|Lore:||While Akatsuki's submarine went through the Artic, the Gesellschaft's research division did not stop. The potential of the Blitz Engines were fruitful, and one of the products of this were the Blitztank units: armored fortresses, armed with fire throwers, lightning grenades, deadly lasers and sheer, bulk power. Sadly, only a single test unit was produced, and its whereabouts are unknown. In truth, Blitztanks were once human subjects, involving genetic surgeries which Akatsuki's old friend, Fritz use to involved with prior to defecting Gesellschaft.|
|Blitztank is a slow, stationary fortress specialized in zoning and setplay using his unblockable attack.|
All of Blitztank's normals(save 5c) have Armor. Armor is a mechanic that allows a move to take hits and still continue. What type of hit each Armor can take depends on the attribute, be it Head, Body, or Feet attribute. Armor as the following features:
- Blitztank can't die from an Armor hit, even at 1 health.
- Armor, regardless of attribute, can take all projectiles during their armored frames.
- Armor can take all hits of their intended attribute, regardless if it's a Normal move or a Distortion Skill.
- Armor will reduce damage taken by 50%.
- Armor will NOT scale multi hit attacks and subsequent moves.
- Armor will stay on the frame it got hit until it's free to move on. Meaning, if 5B takes a multi hit attack during the 6th frame, it will stay on that 6th frame for subsequent hits. This also applies to a string of different moves as long as there's little to no gap in between the hits. For example, Elizabeth's 5AAA string.
- Has Armor against Body-Attribute attacks during frames 4-11. All subsequent As also has armor for specific periods of their active frames and start-up. Details in framedata tab.
Button can be held down to go through the entire string, and is whiffable, yet using Cross Raid requires press again normally. j.A works the same way. 5A is also the only move of Blitztank that can be jump canceled, but only on hit however.
- Has Armor against Body-Attribute attacks during frames 4-14.
5B is a fairly long range poke that leads into 5BB at any range. Very vulnerable to pushblock. Will most likely be your go-to move for many situations, as it leads into Blitztank's rather basic pressure game, and can lead into decent damage midscreen and high damage in the corner. Be careful, however, as this move has plenty of recovery, making it unsafe on block, and covers little vertical space.
- Has Armor against Body-Attribute attacks during frames 4-18.
5BB is a forward rushing attack that knocks the opponent upwards. Essential piece in Blitztank's combos, pressure, and conversions. Guarantees combos into 236C Laser, and allows for loops in the corner. On ground hit, it combos reliably into 2C. As with 5B, horrible recovery and unsafe on block. Strangely, despite being a launcher, it cannot be jump canceled.
The standard slow but safe 5C. Due to the generous knock-up and hitstun on 5BB, it can easily be comboed into even in very long corner combos for a good knockdown. Do keep in mind however that the opponent needs to be decently close to the ground for the 5C to connect.
As far as overheads go, Blitz only has this and j.B as viable overheads, so you might be using this a little more than other characters might.
- Has Armor against Body-Attribute attacks during frames 4-10.
Blitz fastest normal, making it your go-to abare button. As this move too has armor on it, it can be potentially used even when at a small frame disadvantage, but do remember that like all of his armored moves, it has no Low armor.
- Has Armor against Body-Attribute attacks during frames 4-14.
A 2 hit low that moves forward and has a lot of range. Both hits can be canceled.
Due to being much less unsafe compared to 5B and with 2 hits for confirming, 2B will most likely be your go-to meaty on someones wake-up if you have the time due to hitting low and having good active frames. If properly timed, can catch certain wake-up reversals.
- Has Armor against Body-Attribute attacks during frames 4-27.
Very slow, but positive on block long range sweep. Can't normally be comboed into from any ground hit, with the exception being the launch from 5BB. Can frametrap into and from other normals, but be aware of Low and Foot attribute abare options, and slow reversals.
- Has Armor against Head-Attribute attacks during frames 4-8.
