it can also be used as an anti-air in situations where 6B isn't the best choice. 2C is also a good starter to use to punish a whiffed reversal, as it forces standing on counter hit which will allow you to link into command grab for a good combo.
Es Overhead. It's slow but with the right variation of your pressure, you can open people up with it. The foot invuln also makes it great for beating people trying to mash out of 5A/2A stagger pressure with crouching jabs
6B has incredible vertical and horizontal reach, making it Es' go to Anti-Air. As with most anti-airs though, make sure you aim to use this in situations where the opponent needs to commit to their jump in. Because of the high recovery on whiff, trying to use this against opponents dodging 6B by using additional air options or character specific tools is a good way to get yourself punished.
6B also sees some use in combos due to its ability to float an opponent, which can be useful for side swap combos.
Great for for crouch confirms, midscreen Bors combos and corner combos.
Dash 6C Fatal Counters and has 110% Bonus Proration.
Dash 6C can blow back grounded opponents and give a small wall bounce only after you reach peak dash velocity.
On airborne opponents, 6C will always blowback and give a small wall bounce.
6C and dash 6C are both core combo tools in Es' more extensive combos, thanks to the blowback it causes on airborne opponents. It also sometimes used as a combo ender, that will even allow you to go for a safe jump j.D.
Knocks down. On Counter hit, the knockdown lasts long enough to pick up the combo with a dash up OTG 5B.
For the most part, 3C is a common combo tool. Sometimes as a combo ender because of its knockdown, sometimes as a means to sweep an opponent off their feet to make them airborne and sometimes to keep the combo going.
However, 3C can also be a rewarding frame trap in pressure and a good poke to hit people out of body invuln/guard point moves since it gives a hard knockdown you can pick up with microdash 2A or 5B. For similar reasons, 3C can also be a good button to poke someone out of trying to dash back in and reset their pressure with buttons. 3C has a pretty good amount of recovery on whiff though and is risky so you don't want to use 3C to poke too often .
Mostly used as an air to air poke because of its horizontal reach. It also goes slightly upwards so it can be good for hitting someone higher up in the air than you are like Izanami floating at super jump height as an example.
j.B can also be a pretty good jump in as well. j.B is good against standing opponents and opponents at airdash heights, while j.BB is good against people on the ground both standing and crouching.
j.C has a pretty huge hitbox, making it a great button for jump ins sometimes. You mostly want to use it from low to the ground air dashes and certain instances when you're falling down from a jump. j.C can't cancel into anything on block so using it at a low height is an absolute thing you must do in order to have enough blockstun/hitstun to stay safe or keep pick up the combo.
Because j.C's hitbox hits so far below Es, you can also use it to do instant overheads. However, as mentioned in the previous paragraph concerning jump ins, you can't cancel into anything on block so it's a risky option and it's usually best used when you have 50 meter to rapid cancel to keep yourself safe and extending the combo into something more damaging. j.C can also be used for safe jumps on oki from certain enders
Values in [] are during OD Frame Adv listed assumes 5D Crest hits afterwards If Crest does not hit, then Frame Adv -18
Crest
5D Crestdrive
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
740 [740×2]
All
38 [36]
3 [3(7)3]
Total: 58 [56]
0 [+10]
P1
80
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
89 [89×2]
Normal
1
11
17
21
21
32
0/+9
+9
+11
Values in [] are during OD Startup is from start of 5D - hitstop
Good combo tool
Sometimes good for resetting pressure
Sometimes good for oki
Frame Advantage listed assumes the crest hits afterwards, If not, the frame advantage is -18
5D is mainly used as a common combo piece in Es' more extensive combo routes, 3C > 5D > 214[B] loop being the most notable place you'll see it used.
Also, while uncommon, microdash 5D oki after a midscreen Mordred ender can be a good way to catch no techs and people trying to delay tech. It also outranges many reversals.
