User:Wakeup720: Difference between revisions

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==Overview==
<div style="margin: 0 auto; width: fit-content;>[[File:Dustloop_Pride.png|250px|link=Main Page]]</div><br><br>
{{#lst:{{PAGENAME}}/Data|Links}}
{{User:Wakeup720/TemplateTest|width=4
|header=Test1
|content=content
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{{BBCF/Infobox|width=2
| fastestAttack = [[#5A|5A]] (6F)
| reversal = [[#Type: Slasher "Griflet"|623C]] (13F)<br/>[[#Type: Slasher "Galahad"|632146C]] (21F)
| fatalStarter = [[#6C| Dash 6C]]<br/>[[#Type: Slasher "Gawain"|214[B]]]<br/>[[#Type: Slasher "Mordred"|214C 214C]]
}}
{{ProsAndCons|width=4
|intro =is a well-rounded character with a slight emphasis on projectiles and zoning.
|pros=
*'''Crests:''' Acting as delayed projectiles, Es' Crests allow her to make her mixups plus on block, and continue pressure. They can also be used as traps in neutral for zoning.
*'''Neutral:''' Thanks to her large normals and projectiles, Es' can make neutral difficult to navigate for most characters in the cast.
*'''Mobility:''' Es is very fast and has a unique airdash that's great for pressure.
*'''Great Reward:''' Lots of Es' combos have great corner carry, which allow her to start corner setplay quickly. She also gets great utility out of Crush Trigger.
|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.
}}
<div class="home-card home-card--col6 home-card--row1">
<div class="home-card-title-large">
<div id="Test2" style="visibility:hidden">
===Test2===
</div>
Header
</div>
Content
</div>


==Normal Moves==
'''Hi! I'm Wakeup720. I'm a moderator on Dustloop that primarily focuses on [[BBCF]].'''


===<big>{{clr|A|5A}}</big>===
Projects I've worked on:
{{BBCF Move Card
*[[Template:BBCF/characterselect|BBCF Character Select image map]]
|input=5A
*BBCF character image and hitbox revamps - [[/BBCF Image Creation Guide|See my image creation guide here]].
|description=
**[[BBCF/Hakumen|Hakumen]]
With the best pressure options available, {{clr|A|5A}} stands as the foundation of Es's pressure game. Structure your pressure around this move, from stagger pressure, to tick throw/throw reject miss setups and unreactable high/low mixups. It is also jump cancellable on block, useful for jump resets and baiting defensive options.
**[[BBCF/Hibiki Kohaku|Hibiki]]
**[[BBCF/Izayoi|Izayoi]]
**[[BBCF/Jin Kisaragi|Jin]]
**[[BBCF/Makoto Nanaya|Makoto]]
**[[BBCF/Mai Natsume|Mai]]
**[[BBCF/Naoto Kurogane|Naoto]]
**[[BBCF/Susanoo|Susanoo]]
**[[BBCF/Taokaka|Taokaka]]
**[[BBCF/Iron Tager|Tager]]
**[[BBCF/Valkenhayn R. Hellsing|Valkenhayn]]
**And a couple that need to be redone...
*Button color implementation on most pages
*Lots of template work around the wiki, for pretty much every game


This jab can hit crouching, but be careful that can be low profiled by certain attacks like Kokonoe's {{clr|A|2A}} or Izanami's {{clr|B|2B}}.
==Relevant Subpages==
*Chains into itself up to 3 times.
(I'm awful at naming these pages)
}}
*[[User:Wakeup720/TemplateTest]]
**[[User:Wakeup720/TemplateTest/doc]]
*[[User:Wakeup720/Test]]
**[[User:Wakeup720/Test/doc]]
*[[User:Wakeup720/Style Guide]]
*'''[[User:Wakeup720/BBCF Image Creation Guide]]'''


===<big>{{clr|B|5B}}</big>===
==Example Images==
{{BBCF Move Card
<tabber>
|input=5B
Images =
|description=
<gallery widths=175px heights=200px>
Short ranged downward slash used primarily in combos and pressure. Sometimes anti-airs due to the hitbox. Its recommended to do {{clr|B|2B}} before {{clr|B|5B}} for {{clr|B|6B}} hitconfirm purposes.
File:BBCF Hakumen 214214B.png|Hakumen {{clr|game=BBCF|B|214214B}}
}}
File:BBCF Hibiki Kohaku 214A-214B.png|Hibiki {{clr|game=BBCF|A|214A}}/{{clr|game=BBCF|B|B}}
 
