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*'''Great Reward:''' Lots of Es' combos have great corner carry, which allow her to start corner setplay quickly. She also gets great utility out of Crush Trigger. | *'''Great Reward:''' Lots of Es' combos have great corner carry, which allow her to start corner setplay quickly. She also gets great utility out of Crush Trigger. | ||
|cons= | |cons= | ||
* | *'''Risky Pressure:''' Even with a crest backing her up, Es' pressure leaves many gaps that open her up to being exploited by IB and OD punishes. This forces many players to stick with 2A pressure, which while serviceable, is still linear | ||
*'''Below-average Damage:''' Without resources, Es' average damage is subpar. | |||
|unique_mechanic1_name= Drive: Crest Arts | |unique_mechanic1_name= Drive: Crest Arts | ||
|unique_mechanic1= | |unique_mechanic1= |
Revision as of 00:43, 28 June 2022
Es is a well rounded character that has straightforward tools such as a fast projectile and a DP. Es's unique mechanics involve her Drive and her Bors buff. Es's Drive allows her to set crests after certain attacks that deal damage after a set period of time. Es's Bors buff gives her the ability to use an enhanced version of each of her specials. Es's normals also have amazing range that she can use to dominate the midrange. In short, Es has a strong neutral game.
Es is not without her shortcomings, however. The poor frame advantage on her B and C normals, combined with the fact that cancels into Drive or Special moves during blockstrings will leave noticeable gaps: makes Es particularly susceptible to Instant Block and Overdrive punishes. Es is forced to commit harder during pressure in comparison to similar characters, and the player has to be careful where they make that commitment. Despite these weaknesses, Es is rather friendly for beginners. Her execution barrier is low, and she can change her simple gameplan on the fly.
After certain attacks, an "after image" appears - these are called Crests. Each Crest activates after a period of time, like a delayed bomb. Crests are often used in combos, mixups, and okizeme. All of Es's Drive normals have Crest effects, while Es's specials only have Crest effects with the Bors buff.
- Crests disappear if Es gets hit, blocks an attack, techs a throw, or if her opponent techs a throw.
- Only one crest can be on screen at a time. So for example, if you place a j.D crest and then try to use a crest that activates immediately like 5D or 2D before the j.D crest activates: j.D's crest will disappear.
- Bors power up is lost after Es uses any special that isn't a fireball, techs a throw (or opponent does) or she gets hit.
Es's Overdrive is primarily used to close out rounds, as the Galahad buff with it's increased minimum damage makes for an excellent round ender. If you're in the corner, the Palamedes buff also allows for you to chain into double super for even more damage (ex. 3C > 6D > Palamedes > Galahad). Overdrive has a few other uses too though. Landing a stray hit at round start and converting into Overdrive will easily net you close to 4K damage and fullscreen carry to the corner. If you're low on health, the increased timer on Percival can also prove usual in some situations.
- Gives additional hits to Crests.
- Drive normals have faster startup, allowing Es to combo into them.
- Can have multiple Crests on screen
- 632146D (Percival) lasts for about 9 seconds instead of 7(1/2) seconds. (This is with max health in mind, 623146D will decrease at a much slower rate for as long as OD is active)
Normal Moves
5A
- Chains into itself up to 3 times.
- Short Range
- Hits Crouchers
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.
5B
- Short Range
- Common combo starter
Short ranged downward slash used primarily in combos. Shouldn't be used as a pressure or neutral tool.
5C
- Good whiff punish tool
- Good reward when you have a Bors buff
5C has a lot of reach but not much reward on hit without a Bors buff. Best used for whiff punishing instead of raw poking since 5C has hefty whiff recovery, but if you need to reach out and touch your opponent then this is the longest range ground normal Es has. Special cancel into a fireball for safety or Mordred (214C) for a combo.
2A
- Chains into itself up to 3 times
- Can whiff cancel into itself
At 0 on block, 2A stands as the foundation of Es's pressure game. Structure your pressure around this move, from stagger pressure, to tick throws and throw reject miss setups. 2A is also a good abare tool, given it's speed and reach.
2B
- A good poke
- Can be Kara canceled into throws or barrier
- Dodgy-looking low hit
2B is a good poke to go for since it has decent reach, hits low in front of Es, has fewer recovery frames (3) than 5C. Do note the hurtbox on 2B is not particularly great and might lead to some trades. 2B is also a low but due to its fairly slow startup and low active frames, it may not make for a great mixup option.