This will be your Anti-Air, for most of the time. With relative quick start-up and air armor, it can work if your reactions are on point. However, please remember that Blitz have the jump height of a knocked over turtle and many air moves vastly out range his own.
j.A also has a peculiar property of all hits after the first one don't scale, no matter how long you hold it for. This is crucial for optimal combos.
- Has Armor against Head-Attribute attacks during frames 4-16.
This will be one of your more versatile options as it can be used as an instant overhead on the entire cast. In the corner Blitz can combo off it solo for a full combo, while midscreen he can get some additional damage and a super if you are willing to spend the bars. It also allows Blitz to get a pretty strong knockdown from corner loops to place a meaty Mine on their wake-up.
If Blitztank is launched sufficiently high up, it can act as a pseudo-jump and stall your air descent. However, this is hardly reliable.
- Has Armor against Head-Attribute attacks
- Begins falling on frame 25
- Cannot hit pre-jump state
Unblockable full screen ground pound. Not only can it be canceled into specials and supers, with select assists you can get some decent combos off it. The damage scaling is harsh, but that's the price to pay for such a unique option. It is relatively fast, allowing just about any good lockdown Assist to guarantee it.
The shockwave upon landing on the ground counts as a projectile, meaning some characters can counter it if used outside of blockstrings. despite its small hitbox, it is possible to block while airborne, which sometimes is confused for blocking it while standing. However, the shockwave will not hit pre-jump frames.
A rather below average throw due to Blitz poor movement speed, but it does give little over 5k midscreen, and Blitz always have the option to add in a bit extra damage with Supers. In the corner, it allows him to go straight into corner loops.
5A+D (Air OK)
A surprisingly strong counter-esque move, as it allows Blitz to act if the follow-up doesn't trigger. Useful to ignore the opponents projectiles, and will build you a small amount of meter. Be aware, however, that it still has the same weaknesses that all other A+D attacks in the game share.
The Parry has the following properties:
- If successfully Parrying a physical hit that's within range automatically transition into the follow-up, Entladung.
- If successfully Parrying a physical hit that's NOT within range Entladung will not come out and Blitztank is fully invul during the recovery.
- The recovery can be canceled partway through into any option, including another Parry. When recovery can be canceled is based on the move being parried and when it was parried.
- Projectiles and Assists can be freely Parried WITHOUT triggering follow-up and recovery can quickly be canceled, allowing for punishment and escape from setups and situations that would normally be very difficult to deal with.
236A/B/C (Air OK)
With the sharpest angle, 236A's Blitztank go-to laser for ending combos and ending pressure safely. It hits anyone right roughly in front of Blitz.
236B is the go-to space control laser for Blitztank. It hits the entire screen in length at a relative shallow angle, ending slightly above the corner on the other side. Snipe the opponent for doing something, hit the assist, you name it.
Do keep in mind that it has a decent amount of recovery, and thanks to Blitz height, making it weak to IADs.
236C is the Anti-Air laser. It goes straight forward the entire screen, completely missing the entire cast except for standing Tager, Merkava, and an opponent Blitztank. It acts as his best option to stop anyone from trying to jump too much at long ranges.
This laser also has the least amount of recovery, making it crucial for combos and conversions. From mid to full screen, you can tack on a bit extra with a second laser or 236BC. Close range, a Ansturm will hit nicely. In the corner, however, it's the second vital part of his corner loops, making 5BB 236C loop into itself for at least 6 times with a 5B starter. Unlike most C moves, it does not cost meter
The air versions are mostly the same with varying angles, but the most important feature is that the recovery of air lasers is cut short when landing, making them potentially much safer on block to the point of possibly being + on block, AND making combos after them possible. A quick TK air Laser can be up to +3 on block, while a fully delayed air laser can be up to +8 on block. A very key part in Blitztank zoning, as he can keep the pressure going and stop other characters from retaliating.