File:BBCF Izayoi jC GA.png|Izayoi {{clr|game=BBCF|C|j.C}} GA
===<big>{{clr|C|5C}}</big>===
File:BBCF Jin Kisaragi 5D.png|Jin {{clr|game=BBCF|D|5D}}
{{BBCF Move Card
File:BBCF Makoto Nanaya 236B.png|Makoto {{clr|game=BBCF|B|236B}}
|input=5C
File:BBCF Mai Natsume 236D.png|Mai {{clr|game=BBCF|D|236D}}
|description=
File:BBCF Naoto Kurogane 214D-Enhanced.png|Naoto {{clr|game=BBCF|D|214D}} Enhanced
{{clr|C|5C}} has a lot of reach but not much reward on hit without a Bors buff or a counter hit. Best used for whiff punishing instead of raw poking since {{clr|C|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 ({{clr|C|214C}}) for a combo.
File:BBCF Susanoo 632146D 2.png|Susanoo {{clr|game=BBCF|D|632146D}}
 
File:BBCF Taokaka 63214X.png|Taokaka 63214X
{{clr|C|5C}} CH leads to a full confirm into IAD j.C j.2BBB route, so it is a good idea to buffer IAD after pressing {{clr|C|5C}}. With Bors, you can autopilot {{clr|C|5C}} buffer 214C for a combo on hit (if close enough), and start pressure on block.
File:BBCF Iron Tager 236236B 2.png|Tager {{clr|game=BBCF|B|236236B}}
}}
File:BBCF Valkenhayn R Hellsing w236X.png| Valkenhayn w236X
 
</gallery>
===<big>{{clr|A|2A}}</big>===
|-|
{{BBCF Move Card
Hitboxes =
|input=2A
<gallery widths=175px heights=200px>
|description=
File:BBCF Hakumen 214214B.png|No hitbox
{{clr|A|2A}} is a good abare tool, given it's speed and reach. {{clr|A|2A}} also has more range than {{clr|A|5A}}, making it easier to maintain stagger pressure against barrier block.
File:BBCF Hibiki Kohaku 214A Hitbox.png|Hibiki {{clr|game=BBCF|A|214A}}
However, {{clr|A|2A}} is generally outclassed by {{clr|A|5A}} in pressure as {{clr|A|5A}} has more offensive options available.
File:BBCF Izayoi jC GA Hitbox.png|Izayoi {{clr|game=BBCF|C|j.C}} GA
*Chains into itself up to 3 times and can whiff cancel into itself.
File:BBCF Jin Kisaragi 5D Hitbox.png|Jin {{clr|game=BBCF|D|5D}}
}}
File:BBCF Makoto Nanaya 236B Hitbox.png|Makoto {{clr|game=BBCF|B|236B}}
 
File:BBCF Mai Natsume 236D 1 Hitbox.png|Mai {{clr|game=BBCF|D|236D}}
===<big>{{clr|B|2B}}</big>===
File:BBCF Naoto Kurogane 214D Hitbox.png|Naoto {{clr|game=BBCF|D|214D}}
{{BBCF Move Card
File:BBCF Susanoo 632146D Hitbox.png|Susanoo {{clr|game=BBCF|D|632146D}}
|input=2B
File:BBCF Taokaka 63214X.png|No Hitbox
|description=
File:BBCF Iron Tager 236236B 2 Hitbox.png|Tager {{clr|game=BBCF|B|236236B}}
An important low. {{clr|B|2B}} is a good poke to go for since it has decent reach, hits low and has fewer recovery frames (3) than {{clr|C|5C}}. Do note the hurtbox on {{clr|B|2B}} is not particularly great and might lead to some trades. {{clr|B|2B}} complements her high/low mixups and makes her pressure scarier to jump out of. 
File:BBCF Valkenhayn R Hellsing w236A Hitbox.png| Valkenhayn {{clr|game=BBCF|A|w236A}}
 
</gallery>
{{clr|B|2B}} moves Es forward and be [https://www.dustloop.com/wiki/index.php?title=Kara_Cancel 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.
</tabber>
}}
 