2B moves Es forward and be kara canceled into throws and barrier. The kara cancel can be good for increasing the range on Es's throw, whereas kara canceling into barrier is mostly useful for a crossunder left/right mixup on an opponent's neutral tech.
2C
- Optional anti-air.
- Forces standing on Counter Hit.
A rising vertical swipe with the broadsword. Sees most of its use in combos, but it can also be used as an anti-air in situations where 6B lacks the vertical height needed to reach the opponent. 2C is also a good punish starter, as it forces standing on counter hit which will allow you to combo into command grab for a damaging punish.
6A
- Bonus Proration 110%.
- Forces crouching on hit.
- Good for an Overhead mixup.
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
- Good anti-air.
- Floats, even on regular hit
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.
6C
- 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.
3C
- Sometimes a good poke.
- Good combo ender to get a Bors buff.
- 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 .
j.A
Mostly good for a fast air to air option up close.
j.B
- Great air to air poke.
- Sometimes a good jump in
- Can cancel into j.BB on whiff.
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.
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
- Good for safe jumps
- Sometimes good for mixups
- Sometimes good as a jump in
- Knocks the opponent downward on hit
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 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 extend the combo into something more damaging. j.C can also be used for safe jumps on oki from certain enders
Drive Moves
5D
- 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
- 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.
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.
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.
Universal Mechanics
Ground Throw
5B+C 4B+C
- 100% minimum damage
Forward throw launches the opponent. Can be picked up with 5B or 214[B].
Back throw pushes the opponent behind her. Same pickup options as with Forward Throw.
Air Throw
j.B+C
- 100% minimum damage
Air throw knocks down the opponent. You can pick it up by linking 5B or 6C but you can actually special it as well. The timing is a bit awkward though. You have to do it just a bit after the final of the air throw when she's slamming the opponent into the ground. It might take some practice to get used to but once you get a feel for the timing, you can special cancel into Bors, which will keep you close and give you a Bors buff and then pick up the combo with 2C > en623C
Counter Assault
6A+B while Blocking
- Uses 5C's animation and hitbox.
Has a lot of horizontal range so it can catch characters from further away. Just be sure to watch out for situations where counter assaults can be baited with jump cancels as the counter assault is lacking vertical range.
Crush Trigger
5A+B (Chargeable)
- Can be charged.
Causes guard break on hit and can only be blocked with Barrier. Takes a lot of the Barrier Gauge, and can be charged to take more Barrier or increase damage in combos.
It doesn't really see much use in Es play since except for maybe the exception of a midscreen crouch confirm, Es Crush Trigger combos aren't very rewarding. In pressure, it can be an okay option to end a blockstring on a safe note if you try and go for a frame trap with 6C.
Specials
Type: Enchanter "Bors"
214D
- 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.
Type: Slasher "Griflet"
623C (Air OK)
- Good reversal.
- Only invulnerable up to the first hit.
- Buffed version is a good combo extender.
Es performs a crouching over the shoulder swing followed by a massive upward slash. It has a lot of reach in all directions, making it reliable as a reversal. That said, reversals like these are always a gamble so try to mostly use it when you have 50 meter to rapid cancel it or a burst to escape the punish combo you're going to take if your opponents baits your reversal. Beating this move is a little different to other reversals since the two-stage nature of the move will beat out a lot of backdashes. However it takes longer to perform and is only invulnerable for the first strike, so if it does miss or get blocked, your opponent has a long time to react with their best punish.
The enchanted version of Griflet has a third strike that knocks the opponent downwards and ground bounces. It can be picked up with falling j.D to keep the combo going, making it great as a combo extender. However, it doesn't make it safe on block.
Type: Assaulter "Erec"
214A
- Command Grab that whiffs on crouchers
- Combo throw, will not incur purple !! marks in hit- or blockstun for any reason. Does not have 100% minimum damage.
- First hit prevents the second hit from dealing base damage due to the character combo rate taking effect.
Mostly used in punish combos since Erec adds a lot of damage to combos when comboed into earlier on. It doesn't see much use as a mixup because it's very unsafe on whiff and you don't get to see its huge base damage anyway.
Type: Slasher "Gawain"
214B
- Good combo tool both uncharged and charged
- Sometimes good for resetting pressure
- Charged version can fatal counter
- Crest Activates 12 frames after slash becomes active
- [] = Charged version values
Gawain sees most of its use in combos. Charged Gawain sees the most frequent use in 3C > 5D > 214[B] loops but uncharged Gawain is also used from time to time in some midscreen routes.