2D
2D
Similar hitbox to 5D, but with a much more delayed crest
Similar hitbox to 5D, but with a much more delayed crest
Values in [] are during OD
Crest
2D Crestdrive
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
740 [740×2]
All
113 [110]
3 [3(7)3]
P1
80
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
89 [89×2]
Normal
1
11
17
21
21
32
0/+9
+9
+11
Values in [] are during OD Startup is from start of 2D
Good combo tool
Sometimes a good way to reset pressure
Similar looking hitbox to 5D, but actually extends above and behind Es more, making it something of a slow anti-crossup.
2D sees most of its use in Es' corner to corner carry combos since 6C > delay 2D is a good way to carry the opponent almost a fullscreen distance while remaining close to continue the combo . It also sees some use in a variation of Es' corner combo routes where you can do 6C > 2D > sjc j.2BB > (2D Crest Hits) > j.D as a combo piece.
Less frequently used, Es' 2D Crest can be a good way to reset pressure in a blockstring by doing 2D > 236A > delay 236B to force the opponent into blockstun long enough to force them to block 2D's Crest, which will cover your dash forward to reset pressure. Much like 5D though, any gatling into 2D has a gap that players can mash or jump out of so you need to vary your pressure well to catch opponents off guard and make these options less reliable to use.
Values in [] are during OD Airborne from frame 22 Invuln ends on landing Recovery/invuln duration can be altered by external forces
Crest
6D Crestdrive
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
740 [740×2]
All
78 [76]
3 [3(7)3]
P1
80
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
89 [89×2]
Normal
1
11
17
21
21
32
0/+9
+9
+11
Values in [] are during OD Startup is from start of 6D
Good combo tool, especially in the corner
Sometimes a good pressure tool
Es' 6D sees most of its uses in corner combos in the infamous 6C > 6D > delay jc j.C > (6D Crest Hits) > j.D combo piece that her better corner combos always have. It's also used in some variations of midscreen combos
Though more rarely, you can also see 6D used in pressure sometimes to either catch backdashes, beat low mashing with its foot invuln or reset pressure, either by doing 6D > j.236A > air dash j.C or 6D > j.2B > 2B. However, much like her other grounded drives, any gatling into 6D has a gap that can be jumped out of or standing mashed out of so be sure to vary your pressure well to make these less reliable options for them.
Values in [] are during OD Landing recovery applies if move reaches frame 5
Crest
j.D Crestdrive
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
740 [740×2]
All
141 [139]
3 [3(7)3]
P1
80
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
89 [89×2]
Normal
1
11
17
21
21
32
0/+9
+9
+11
Values in [] are during OD Startup is from start of j.D
Good combo piece
Good for oki and pressure
Of all her drives, Es' j.D is probably the one with the most all around utility. j.D is useful in a lot of midscreen and corner combos because it's untech time makes it easy to combo from a low to the ground j.D juggle.
j.D is also pretty good for oki. The j.D attack itself can catch different tech options depending on the combo ender. At the same time, the j.D Crest that gets placed can be useful for either resetting pressure, limiting your opponent's options or making an instant overhead j.C safe/comboable without meter.
Launches the opponent. Can be picked up with 5B or 214[B].
Back
100% minimum damage
Pushes the opponent behind her. Same pickup options as with Forward Throw.
Air
Knocksdown the opponent. You can pick it up by linking 5B or 6C but you can actually special it as well. The timing is a bit awkward though. You have to do it just a bit after the final of the air throw when she's slamming the opponent into the ground. It might take some practice to get used to but once you get a feel for the timing, you can special cancel into Bors, which will keep you close and give you a Bors buff and then pick up the combo with 2C > en623C
Has a lot of horizontal range so it can catch characters from further away. Just be sure to watch out for situations where counter assaults can be baited with jump cancels as the counter assault is lacking vertical range.
Causes guard break on hit and can only be blocked with Barrier. Takes a lot of the Barrier Gauge, and can be charged to take more Barrier or increase damage in combos.
It doesn't really see much use in Es play since except for maybe the exception of a midscreen crouch confirm, Es Crush Trigger combos aren't very rewarding. In pressure, it can be an okay option to end a blockstring on a safe note if you try and go for a frame trap with 6C.