===<big>{{clr|C|2C}}</big>===
{{BBCF Move Card
|input=2C
|description=
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 {{clr|B|6B}} lacks the vertical height needed to reach the opponent. It is also easier to react with {{clr|C|2C}} instead of {{clr|B|6B}}, especially on defence. {{clr|C|2C}} is also a good punish starter, as it forces standing on counter hit which will allow you to combo into command grab for a damaging punish. It is sometimes used in pressure to setup a gapless instant overhead {{clr|C|j.C}}/{{clr|C|3C}} mixup, but it is preferred to use {{clr|A|5A}} for this purpose.
}}
 
===<big>{{clr|A|6A}}</big>===
{{BBCF Move Card
|input=6A
|description=
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 {{clr|A|5A}}/{{clr|A|2A}} stagger pressure with crouching jabs.
}}
 
===<big>{{clr|B|6B}}</big>===
{{BBCF Move Card
|input=6B
|description=
{{clr|B|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 {{clr|B|6B}} by using additional air options or character specific tools is a good way to get yourself punished.
 
An important hitconfirm for 6B anti-air is to route into j.B on normal hit, and falling j.D on counterhit. This unlocks more reward (damage/carry). The float time is generous, so this is doable with practice.
 
{{clr|B|6B}} also sees heavy use in optimal combo routes. As it does not gatling out of {{clr|B|2B}}, it is recommended to do {{clr|B|2B}} before {{clr|B|5B}} in pressure to give more time for {{clr|B|6B}} hitconfirms.
}}
 
===<big>{{clr|C|6C}}</big>===
{{BBCF Move Card
|input=6C,66C |versioned=name
|description=
{{clr|C|6C}} and dash {{clr|C|6C}} are both core combo tools in Es' more extensive combos, thanks to the blowback it causes on airborne opponents. It also sometimes used as a combo ender in the corner to setup crest meaties.
*Dash {{clr|C|6C}} Fatal Counters and has 110% Bonus Proration. Dash {{clr|C|6C}} also blows back grounded opponents and give a wall bounce only after you reach peak dash velocity.
*On airborne opponents, {{clr|C|6C}} will always blowback and give a small wall bounce.
}}
 
===<big>{{clr|C|3C}}</big>===
{{BBCF Move Card
|input=3C
|description=
A low sweep that leads to a knockdown, good combo ender to get a Bors buff. Common combo route if unable to route into {{clr|B|6B}}.
 
{{clr|C|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 {{clr|A|2A}} or {{clr|B|5B}}. {{clr|C|3C}} has high recovery on whiff though, so do not abuse as a poke. Can low profile certain attacks such as Kagura's Wyvern. In pressure, it can be single-hit hitconfirmed into Overdrive cancel or Palamedes for a full combo, making this a low to respect.
 
On Counter hit, the knockdown lasts long enough to pick up the combo with a dash up OTG {{clr|B|5B}}.
}}
 
===<big>{{clr|A|j.A}}</big>===
{{BBCF Move Card
|input=j.A
|description=
Can be used to jail an air blocking opponent to the ground with j.A spam. Mostly good for a fast air to air option up close. Sometimes used as a fuzzy options after a deep j.C safejump, but Es already has access to instant overheads, so this setup is not as strong.
}}
 
===<big>{{clr|B|j.B}}</big>===
{{BBCF Move Card
|input=j.B,j.BB |versioned=input
|description=
Very strong button due to its speed, range, reward (with Bors) and whiff cancels. Mostly used as an air to air poke because of its horizontal reach. It also goes slightly upwards so it can be good for hitting someone higher up in the air than you are, like Izanami floating at super jump height. With Bors buff, confirming {{clr|B|j.B}} {{clr|B|j.BB}} into {{clr|C|j.623C}} is an important confirm that will make her air-to-air game scary to contend with.
 
{{clr|B|j.B}} can also be a pretty good jump in as well. {{clr|B|j.B}} is good against standing opponents and opponents at airdash heights, while {{clr|B|j.BB}} is good against people on the ground both standing and crouching. 
*Can whiff cancel into {{clr|B|j.BB}}.
}}
 
===<big>{{clr|C|j.C}}</big>===
{{BBCF Move Card
|input=j.C
|description=
The core of Es high/low mixup. Due to its hitbox reaching so low, {{clr|C|j.C}} is an 17f instant overhead when input while rising. Good to use after {{clr|A|5A}}/{{clr|C|2C}} on block with the jump cancel. Better reward with Bors buff, 50 meter, or a {{clr|D|j.D}} crest to back you up in the corner.
 
