On ground hit, it combos reliably into 2C. Guarantees combos into 236C Laser, and allows for loops in the corner. Essential piece in Blitztank's combos, pressure, and conversions. Has Armor against Body-Attribute attacks during frames 4-18.ĥBB is a forward rushing attack that knocks the opponent upwards.Be careful, however, as this move has plenty of recovery, making it unsafe on block, and covers little vertical space. 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. Has Armor against Body-Attribute attacks during frames 4-14.ĥB is a fairly long range poke that leads into 5BB at any range.5A is also the only move of Blitztank that can be jump canceled, but only on hit however. Details in framedata tab.īutton can be held down to go through the entire string, and is whiffable, yet using Cross Raid requires press again normally. All subsequent As also has armor for specific periods of their active frames and start-up. Has Armor against Body-Attribute attacks during frames 4-11.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. Some attacks are invincible to attacks of certain attributes. Throws list the amount of Frame Advantage upon successfully throwing the opponent.Īttributes Attributes this attack possesses. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. The difference between the attacker's recovery and the period that the opponent is in blockstun. Recovery Shows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.įrame Adv. Startup Shows how many frame that the corresponding move needs to go through in order to reach its active frames.Īctive Shows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Throws have their throw range listed instead. Poor MU spread, will need a partner able to deal with near-unwinnable matchups like Nine and Yosuke.Only 2 overheads, with no standing overhead outside of Clash Assault.Zoning capabilities can't cover the air space above 236C, making Blitztank overall very weak to air approach and air zoning.Lack of a proper Anti-Air forcing Blitztank to rely on DP, j.A, 214C, 236C, or to simply block.Although corner combos do huge damage, mid screen combos without an Assist are weak in comparison.High landing recovery on all of his moves, making the standard jump in Combos very inconsistent.Only 1 jump with low height, to the point where it needs to super jump to jump over most of the cast.With the aforementioned j.C and high damage, can capitalize and enable many teams to perform devastating unblockable setups.Elektro Auge is a strong beam projectile to facilitate zoning and long range lockdown.High Damage with Assists and very high Corner Damage.Strong Corner Carry in combos ending in Ansturm.Highly damaging and extremely fast Distortion Skills.Access to a full screen and highly applicable unblockable in j.C.Very strong Reversal in the form of a Parry with Reflector.Playstyle Blitztank is a slow, stationary fortress specialized in zoning and setplay using his unblockable attack.
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