Extremely important buff. Makes pressure and combos much more rewarding
Goes away on being hit, and when a throw is teched.
Es assumes a stance that powers up her next special attack. An icon will be displayed above your heat gauge when the buff is active.
Bors is a very useful asset to have because it's going to make random confirms hit harder and carry the opponent to the corner no matter where you are as well as help with your mixup and pressure. You can safely get a Bors buff by special canceling a 3C or 6C combo ender but there are also opportunities in neutral to get a Bors buff once you've gotten used to playing neutral with Es.
This is the invincible part • This bit is not, but has more range than you think • This only happens on enhanced hits
On hit, normal version has 28 recovery, recovers airborne On hit, Enhanced version cancels into Griflet Followup on frame 49 Airborne on frame 28, recovery until landing (on block/whiff) plus landing animation reversal
Air
j.623CAir Type: Slasher "Griflet"special
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
880×2
All
10
3 (12) 9
Until L+12 (28)
H
1~12 All
R
60
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
82
Very Short
4
18
19,Launch
45
24, Launch
60
12
+0
+5
On hit, normal version has 28 recovery, recovers airborne On hit, Enhanced version cancels into Griflet Followup on frame 46
Crest
623C CrestGriflet Crestspecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
800
All
Ground: 42 {55} Air: 39 {52}
6
Total Ground: 80 (64) Total Air: - (61)
Ground: -18 {-5} Air: -
P1
60
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
100
Normal
1
11
17
40
21
51
0/+9
+9
+9
Values in {} are on 623C whiff Startup is from start of 623C - hitstop Crest appears on frame 28 of 623C (first active frame of second hit) on hit/block, or frame 29 on whiff Startup from crest appearing is 27 Recovery in () is on hit
Enhanced Followup
623C FollowupGriflet Followupspecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
600
22
8
40 Total
P1
R
60
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
100
Long
4
16
Launch
60 + GBounce 60
Launch
75 + GBounce 60
0/+9
+9
+14
Good reversal.
Buffed version is a good combo extender.
Es performs a crouching over the shoulder swing followed by a massive upward slash. It has a lot of reach in all directions, making it reliable as a reversal. That said, reversals like these are always a gamble so try to mostly use it when you have 50 meter to rapid cancel it or a burst to escape the punish combo you're going to take if your opponents baits your reversal. Beating this move is a little different to other reversals since the two-stage nature of the move will beat out a lot of backdashes. However it takes longer to perform, so if it does miss, your opponent has a long time to set up their best punish.
The enchanted version of Griflet has a third strike that knocks the opponent downwards and ground bounces. It can be picked up with falling j.D to keep the combo going, making it great as a combo extender, it doesn't make it safe on block however.
Minimum Damage 20%: 600 Airborne from frame 13 Bounces slightly off the ground after first landing, landing recovery (24) after second landing Landing recovery is considered crouching
Command Grab mixup.
Whiffs on crouching opponents
First hit prevents the second hit from dealing base damage due to the character combo rate taking effect.
Mostly used in punish combos since Erec adds a lot of damage to combos when comboed into earlier on. It doesn't see much use as a mixup because it's very unsafe on whiff and you don't get to see its huge base damage anyway.
Forces crouching on ground hit Airborne from frame 13
Crest
214B CrestGawain (Crest)special
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
800
All
32 {44}
6
Total: 48
+4 {+16}
P1
70
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
100
Normal
1
11
17
40
21
51
0/+9
+9
+9
Startup is from start of 214B - hitstop Values in {} are on 214B whiff Crest appears on first active frame of 214B, startup from crest appearing is 18
Good combo tool both uncharged and charged
Sometimes good for resetting pressure
Charged version can fatal counter
Crest Activates 12 frames after slash becomes active
[] = Charged version values
Gawain sees most of its use in combo. Charged Gawain sees the most frequent use in 3C > 5D > 214[B] loops but uncharged Gawain is also used from time to time in some midscreen routes.
The charged version of Gawain is also great for resetting pressure when you manage to get an opponent to block 5D as explained in 5D's section.