However, it is unsafe on block as {{clr|C|j.C}} does not have any gatlings, so it is recommended to have 50 meter for a rapid cancel to stay safe on block. It is also unsafe to Overdrive, so try to bait that out with 5A staggers.
 
{{clr|C|j.C}} has a pretty huge hitbox, making it a great button for jump ins. You mostly want to use it from low to the ground air dashes and certain instances when you're falling down from a jump. Make sure to do the {{clr|C|j.C}} close to the ground to retain frame advantage for safety and combos. {{clr|C|j.C}} can also be used for safe jumps on oki from certain enders such as 214CC.
 
It has a big hurtbox, so it will trade unexpectedly in many situations.
}}
 
==Drive Moves==
===<big>{{clr|D|5D}}</big>===
{{BBCF Move Card
|input=5D,5D Crest|versioned=input
|description=
*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
 
{{clr|D|5D}} is mainly used as a common combo piece in Es' more extensive combo routes, {{clr|C|3C}} > {{clr|D|5D}} > {{clr|B|214[B]}} loop being the most notable place you'll see it used.
 
Also, while uncommon, microdash {{clr|D|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. 
}}
 
===<big>{{clr|D|2D}}</big>===
{{BBCF Move Card
|input=2D,2D Crest|versioned=input
|description=
*Good combo tool
*Sometimes a good way to reset pressure
*Similar looking hitbox to {{clr|D|5D}}, but actually extends above and behind Es more, making it something of a slow anti-crossup. Its crest also appears much later.
 
{{clr|D|2D}} sees most of its use in Es' corner to corner carry combos since {{clr|C|6C}} > delay {{clr|D|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 {{clr|C|6C}} > {{clr|D|2D}} > sjc {{clr|B|j.2BB}} > ({{clr|D|2D}} Crest Hits) > {{clr|D|j.D}} as a combo piece.
 
Less frequently used, Es' {{clr|D|2D}} Crest can be a good way to reset pressure in a blockstring by doing {{clr|D|2D}} > {{clr|A|236A}} > delay {{clr|B|236B}} to force the opponent into blockstun long enough to force them to block {{clr|D|2D}}'s Crest, which will cover your dash forward to reset pressure. Much like {{clr|D|5D}} though, any gatling into {{clr|D|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.
}}
 
===<big>{{clr|D|6D}}</big>===
{{BBCF Move Card
|input=6D,6D Crest|versioned=input
|description=
*Good combo tool, especially in the corner
*Sometimes a good pressure tool
 
Es' {{clr|D|6D}} sees most of its uses in corner combos in the infamous {{clr|C|6C}} > {{clr|D|6D}} > delay jc {{clr|C|j.C}} > ({{clr|D|6D}} Crest Hits) > {{clr|D|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 {{clr|D|6D}} used in pressure sometimes to either catch backdashes, beat low mashing with its foot invuln or reset pressure, either by doing {{clr|D|6D}} > {{clr|A|j.236A}} > air dash {{clr|C|j.C}} or {{clr|D|6D}} > {{clr|B|j.2B}} > {{clr|B|2B}}. However, much like her other grounded drives, any gatling into {{clr|D|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.
}}
 
===<big>{{clr|D|j.D}}</big>===
{{BBCF Move Card
|input=j.D,j.D Crest|versioned=input
|description=
*Good combo piece
*Good for oki and pressure
 
Of all her drives, Es' {{clr|D|j.D}} is probably the one with the most all around utility. {{clr|D|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 {{clr|D|j.D}} juggle.
 
{{clr|D|j.D}} is also pretty good for oki. The {{clr|D|j.D}} attack itself can catch different tech options depending on the combo ender. At the same time, the {{clr|D|j.D}} Crest that gets placed can be useful for either resetting pressure, limiting your opponent's options or making an instant overhead {{clr|C|j.C}} safe/comboable without meter. 
}}
 
==Universal Mechanics==
===<big>Ground Throw</big>===
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}} {{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}
{{BBCF Move Card
|input=B+C,4B+C|versioned=name
|description=
*100% minimum damage
 
Forward throw launches the opponent. Can be picked up with {{clr|B|5B}} or {{clr|B|214[B]}}.
 