Delayed laser after j.B is needed to get combos afterwards
214A/B (Air OK)
A 2 hit projectile that go in an arc from Blitztank. In the current state of the game, not particularly useful except for niche corner oki and even that is rather weak.
- Has Armor against Body-Attribute attacks during frames 4-7.
A fast, armored, and most importantly SAFE ON BLOCK, dash attack. Useful to make your pressure safe, go through the opponents projectiles, and in general whenever you feel like running the opponent down. However, this move has HORRIBLE whiff recovery. The opponent has plenty of time to do whatever punish of their choice if this move is not used with care. It also does not reach full screen, so you sadly can't punish the opponents full screen zoning with this.
Hits the opponent far away, making it useful for corner push.
EX Blitz Mine
214C (Air OK)
Combos into itself for meme value. Most useful in using to confirm off of a lockdown assist + j.c unblockable, due to its long untech time. It can be used as an anti-air due to it's relative faster speed compared to the other Mines, but even this has niche use.
No armor, but is relative fast. Hits the opponent upwards, instead of away like his regular version does. The recovery is still long, however, making it a bit harder to use in CC compared to other similar assists like Tager's 5P.
Out of all Blitztank assists, this is the most generic one. It travels a decent amount of distance, but it is mostly just a regular conversion assist in combos. Due to it moving forward, it can be used to keep Blitztank close during CC pressure or to let him continue the combo.
Electro Auge B
The B version of Electro Auge. Full screen laser for whenever you feel like the opponent has it too good over there. Decently fast for being a full screen projectile. It will not hit small opponents that are close to Blitztank.
The least applicable assist of Blitztank. While having a full screen laser is indeed useful, a feature that is relatively rare for assists, it covers a downward angle from Blitztank and it's speed makes it harder to use than many other projectile assists like Hyde 6P. The lack of lockdown too makes it fairly weak for anything more than screen coverage to facilitate the point character's zoning or to let them run in. It being a laser does make it strong at hitting the opponents assist however.
Fast, multihit, and an extremely large hitbox with plenty of hitstun. Easy to convert off in combos, and recovers relatively quickly. Has very bad P1 scaling, often reducing meterless damage down to below 5k if used as a starter.
The assist acts as a very strong real estate assist, and has multiple uses. It acts similar to how Hilda's 4P is used, but with faster startup and less screen coverage. It's speed and lockdown makes it very easy, but do be aware of Blitztank initial large hurtbox.
- 1f of invul during super flash, rest has nothing.
The signature full screen, very fast, extremely damaging Gjallarhorn. Makes Ziodyne look like a baby's first painting compared to this Mona Lisa of lasers.
As the highest damaging super laser in the game, it can be tacked on after just about every combo, and makes getting hit by any 236C or j.C no matter where the opponent is painful. However, for how good it is, it also comes with some issues. It has no invulnerability, with the exception being the first frame during the super flash. It's unsafe on block, but depending on the distance to the opponent that might be hard for them to take advantage of. But anyone with their own full screen option will be able to readily punish it. On top of that, it actually has less minimum damage than Blitzlauf, however in situations where that matters only really come up in very long and highly prorated combos.
Due to lasting a fairly long time, some fast DSD follow-ups allow for further combos afterwards, letting certain teams get high damage from long range snipes and confirms.
- 1-15f of invul.
Blitz second super, and the only one with full invulnerability on start-up. Goes full screen, and can hit the assist as well if needed. It's, however, very unsafe on block so use with caution.
As mentioned above, this super has higher minimum damage than Gjallarhorn, giving you a little bit more damage after long combos.
Distortion Skill Duo
P during Partner's Distortion Skill
Nothing particularly special about this DSD. It can hit the assist tho, which is nice.
Blitztank rarely uses meter for anything but Supers, and his corner combos do good damage without spending meter. If managed you will most likely have meter for it and it's speed and forward momentum makes it easy to combo into.
|To edit frame data, edit values in BBTag/Blitztank/Data.|
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