Cancellable into followup on 5th and 6th frames of recovery
214C Crest
214C CrestMordred Crestspecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
800
All
24~30
6
Total: 41~47
+3
P1
70
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
100
Normal
1
11
17
40
21
51
0/+9
+9
+9
Startup is from start of 214C Activates on 214C's 7th frame of recovery If 214C is Rapid Cancelled, activates 21 (+ hitstop) frames from 214C's first active frame Does not activate if 214C is cancelled into followup
Crest Activates as soon as 214C becomes active
214C->214C
Fatal Counters
214C > 214C Crest
Good combo ender midscreen when you don't want to go for a Bors buff
Good Combo Extender in the corner
[] = values for Enchanted version
Mostly used in combos, either as an ender or as an extension in the corner.
When you have a Bors buff, the first attack of Mordred becomes a pretty useful way of resetting pressure since it becomes + on block and the rush forward closes the gap between you and your opponent.
If followup Breunor touches the previous Breunor, it will become a powered up shot
Powered Up
236A/B Powered UpPowered Up Breunorspecial
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
1200
All
103
P2
R
80
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
85
Long
3
16
Launch
36 + Slide
Launch
50 + Slide
0/+11
+11
+12
If followup shot touches first shot, it becomes a powered up shot 236B~236A has total startup 39, -2 on block Maximum Slide duration 10F
Air A
j.236AAir A Type:Shooter "Breunor"special
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
800
All
17
Until Hit
Total: 47 + 9L
P1
R
80
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
85
Long
2
13
17
20
21
32
0/+8
+8
+9
Cancellable into j.236A/B followup on frames 21~38
Air B
j.236BAir B Type:Shooter "Breunor"special
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
800
All
26
Until Hit
Total: 47 + 9L
P1
R
80
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
85
Long
2
13
17
20
21
32
0/+8
+8
+9
Cancellable into j.236A/B followup on frames 30~38
Additional Air Breunor
Good for controlling space and helping cover approaches
Powered Up Shot is good for corner combos
Sometime helpful for resetting pressure
Can fire a followup up Breunor by inputting 236A/B again (Can not be followed up repeatedly).
Mostly used to control space and cover approaches. Throwing Breunors at the right heights and in the right situations can make it hard for your opponent to move freely and can compliment your rushdown and footsies by convincing the opponent to move at your pace or in ways that'll make them easier to predict. The Breunors are a high projectile level too and will beat or cancel out a good amount of other projectiles in the game. The B version of Breunor is also good to throw out ahead of you and then dash in after to have it help cover your approach.
In pressure, staggered Breunor projectiles can be good for ending pressure or if you're doing it from 2D, it can be good for helping to reset pressure
Additionally, the powered up Breunor shot is useful for some corner combos because the sliding knockdown it gives can either be used to go into dash 6C > 6D routes or be used as an ender that'll give you time to go for safe jumps.
On hit/block, bounces off opponent, gains forced landing recovery and resets animation to after first active frame
j.2BB
j.2BBType: Assaulter "Tristan" (2)special
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
600
All
10
6
7 (13+4L)
H
R
80
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
90
Long
2
13
19
25
23
37
10
+0
+1
On hit/block, bounces off opponent, gains forced landing recovery and resets animation to first active frame
j.2BBB
j.2BBBType: Assaulter "Tristan" (3)special
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
900
All
15
4
12+8L
H
R
80
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
90
Long
3
16
Launch + Down 23
60
Launch + Down 23
74
11
+0
+2
Good air combo ender
Sometimes good combo extender
Tristan is mostly good to end air combos on since it knocks the opponent down to the ground. However, in some cases, ending the Tristan sequence at the second hit of Tristan can be good for extending a combo. Depending on the height of you and your opponent, you can link j.2BB into j.B in some air combos to extend the air combo are little more to either get more damage or better knockdown. Similarly, j.2BB is popular in some corner combo routes as a means to buy time for a 2D Crest to activate and extend your combo.
Lasts for 450F, 900F during OD Activating again refreshes duration Becomes airborne during flash, recovers mid-air
Lasts 450Fs (7 1/2 Seconds).