Back throw pushes the opponent behind her. Same pickup options as with Forward Throw.
}}
 
===<big>Air Throw</big>===
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}
{{BBCF Move Card
|input=j.B+C
|description=
*100% minimum damage
 
Air throw knocks down the opponent. You can pick it up by linking {{clr|B|5B}} or {{clr|C|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 {{clr|C|2C}} > en623C
}}
 
===<big>Counter Assault</big>===
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}
{{BBCF Move Card
|input=6A+B
|description=
*Uses {{clr|C|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.
}}
 
===<big>Crush Trigger</big>===
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}
{{BBCF Move Card
|input=5A+B,5[A+B]|versioned=input
|description=
*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 {{clr|C|6C}}.
}}
 
==Specials==
===<big>Type: Shooter "Breunor"</big>===
{{InputBadge|{{clr|A|236A}}/{{clr|B|B}}}}
{{BBCF Move Card
|input=236A,236B,236A/B~236A/B,236A/B Powered Up |versioned=input
|description=
* 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 {{clr|A|236A}}/{{clr|B|B}} again (Can not be followed up repeatedly).
* If a followup Breunor touches the previous Breunor, They both combine into a single Powered Up shot
 
Mostly used to control space and cover approaches. Throwing Breunors at the right heights and in the right situations can make it hard for your opponent to move freely and can compliment your rushdown and footsies by convincing the opponent to move at your pace or in ways that'll make them easier to predict. The Breunors are a high projectile level too and will beat or cancel out a good amount of other projectiles in the game. The B version of Breunor is also good to throw out ahead of you and then dash in after to have it help cover your approach.
 
In pressure, staggered Breunor projectiles can be good for ending pressure or if you're doing it from {{clr|D|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 {{clr|C|6C}} > {{clr|D|6D}} routes or be used as an ender that'll give you time to go for safe jumps.
}}
 
===<big>Air Type: Shooter "Breunor"</big>===
{{InputBadge|{{clr|A|j.236A}}/{{clr|B|B}}}}
{{BBCF Move Card
|input=j.236A,j.236B,j.236A/B~j.236A/B |versioned=input
|description=
Air Bruenors are great tools for zoning. You can use them relatively safely from most ranges, and by delaying their followups you can cover slightly different angles. Keep in mind that air powered up shots are ''not'' possible, so you're better off using followups to cover different angles.
 
Instant air backdash j.236B is a very strong option to create space for Bors or to check the opponents movement.
}}
 
===<big>Type: Slasher "Griflet"</big>===
{{InputBadge|{{clr|C|623C}} (Air OK)}}
{{BBCF Move Card
|input=623C,j.623C,623C Crest,623C Followup |versioned=input
|description=
* 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 {{clr|D|j.D}} to keep the combo going, making it great as a combo extender. However, it doesn't make it safe on block since it doesn't activate unless the previous parts hit.
}}
 
===<big>Type: Assaulter "Erec"</big>===
{{InputBadge|{{clr|A|214A}}}}
{{BBCF Move Card
|input=214A
|description=
*Command Grab that whiffs on crouchers
*Combo throw, will not incur purple !! marks in hit- or blockstun for any reason. Does not have 100% minimum damage.
*First hit prevents the second hit from dealing base damage due to the character combo rate taking effect.
 
Mostly used in punish combos since Erec adds a lot of damage to combos when comboed into earlier on. It doesn't see much use as a mixup because it's very unsafe on whiff and you don't get to see its huge base damage anyway. It looks like her 214B so it catches people off guard sometimes.
}}
 
===<big>Type: Slasher "Gawain"</big>===
{{InputBadge|{{clr|B|214B}}}}
{{BBCF Move Card
|input=214B,214[B],214B Crest |versioned=input
|description=
*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 {{clr|C|3C}} > {{clr|D|5D}} > {{clr|B|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 {{clr|D|5D}} as explained in {{clr|D|5D}}'s section.
}}
 
===<big>Type: Slasher "Mordred"</big>===
{{InputBadge|{{clr|C|214C}}}}
{{BBCF Move Card
|input=214C,214C Crest, 214C~214C, 214C~214C Crest |versioned=input
|description=
* Crest Activates as soon as {{clr|C|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. 
}}
 
===<big>Type: Enchanter "Bors"</big>===
{{InputBadge|{{clr|D|214D}}}}
{{BBCF Move Card
|input=214D
|description=
*Goes away on being hit, and when a throw is teched.
 