The charged version of Gawain is also great for resetting pressure when you manage to get an opponent to block 5D as explained in 5D's section.
Type: Slasher "Mordred"
214C
- Crest Activates as soon as 214C becomes active
- Good combo ender midscreen when you don't want to go for a Bors buff
- Good Combo Extender in the corner
- [] = values for Enchanted version
- Second hit can fatal counter
Mostly used in combos, either as an ender or as an extension in the corner.
When you have a Bors buff, the first attack of Mordred becomes a pretty useful way of resetting pressure since it becomes + on block and the rush forward closes the gap between you and your opponent.
Type: Shooter "Breunor"
236A/B
- Good for controlling space and helping cover approaches
- Powered Up Shot is good for corner combos
- Sometime helpful for resetting pressure
- Can fire a followup up Breunor by inputting 236A/B again (Can not be followed up repeatedly).
- If a followup Breunor touches the previous Breunor, it will become a powered up shot
Mostly used to control space and cover approaches. Throwing Breunors at the right heights and in the right situations can make it hard for your opponent to move freely and can compliment your rushdown and footsies by convincing the opponent to move at your pace or in ways that'll make them easier to predict. The Breunors are a high projectile level too and will beat or cancel out a good amount of other projectiles in the game. The B version of Breunor is also good to throw out ahead of you and then dash in after to have it help cover your approach.
In pressure, staggered Breunor projectiles can be good for ending pressure or if you're doing it from 2D, it can be good for helping to reset pressure
Additionally, the powered up Breunor shot is useful for some corner combos because the sliding knockdown it gives can either be used to go into dash 6C > 6D routes or be used as an ender that'll give you time to go for safe jumps.
Air Type: Shooter "Breunor"
j.236A/B
Air Bruenors are great tools for zoning. You can use them relatively safely from most ranges, and by delaying their followups you can cover slightly different angles. Keep in mind that air powered up shots are not possible, so you're better off using followups to cover different angles.
Type: Assaulter "Tristan"
j.2B
- Good air combo ender
- Sometimes good combo extender
Tristan is mostly good to end air combos on since it knocks the opponent down to the ground. However, in some cases, ending the Tristan sequence at the second hit of Tristan can be good for extending a combo. Depending on the height of you and your opponent, you can link j.2BB into j.B in some air combos to extend the air combo a little more to either get more damage or better knockdown. Similarly, j.2BB is popular in some corner combo routes as a means to buy time for a 2D Crest to activate and extend your combo.
Distortion Drives
Type: Enchanter "Percival"
632146D
- Lasts 450Fs (7 1/2 Seconds).
- Leaves Es Airborne at the end of the animation.
- Has some invincibility
- Timer depletes at half the speed during overdrive.
- Activating the move again will refresh duration to max, it will not stack.
- Using Type: Enchanter "Bors" during this move's effect will still perform the animation, but it will do nothing.
After activating Percival, you will be allowed to use the enchanted version of Es' specials for as long as Percival lasts. Unfortunately, this currently doesn't see much use in practical play. A lot of Percival combo routes pretty much do the same or worse damage as 25 meter routes so it's often viewed as an inefficient use of meter.
Type: Shooter "Palamedes"
632146A/B (Air OK)
- 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.
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.
Type: Slasher "Galahad"
632146C
- 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.
Exceed Accel
Type: Braver "Lancelot"
A+B+C+D during Overdrive
- Behaves the same as every other Exceed Accel.
- 300/630 Minimum Damage
Es's Exceed Accel can be comboed into from many moves, most notably 3C, 5B, and 2C. Because it has a vertical kick as the start up animation, it doesn't have much of a horizontal hitbox making it unusable as a reversal in some suitations. However, it can instead act as a pseudo anti-air, since it hits a good height above her.
Astral Heat
Type: Exterminator "Artorius"
236236C
- Hitbox extends to the end of the crest.
Es' astral can be comboed into by using 3C or Throw. It's relatively easy to set up and the hitbox is solid, so it's a good way to close out rounds.
Colors
External References
- Japanese Name: エス
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
- Color Palettes on https://blazblue.wiki
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Active Flow
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Crush Trigger
- Danger State
- Distortion Drive
- Exceed Accel
- Fatal Counter
- Guard Cancel Overdrive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Overdrive
- Overdrive Cancel
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State