Leaves Es Airborne at the end of the animation.
Has some invincibility
Timer depletes at half the speed during overdrive.
Activating the move again will refresh duration to max, it will not stack.
Using Type: Enchanter "Bors" during this move's effect will still perform the animation, but it will do nothing.
After activating Percival, you will be allowed to use the enchanted version of Es' specials for as long as Perceival lasts. Unfortunately, this currently doesn't see much use in practical play. A lot of Perceival combo routes pretty much do the same or worse damage as meterless routes so it's often viewed as an inefficient use of meter.
Values in [] are during OD [First hit that hits/is blocked deals 2200 damage, subsequent hits deal 220] [Hits every 3 frames] Invul during super flash becomes only Projectile invuln 10F before super flash ends Minimum Damage 30%: 660 [660 + 66*N] Airborne from frame 5
Minimum Damage = 30% (660 {660 + 66*n})
The overdrive version does more addtional hits the more it travels. Midscreen you can get up to 9 additional hits. In the corner, you won't get any.
Air
j.632146A/BAir Type: Shooter "Palamedes"super
Damage
Guard
Startup
Active
Recovery
On-Block
On-ODR
Attribute
Invuln
Cancel
P1
2200 [2200, 220×N]
All
3+(50 Flash)+6
Until Hit
Until L+15
P2
1~12 P
R
70
P2
Starter
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
Cancel Timing
72
Very Short
4
18
Launch
40
Launch
55
0/+6 [0/+1]
+6 [+0]
+11 [+0]
Values in [] are during OD [First hit that hits/is blocked deals 2200 damage, subsequent hits deal 220] [Hits every 3 frames] Invul during super flash becomes only Projectile invuln 10F before super flash ends Minimum Damage 30%: 660 [660 + 66*N]
Minimum Damage = 30% (660 {660 + 66*n})
The overdrive version does more addtional hits the more it travels. Midscreen you can get up to 9 additional hits. In the corner, you won't get any.
Es swings a large wave of energy forward that goes fullscreen. A version shoots straight forward, ground B version shoots diagonally upwards, air B version shoots diagonally downwards.
For the most part, Palamedes is just used as a combo ender in the air when the extra damage will kill an opponent to finish the round. In some match up specific situations, reversal OD > Palamedes can be a good way to punish ranged projectile options in an opponent's pressure.
Values in [] are during OD Minimum Damage 30%: 1050 [1320] Airborne from frame 12 reversal
Good round ender
Sometimes a good reversal
Crumples
Minimum Damage = 30% (1050 {1320})
Mostly used to end combos when the extra damage will kill an opponent to finish the round. However, because it has a good amount invuln from frame 1 and covers a good amount of ground, wakeup Galahad can be a great reversal against specific ranged oki options like Nu-13 5D oki or Lambda Sickle Storm oki. However, it's best used only for these scenarios where Griflet won't reach. On rapid cancel, you can even take advantage of the fact that Galahad crumples to pick up the combo with dash 6C to squeeze out more damage.
Does not cost Heat, but immediately ends Overdrive if used.
Becomes stronger and flashier with Active Flow.
Es performs a vertical kick that sends the opponent into the air. If it connects, she jumps and slashes them twice, then dives downward and summons a large crest from the ground. Puts Es in Active Flow if she hasn't already been in it. On Active Flow, Es slashes the opponent four times, and finishes with a downward slash that summons a large, multi-hitting crest from the ground. Has full invuln and is safe on block, but it has no minimal damage and cannot be rapid-canceled.
Es' Exceed Accel can be comboed into from many moves, most notably 3C, 5B, and 2C. Because it has a vertical kick as the start up animation, it doesn't have much of a horizontal hitbox making it unusable as a reversal in some suitations. However, it can instead act as a pseudo anti-air, since it hits a good height above her.
Es performs a wide arcing slash in front of her. If it connects she will attack the opponent with three slashes before encasing the opponent inside a data stream, shattering them. Es' astral can be comboed into by using 3C or Throw
To edit frame data, edit values in BBCF/Es/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.