Es assumes a stance that powers up her next special attack, except fireballs. An icon will be displayed above your heat gauge when the buff is active.
 
Bors is crucial to Es play. Es has subpar damage without Bors. It increases the reward on all her hits, making neutral, pressure, mixup and defence significantly more rewarding for her in terms of damage and corner carry.  You can safely get Bors from combos by special canceling {{clr|C|3C}} or {{clr|C|6C}} combo enders. With Es' strong neutral, she usually has no problem finding the space to safely acquire Bors. You need Bors.
}}
 
===<big>Type: Assaulter "Tristan"</big>===
{{InputBadge|{{clr|B|j.2B}}}}
{{BBCF Move Card
|input=j.2B,j.2BB,j.2BBB |versioned=input
|description=
*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 {{clr|B|j.2BB}} into {{clr|B|j.B}} in some air combos to extend the air combo a little more to either get more damage or better knockdown. Similarly, {{clr|B|j.2BB}} is popular in some corner combo routes as a means to buy time for a {{clr|D|2D}} Crest to activate and extend your combo. 
}}
 
==Distortion Drives==
===<big>Type: Shooter "Palamedes"</big>===
{{InputBadge|{{clr|A|632146A}}/{{clr|B|B}} (Air OK)}}
{{BBCF Move Card
|input=632146A/B,j.632146A/B |versioned=input
|description=
* Minimum Damage = 30% (660 {660 + 66*n})
*The overdrive version does more addtional hits the more it travels. Midscreen you can get up to 9 additional hits. In the corner, you won't get any.
*Only a reversal against projectiles, but it still comes out extremely quickly for such a large move.
*Quite safe for a super
 
A version shoots straight forward, ground B version shoots diagonally upwards, air B version shoots diagonally downwards.
 
Has projectile invuln, travels very quickly and is very large, so it can be used to punish projectiles such as Mai spear or Izanami Drive activation on reaction.
 
With 100 meter and Overdrive, 3C OD 3C 5D(3) 632146A 632146B is a potent meter dump at the end of combos.
 
Due to its fast startup, can be single hit hitconfirmed after 5C or 3C. Midscreen, this is useful for finishing rounds. In the corner, this leads to a full combo.
 
Can be used as a combo ender in the air when the extra damage will kill an opponent to finish the round. In some match up specific situations, reversal OD > Palamedes can be a good way to punish ranged projectile options in an opponent's pressure.
}}
 
===<big>Type: Slasher "Galahad"</big>===
{{InputBadge|{{clr|C|632146C}}}}
{{BBCF Move Card
|input=632146C
|description=
*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 {{clr|D|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 {{clr|C|6C}} to squeeze out more damage.
}}
 
===<big>Type: Enchanter "Percival"</big>===
{{InputBadge|{{clr|D|632146D}}}}
{{BBCF Move Card
|input=632146D
|description=
*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.
}}
 
==Exceed Accel==
===<big>Type: Braver "Lancelot"</big>===
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}
{{BBCF Move Card
|input=A+B+C+D
|description=
*[[BBCF/Offense#Exceed_Accel| 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 {{clr|C|3C}}, {{clr|B|5B}}, and {{clr|C|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.
}}
 
<br style="clear:both;"/>
 
==Astral Heat==
===<big>Type: Exterminator "Artorius"</big>===
{{InputBadge|{{clr|C|236236C}}}}
{{BBCF Move Card
|input=236236C
|description=
*Hitbox extends to the end of the crest.
 
Es' astral can be comboed into by using {{clr|C|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.
}}
 
<br style="clear:both;"/>
 
==Colors==
{{BBCFColors|Size=120|Character=Es}}
<br style="clear:both;"/>
 
==Navigation==
<center>{{Character Label|BBCF|Es|42px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
 
{{BBCF/Navigation}}

Latest revision as of 04:51, 20 November 2023

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